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From: Jan E. <ch...@in...> - 2004-05-18 13:02:14
|
Hi,
Does anybody know of some site on the big wild net that has some simple
animations that we could borrow? I'd need something that looks like a
small puff of smoke and something that could be used to indicate a hit on
a unit. This is as you guessed needed to show the player that a unit fires
at some other unit. The animations should be very simple with only a few
frames of animations and be very small. It should be suitable to be
animated on top of the unit icons without looking too big, so maybe max
10x10 pixels?
Any pointers? Otherwise I'll just whip up something that will suffice for
the time being.
--
That's right," he said. "We're philosophers. We think, therefore we am.
-- Terry Pratchett, Small Gods
|
|
From: Jan E. <ch...@in...> - 2004-05-11 12:44:31
|
On Tue, 11 May 2004, Marcus Alanen wrote:
>Hi, I've been trying to make the RPM packages for civil. I have some
>problems with getting ccivil.so copied into the install (probably
>rusty rpm skills...), but I'll see what I can do in the next day(s) or
>so.
Why not just use distutils? Or do you mean how to force distutils to copy
the file to the temporary install root, not /usr/lib/...?
This snip from src/Makefile.in maybe helps?
...
# install the extension module. this is a small hack to allow the Debian package
# to install into $(DESTDIR), which when building a deb points to a temporary dir
# under the debian directory. If --root is not given then the file will be installed
# into /usr/lib/python*/site-packages/, and that's not good if we're building a deb
# as we can't get it included in the package then
if [ "$(DESTDIR)x" = "x" ]; then \
cd map/los && @CONF_PYTHON@ setup.py install; \
else \
cd map/los && @CONF_PYTHON@ setup.py install --root=$(DESTDIR); \
fi
Maybe the variable just needs modifying, or an extra check added for the
variable the RPM uses?
--
"Bingeley bingeley beep!"
-- The Personal Disorganizer, Terry Pratchett in Feet of Clay
|
|
From: Marcus A. <maa...@ab...> - 2004-05-11 09:35:58
|
Hi, I've been trying to make the RPM packages for civil. I have some problems with getting ccivil.so copied into the install (probably rusty rpm skills...), but I'll see what I can do in the next day(s) or so. |
|
From: Jan E. <ch...@in...> - 2004-05-06 13:15:20
|
On Thu, 6 May 2004, Gareth Noyce wrote:
>> Yeah, I guessed that. Gfx-wise there are a few bits'n'pieces missing,
>> mainly due to the new theme. The error dialog
>> (gfx/dialogs/message.png) is
>> still of the old type, and the in-game dialog frames got replaced too
>> (but
>> it doesn't look all that bad).
>
>Right, I'll checkout and go through the GFX and see what's there. Bear
>with me :)
Of course. As if I'd come over and smack you for not working? :) "Work,
man, work, or you'll face some severe trout slapping!"
>> One thing that needs to be fixed for Windows is how to compile the
>> binary
>> LOS module. On Linux/Unix/OSX distutils should work fine, and the
>> module
>> is installed into /usr/lib/python2.x/site-packages/ (or wherever
>> distutils
>> thinks is ok) and used, but on Windows the compilation will most
>> likely fail.
>
>Hmmm, I've not got VS so compiling for win32 is a bit tricksy. I'll see
>if I can get hold of a copy.
Maybe we should archive precompiled Windows modules in CVS? Binary
compatibility is quite good on Windows, so it should be quite feasible.
The module is compiled using distutils.
>> I'm too unfamiliar with Windows packaging nowadays to be able to say
>> what
>> should be done, but a precompiled .exe is what the people expect. The
>> same
>> goes for OSX, although I think there it is at least possible for most
>> people to install stuff "a harder way"?
>
>Would have thought OS X would go the distutils way with very little
>hassle indeed. I'm fairly sure I compiled LOS once before... I guess I
>should see if Pygame actually works on OS X now. :)
I'm actually toying with the idea of trying to use only distutils for the
installation. Would make Civil more cross platform and maybe a bit more
friendly for those that don't like autoconf and make. It does make it
harder for at least Windows developers, OSX is in that respect quite
Linuxish.
--
Most gods find it hard to walk and think at the same time.
-- Terry Pratchett, Small Gods
|
|
From: Gareth N. <kor...@ma...> - 2004-05-06 12:32:27
|
> Yeah, I guessed that. Gfx-wise there are a few bits'n'pieces missing, > mainly due to the new theme. The error dialog > (gfx/dialogs/message.png) is > still of the old type, and the in-game dialog frames got replaced too > (but > it doesn't look all that bad). Right, I'll checkout and go through the GFX and see what's there. Bear with me :) > One thing that needs to be fixed for Windows is how to compile the > binary > LOS module. On Linux/Unix/OSX distutils should work fine, and the > module > is installed into /usr/lib/python2.x/site-packages/ (or wherever > distutils > thinks is ok) and used, but on Windows the compilation will most > likely fail. Hmmm, I've not got VS so compiling for win32 is a bit tricksy. I'll see if I can get hold of a copy. > I'm too unfamiliar with Windows packaging nowadays to be able to say > what > should be done, but a precompiled .exe is what the people expect. The > same > goes for OSX, although I think there it is at least possible for most > people to install stuff "a harder way"? Would have thought OS X would go the distutils way with very little hassle indeed. I'm fairly sure I compiled LOS once before... I guess I should see if Pygame actually works on OS X now. :) G |
|
From: Jan E. <ch...@in...> - 2004-05-04 14:16:28
|
On Tue, 4 May 2004, Marcus Alanen wrote:
>On Tue, 4 May 2004, Jan Ekholm wrote:
>
>>
>> I think that I'll just put out a 0.83 by the weekend if nobody has any
>> objections. There are a lot of regressions (nice word, sounds a lot better
>> than "bugs") but I don't care too much. It's more of a mental milestone
>> than a functional one. Some important stuff will be broken too, but it can
>> be fixed later.
>>
>> I plan on just putting out a tar ball, no packages. Maybe Debian packages
>> if the build works as well as it seems to work.
>
>I think this is OK. Even though there is breakage, the game has
>changed somewhat in character, and we can just as well give something
>out now, exactly as a mental milestone.
>I'll try to whip up RedHat (Well, Fedora 1) packages, time permitting,
>sourceforge permitting, and civil build system permitting. (That's a
>lot of if's...)
There aren't really any panic with those, as one can always just check out
the 0.83 tag and build from that. But yeah, quite a few if:s... :)
--
"Stercus, stercus, stercus, moriturus sum."
-- Terry Pratchett, Interesting Times
|
|
From: Marcus A. <maa...@ab...> - 2004-05-04 14:12:34
|
On Tue, 4 May 2004, Jan Ekholm wrote: > > I think that I'll just put out a 0.83 by the weekend if nobody has any > objections. There are a lot of regressions (nice word, sounds a lot better > than "bugs") but I don't care too much. It's more of a mental milestone > than a functional one. Some important stuff will be broken too, but it can > be fixed later. > > I plan on just putting out a tar ball, no packages. Maybe Debian packages > if the build works as well as it seems to work. I think this is OK. Even though there is breakage, the game has changed somewhat in character, and we can just as well give something out now, exactly as a mental milestone. I'll try to whip up RedHat (Well, Fedora 1) packages, time permitting, sourceforge permitting, and civil build system permitting. (That's a lot of if's...) Marcus |
|
From: Jan E. <ch...@in...> - 2004-05-04 14:07:41
|
I think that I'll just put out a 0.83 by the weekend if nobody has any
objections. There are a lot of regressions (nice word, sounds a lot better
than "bugs") but I don't care too much. It's more of a mental milestone
than a functional one. Some important stuff will be broken too, but it can
be fixed later.
I plan on just putting out a tar ball, no packages. Maybe Debian packages
if the build works as well as it seems to work.
Comments?
--
"Stercus, stercus, stercus, moriturus sum."
-- Terry Pratchett, Interesting Times
|
|
From: Jan E. <ch...@in...> - 2004-05-04 14:02:37
|
On Tue, 4 May 2004, Gareth Noyce wrote:
>Docs: Was that based off the old CSS from the XSLT / XHTML stuff that
>was done years ago? Looks a bit familiar... Anyway, cool. :)
No, it's a little Python app. I actually wrote it with a totally different
manual in mind, but the Civil manual was readily available and it is XML,
not SGML. So I used it for testing.
>Actually, you could probably use the website CSS and have it all match
>up. That wouldn't be hard.
Yup, that's the general idea. So far only the body font is borrowed from
that the site CSS.
>WRT a release, what's missing atm, GFX wise? I have to admit, I've not
>had Pygame running on this machine for ages - gave up when OS X fell
>behind the main distro - so I've not been able to run Civil in a long
>while :(
Yeah, I guessed that. Gfx-wise there are a few bits'n'pieces missing,
mainly due to the new theme. The error dialog (gfx/dialogs/message.png) is
still of the old type, and the in-game dialog frames got replaced too (but
it doesn't look all that bad).
>Saying that, I've got a windows box at work. Lemme try and get it
>running on that. :)
One thing that needs to be fixed for Windows is how to compile the binary
LOS module. On Linux/Unix/OSX distutils should work fine, and the module
is installed into /usr/lib/python2.x/site-packages/ (or wherever distutils
thinks is ok) and used, but on Windows the compilation will most
likely fail.
I'm too unfamiliar with Windows packaging nowadays to be able to say what
should be done, but a precompiled .exe is what the people expect. The same
goes for OSX, although I think there it is at least possible for most
people to install stuff "a harder way"?
--
"Stercus, stercus, stercus, moriturus sum."
-- Terry Pratchett, Interesting Times
|
|
From: Gareth N. <kor...@ma...> - 2004-05-04 12:38:23
|
Sorry, mail filter bunged all the Civil mail in a folder and I didn't notice the incoming stuff. Docs: Was that based off the old CSS from the XSLT / XHTML stuff that was done years ago? Looks a bit familiar... Anyway, cool. :) Actually, you could probably use the website CSS and have it all match up. That wouldn't be hard. WRT a release, what's missing atm, GFX wise? I have to admit, I've not had Pygame running on this machine for ages - gave up when OS X fell behind the main distro - so I've not been able to run Civil in a long while :( Saying that, I've got a windows box at work. Lemme try and get it running on that. :) G On 4 May 2004, at 08:41, Jan Ekholm wrote: > > I was looking a bit at the docs yeaterday to see how much is missing > and > how much needs to be updated. It's not that bad wrt what needs > updating, > but there still is a fair deal of stuff that needs to be written > though. > > Anyway, that was not my point here. I wanted to ask you what you think > of > the documentation as a whole, how should it be presented to the users? > Currently we have stuff to create PDF, HTML and PS from the XML > sources. > I personally think that we only need HTML now and eventually some way > to > render the same docs in-game. I could thus nuke the PDF and PS > generation > from the build system and make it all easier to install. > > I do have a small utility that can take the Civil docs and spit out > something that I think is fully CSS:ed XHTML. See a sample at: > > http://www.infa.abo.fi/~chakie/media/foo.html > http://www.infa.abo.fi/~chakie/media/style.css > > The colors are fugly, I haven't really done any real tweaks to make the > output look nice, but that is mainly a CSS thing now (or some minor > tweaks > to the generator). > > My ultimate goal is to also have a litte routine that could display the > manual in-game, ie render stuff on Pygame surfaces. Might be a big > project, but it could be fun. > > So, any objections to me cleaning up the docs stuff a bit and removing > parts nobody will anyway need? > > -- > You've got a lot of time for abstract thought when you've got your hand > stuck up a dead badger. > -- Terry Pratchett, Johnny and the > Bomb > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Civil-devel mailing list > Civ...@li... > https://lists.sourceforge.net/lists/listinfo/civil-devel > > -- "If the Start Windows Restart when Windows starts check box is checked Windows Restart will start automatically every time Windows is started." -- Windows 95 online help. -- -- "I've started referring to the proposed action against Iraq as Desert Storm 1.1, since it reminds me of a Microsoft upgrade: it's expensive, most people aren't sure they want it, and it probably won't work." --Kevin G. Barkes -- |
|
From: Jan E. <ch...@in...> - 2004-05-04 07:41:36
|
I was looking a bit at the docs yeaterday to see how much is missing and how much needs to be updated. It's not that bad wrt what needs updating, but there still is a fair deal of stuff that needs to be written though. Anyway, that was not my point here. I wanted to ask you what you think of the documentation as a whole, how should it be presented to the users? Currently we have stuff to create PDF, HTML and PS from the XML sources. I personally think that we only need HTML now and eventually some way to render the same docs in-game. I could thus nuke the PDF and PS generation from the build system and make it all easier to install. I do have a small utility that can take the Civil docs and spit out something that I think is fully CSS:ed XHTML. See a sample at: http://www.infa.abo.fi/~chakie/media/foo.html http://www.infa.abo.fi/~chakie/media/style.css The colors are fugly, I haven't really done any real tweaks to make the output look nice, but that is mainly a CSS thing now (or some minor tweaks to the generator). My ultimate goal is to also have a litte routine that could display the manual in-game, ie render stuff on Pygame surfaces. Might be a big project, but it could be fun. So, any objections to me cleaning up the docs stuff a bit and removing parts nobody will anyway need? -- You've got a lot of time for abstract thought when you've got your hand stuck up a dead badger. -- Terry Pratchett, Johnny and the Bomb |
|
From: Jan E. <ch...@in...> - 2004-05-03 10:10:53
|
On Mon, 3 May 2004, Marcus Alanen wrote:
>On Mon, 3 May 2004, Jan Ekholm wrote:
>
>> >> NO!
>> >>
>> >> The '> $f' will truncate the file before "cat" has been able to read it!
>
>Regarding your other mail, I tested it and it certainly didn't work
>for me... Anyway.
One could of course just have brutally replaced the contents of the whole
file without bothering with replacing strings. :) It's not that the
contents are different in the files...
--
Crowley was in Hell's bad books. Not that Hell has any other kind.
-- Terry Pratchett & Neil Gaiman, Good Omens
|
|
From: Marcus A. <maa...@ab...> - 2004-05-03 09:18:20
|
On Mon, 3 May 2004, Jan Ekholm wrote: > >> NO! > >> > >> The '> $f' will truncate the file before "cat" has been able to read it! Regarding your other mail, I tested it and it certainly didn't work for me... Anyway. > >This works (just used it myself): > > > >find . -name 'Root' -exec sed -i -e \ > >'s/cvs.civil.sourceforge.net/cvs.sourceforge.net/g' {} \; > > Ah, I didn't know about the -i flag, very handy. One should really > regularly reread man-pages for the standard tools to see if there is > something "new" that hasn't been useful before, but which is very useful > nowdays. Yeah, it's amazing how much they change. I didn't know about sed -i either, thanks John! Marcus |
|
From: Jan E. <ch...@in...> - 2004-05-03 05:13:12
|
On Sun, 2 May 2004, John Eikenberry wrote: >Marcus Alanen wrote: > >> Jan Ekholm wrote: >> >> >Ok, they have some DNS changes due to "bind" being upgraded. One has to >> >use cvs.sourceforge.net and not cvs.civil.sf.net nowadays. This little >> >script fixes that: >> > >> >for f in `find . -name "Root"`; do cat $f | sed -e \ >> >'s/cvs.civil.sf.net/cvs.sourceforge.net/g' > $f; done >> >> NO! >> >> The '> $f' will truncate the file before "cat" has been able to read it! > >This works (just used it myself): > >find . -name 'Root' -exec sed -i -e \ >'s/cvs.civil.sourceforge.net/cvs.sourceforge.net/g' {} \; Ah, I didn't know about the -i flag, very handy. One should really regularly reread man-pages for the standard tools to see if there is something "new" that hasn't been useful before, but which is very useful nowdays. -- Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home. -- Terry Pratchett & Neil Gaiman, Good Omens |
|
From: Jan E. <ch...@in...> - 2004-05-03 05:09:54
|
On Sun, 2 May 2004, Marcus Alanen wrote: >Jan Ekholm wrote: > >> Ok, they have some DNS changes due to "bind" being upgraded. One has to >> use cvs.sourceforge.net and not cvs.civil.sf.net nowadays. This little >> script fixes that: >> >> for f in `find . -name "Root"`; do cat $f | sed -e \ >> 's/cvs.civil.sf.net/cvs.sourceforge.net/g' > $f; done > >NO! > >The '> $f' will truncate the file before "cat" has been able to read it! That's what I thought too, but it worked nicely for me. -- Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home. -- Terry Pratchett & Neil Gaiman, Good Omens |
|
From: John E. <ja...@zh...> - 2004-05-02 21:18:22
|
Marcus Alanen wrote: > Jan Ekholm wrote: > > >Ok, they have some DNS changes due to "bind" being upgraded. One has to > >use cvs.sourceforge.net and not cvs.civil.sf.net nowadays. This little > >script fixes that: > > > >for f in `find . -name "Root"`; do cat $f | sed -e \ > >'s/cvs.civil.sf.net/cvs.sourceforge.net/g' > $f; done > > NO! > > The '> $f' will truncate the file before "cat" has been able to read it! This works (just used it myself): find . -name 'Root' -exec sed -i -e \ 's/cvs.civil.sourceforge.net/cvs.sourceforge.net/g' {} \; -- John Eikenberry [ja...@zh... - http://zhar.net] ______________________________________________________________ "Perfection (in design) is achieved not when there is nothing more to add, but rather when there is nothing more to take away." -- Antoine de Saint-Exupery |
|
From: Marcus A. <maa...@ra...> - 2004-05-02 20:16:21
|
Jan Ekholm wrote: > Ok, they have some DNS changes due to "bind" being upgraded. One has to > use cvs.sourceforge.net and not cvs.civil.sf.net nowadays. This little > script fixes that: > > for f in `find . -name "Root"`; do cat $f | sed -e \ > 's/cvs.civil.sf.net/cvs.sourceforge.net/g' > $f; done NO! The '> $f' will truncate the file before "cat" has been able to read it! |
|
From: Jan E. <ch...@in...> - 2004-05-02 20:07:43
|
On Sun, 2 May 2004, Jan Ekholm wrote: >On Sat, 1 May 2004, Marcus Alanen wrote: > >>Jan Ekholm wrote: >>> Can anyone of you access CVS as of yesterday or something? I get this: >>> >>> 10:15 carrot(civil)> cvs ci >>> Cannot access /cvsroot/civil/CVSROOT >>> No such file or directory >>> >>> /?%??%&%.... >>> >>> Btw, 188,378 hits on the web site isn't too shabby... >>> >> >>They might have switched machines and have some kind of a transitory >>period when moving the projects? > >Yes, the machine has changed, but that has happened before and is no big >deal. Just remove the old key from known_hosts and try again. This error >seems to persist, I've had it now for three days. Ok, they have some DNS changes due to "bind" being upgraded. One has to use cvs.sourceforge.net and not cvs.civil.sf.net nowadays. This little script fixes that: for f in `find . -name "Root"`; do cat $f | sed -e \ 's/cvs.civil.sf.net/cvs.sourceforge.net/g' > $f; done -- Sometimes it's better to light a flamethrower than curse the darkness. -- Terry Pratchett, Men at Arms |
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From: Jan E. <ch...@in...> - 2004-05-02 08:30:56
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On Sat, 1 May 2004, Marcus Alanen wrote:
>Jan Ekholm wrote:
>> Can anyone of you access CVS as of yesterday or something? I get this:
>>
>> 10:15 carrot(civil)> cvs ci
>> Cannot access /cvsroot/civil/CVSROOT
>> No such file or directory
>>
>> /?%??%&%....
>>
>> Btw, 188,378 hits on the web site isn't too shabby...
>>
>
>They might have switched machines and have some kind of a transitory
>period when moving the projects?
Yes, the machine has changed, but that has happened before and is no big
deal. Just remove the old key from known_hosts and try again. This error
seems to persist, I've had it now for three days.
And I have so much to check in... :)
--
In the beginning the Universe was created. This has made a lot of people
very angry and been widely regarded as a bad move.
-- Douglas Adams
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From: Marcus A. <maa...@ra...> - 2004-05-01 19:54:52
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Jan Ekholm wrote: > Can anyone of you access CVS as of yesterday or something? I get this: > > 10:15 carrot(civil)> cvs ci > Cannot access /cvsroot/civil/CVSROOT > No such file or directory > > /?%??%&%.... > > Btw, 188,378 hits on the web site isn't too shabby... > They might have switched machines and have some kind of a transitory period when moving the projects? $ cvs -q up @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ WARNING: POSSIBLE DNS SPOOFING DETECTED! @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ The DSA host key for cvs.civil.sourceforge.net has changed, and the key for the according IP address 66.35.250.209 is unknown. This could either mean that DNS SPOOFING is happening or the IP address for the host and its host key have changed at the same time. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ WARNING: REMOTE HOST IDENTIFICATION HAS CHANGED! @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ IT IS POSSIBLE THAT SOMEONE IS DOING SOMETHING NASTY! Someone could be eavesdropping on you right now (man-in-the-middle attack)! It is also possible that the DSA host key has just been changed. The fingerprint for the DSA key sent by the remote host is 4c:68:03:d4:5c:58:a6:1d:9d:17:13:24:14:48:ba:99. Please contact your system administrator. Add correct host key in /home/msa/.ssh/known_hosts2 to get rid of this message. Offending key in /home/msa/.ssh/known_hosts2:22 DSA host key for cvs.civil.sourceforge.net has changed and you have requested strict checking. The authenticity of host 'cvs.civil.sourceforge.net (66.35.250.209)' can't be established. DSA key fingerprint is 4c:68:03:d4:5c:58:a6:1d:9d:17:13:24:14:48:ba:99. Are you sure you want to continue connecting (yes/no)? yes Warning: Permanently added 'cvs.civil.sourceforge.net,66.35.250.209' (DSA) to the list of known hosts. Cannot access /cvsroot/civil/CVSROOT No such file or directory $ |
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From: Jan E. <ch...@in...> - 2004-05-01 18:29:49
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Can anyone of you access CVS as of yesterday or something? I get this:
10:15 carrot(civil)> cvs ci
Cannot access /cvsroot/civil/CVSROOT
No such file or directory
/?%??%&%....
Btw, 188,378 hits on the web site isn't too shabby...
--
The Emperor had all the qualifications for a corpse except, as it were, the
most vital one.
-- Terry Pratchett, Interesting Times
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