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    <link>http://gmane.org</link>
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  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4438">
    <title>crossfire 1.70.0 and map difficulty</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4438</link>
    <description>&lt;pre&gt;Hello.

Has something changed with map difficulties in 1.70.0?  For example,
reading the questbook in Wanderer Inn in Scorn rewards the player with
525 exp now, a quarter of what a new player needs to reach level 2.
In 1.60.0 that was just 100 exp.  Going through the Central Library
easily gives thousands of exp points, all for 5 platinum.

Traps seem a tad deadly too.
&lt;/pre&gt;</description>
    <dc:creator>Kari Pahula</dc:creator>
    <dc:date>2012-04-10T15:52:34</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4435">
    <title>Windowed JXclient mode</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4435</link>
    <description>&lt;pre&gt;Hello all, I have been using the JXclient and love how fast and well
laid out it is, but I was wondering, is there a way to run the
JXclient in a windowed mode?
Tecslicer,
&lt;/pre&gt;</description>
    <dc:creator>Jason Wright</dc:creator>
    <dc:date>2012-04-01T07:14:20</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4429">
    <title>Quest-based leveling?</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4429</link>
    <description>&lt;pre&gt;Hello.


I'm wondering whether it'd be nice or not to have some "main quests", maybe 
related (like Scorn's nobility quest), that would enable a player to level 
through them.


The idea being that instead of leveling, one would do the quests, and level 
almost like a side-effect.


Of course that'd require quite some work to rebalance things, and write many 
quests.

Especially since one can imagine quests forbidding to do others, variations, 
and thus.



How does that feel?



Regards

Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-03-18T21:39:37</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4422">
    <title>JXClient screen shot request</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4422</link>
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Hi,

For those who are more familiar and use the JX Client, could you
please send me a screen shot of your client layout?

I am curious to see and compare what options and choices people use.
Plus, I have an opportunity to gather in person feedback from brand
new players this weekend in regards to the client.

Thank you,


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&lt;/pre&gt;</description>
    <dc:creator>Rick Tanner</dc:creator>
    <dc:date>2012-02-16T17:29:24</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4421">
    <title>Compiling 1.60 on OSX.</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4421</link>
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Hello,


What version of Mac OS X are you using?

What version or release of Xcode did you use?

I wasn't aware of homebrew, thank you for this information.


The client page is (more or less) a mirror of the wiki page located
at, http://wiki.metalforge.net/doku.php/osx

So, yes - when the wiki is updated the Mac OS X (Intel) page get's
updated as well.


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&lt;/pre&gt;</description>
    <dc:creator>Rick Tanner</dc:creator>
    <dc:date>2012-02-16T17:24:38</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4420">
    <title>Compiling 1.60 on OSX.</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4420</link>
    <description>&lt;pre&gt;Its been ages since I really played crossfire. I've looked at the
crossfire web's client's list now and then and there has never been a
new enough OS X client.
I tried the java client some year ago, but it was not really playable,
the character would often start to run and not stop until I typed a
stop running command.

Yesterday I thought, how hard can it be to port a C application to
OSX? After all, I've got both Xcode and homebrew installed. :-)

I looked at http://crossfire.real-time.com/clients/macosx-intel.html
but it seems a bit dated. I also didn't have or want fink.

Here's a small text describing the experience.

I checked out the source code from the tag for 1.60. svn complained
about invalid SSL/TLS certificate, but I temporarily accepted it.
Don't know where the problem lies.

Then I read the README and INSTALL files and was told to run
./configure. Of course, that is not checked in, nor is there any
description about how to make one.

Its been ages since I last used autoconf/automake so I didn't remeber
the order they should be run, but eventually I got a configure file. I
guess the correct order should be:
aclocal; autoconf; automake --add-missing    (I forgot aclocal and had
to change the aclocal.m4 file to get it to run...).

It would have been nice to have some text about what to run, with what
options, in the INSTALL file (or having the configure and utils files
checked in).

Finally I could run ./configure. It complained that it could not find
libpng. Running:
LD_FLAGS=/usr/X11 ./configure made it find libpng correctly. I think
it has come with the X11 installation.

The configure script complained it couldn't find a lot of other
dependencies. "brew install" a couple of times fixed that too.

It would have been nice to have a list of what the dependencies are in
the INSTALL file and what is optional. Configure sometimes doesn't say
the real package name. I'm not too familiar with GTK and was first
looking for libgtk-v2 and variants of it, when the package name in
homebrew is gtk+ (with a version number of 2.24). Other dependencies
were easier to find.

Finally I had a makefile and could run make.
It went on for a while until it complained about setljmp and libpng. I
fixed it and saw today that David McIlwraith had already provided a
patch for it. A case of having the wrong version installed perhaps?

Then linking complained about some _pre_func* and _post_func*
functions that were missing. The common code was compiled with
-finstrumental-functions for some reason. I removed the flag from the
Makefile and recompiled the common code.

After that the linking complained about missing functions from X11,
which I added to the makefile (-lX11 added to some LIBS= setting).

The compilation had also produced a huge amount of warnings. Some
about unused local variables (I fixed some with dd in vim), but some
about incorrect variable sizes (I've got a 64 bit system), is there
some pointer being put in an integer perhaps? I made a half hearted
attempt at fixing the code (using the proper GTK macros instead of
direct casts), but the warning remained. Anyway, the client had
compiled so I decided to try it.

The homebrew version of GTK+ was the X11 version. Oh well, at least it
started and complained about not finding glade files.

A make install (which sucks; couldn't the client just find the needed
files relative to the binary's location, at least when argv[0] is a
path?) and a new try.

This time a really ugly client starts up. I try to switch glade file
in the config, but nothing happened (even after restart). Oh well. At
least it seems to work.

I connect to a server and it complains my client is too old. I try the
next server, make a character and then the server restricts the
character to the starting map...
I try the third server that was available via the meta server. I can
create my character and end up in some start town. I resize my
client's window and the whole map goes black. After running around for
a bit the map is refreshed enough to not be all black. Related to the
lack of correct glade file? I then take a few more steps and the
network or server goes down, I can't connect to it anymore.

Btw. what happened to the old process of character creation by walking
around on a map? The gtk-v2 client's character creation dialogs was a
bit confusing with buttons that were not dimmed out when they could
not be used. "Add character" should perhaps be called Import/Transfer
character or something instead (if it does what I think it does and
transfers an old character into the account). It should also not be to
the left of the "create character" button since it is expected to be
used less frequently (but perhaps that's a glade file thingy). Oh
well.


I go to the crossfire web forum (http://forum.metalforge.net/) and get:
Forbidden

You don't have permission to access / on this server because you are
currently blacklisted by a DNSBL server at: se.countries.nerd.dk

I go to http://countries.nerd.dk/ to see what's up and it tells me
that it is not a black list server, but an IP to country mapper, so
why is it used like one?


I don't know, but I think I've got a little hunch about why there were
no players on the two servers I connected to...


Anyway perhaps the home page can be updated a bit with a text about it
being possible to compile the OSX client?

Regards,
/Sebastian
&lt;/pre&gt;</description>
    <dc:creator>Sebastian Andersson</dc:creator>
    <dc:date>2012-02-15T10:51:58</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4417">
    <title>GTK client compilation issue w/ newer autotools</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4417</link>
    <description>&lt;pre&gt;Hi,

X_LIBS does not appear to include libX11 with bleeding-edge auto*
tools; I am not sure if this is an issue with the client source itself
or a problem elsewhere. Nonetheless, on svn r16896 (up-to-date local
ArchLinux [x86_64] system), configure.ac must be modified such that
-lX11 is added in a similar vein to Xext. Noting that I have not
encountered this issue before when packaging the client, I am unsure
as to where the problem lies -- does anyone have any insight here?

Regards,
- David McIlwraith &amp;lt;2c93e8f1-Re5JQEeQqe8AvxtiuMwx3w&amp;lt; at &amp;gt;public.gmane.org&amp;gt;
&lt;/pre&gt;</description>
    <dc:creator>David McIlwraith</dc:creator>
    <dc:date>2012-02-15T00:49:31</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4416">
    <title>[PATCH] Fix for libpng compilation problem</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4416</link>
    <description>&lt;pre&gt;Hi,

A missing png_setjmp() results in compilation failure in latest
subversion sources on ArchLinux (png_infop's jmp_buf is accessed
directly in one place). A proposed fix is attached.

Regards,
- David McIlwraith &amp;lt;2c93e8f1-Re5JQEeQqe8AvxtiuMwx3w&amp;lt; at &amp;gt;public.gmane.org&amp;gt;
_______________________________________________
crossfire mailing list
crossfire-BaP4hoWsOe6VyaH7bEyXVA&amp;lt; at &amp;gt;public.gmane.org
http://mailman.metalforge.org/mailman/listinfo/crossfire
&lt;/pre&gt;</description>
    <dc:creator>David McIlwraith</dc:creator>
    <dc:date>2012-02-15T00:22:49</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4415">
    <title>Crossfire release</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4415</link>
    <description>&lt;pre&gt;
  It's been quite a while since there has been a crossfire release, so it seems 
about time for one.

  So I'm thinking that in a couple weeks time, packing up what is there as a 
release and putting it up on sourceforge.

  There are a few reasons for this announcement:
- If there is code/changes that are ready for commit, it gives you time to get 
those committed (a complaint in the past was someone missing the deadline by a 
few days and has to wait for the next release)

- To be aware of this upcoming release, and _not_ to commit large untested 
changes.  Making a release where the code has had little real world testing 
tends not to be good.

- To focus on bug fixes/stability improvements for the next few weeks.

  Since a couple weeks is vague, I'll just say end of the month.  That does not 
mean the release will happen on March 1, but it could, so just take that as a 
deadline.

  Any concerns, questions, issues, let me know.
&lt;/pre&gt;</description>
    <dc:creator>Mark Wedel</dc:creator>
    <dc:date>2012-02-14T07:07:10</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4406">
    <title>Archetype and inventory bug</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4406</link>
    <description>&lt;pre&gt;Hello.


After a crash on invidious, I've found a bug related to archetypes in 
inventory handling, and I'm really wondering how to fix it :s


Here's the description:
- when a random map is generated, a special submap can be 
/styles/specialmaps/powerroom

- in this map are firewalls, with a "transferrence" spell in their inventory. 
The archetypes are "firewall_1", "firewall_2" and such

- those archetype contain an archetype "firebullet", because they are firewalls

- when the map is generated, the "firebullet" is copied from the archetype, 
then the "transferrence spell is added

- transferrence is the first item in inventory, so that's what the wall casts ; 
casting this, the wall increases its stats.sp (probably from the crystal, or a 
player standing on the crystal)

- if the map is swapped out, then reloaded from disk, the firewall will have 
its firebullet item copied from the archetype, then reloads the transferrence 
item, and the initial firebullet

- the firewall now contains, in the order: firebullet (archetype instanciation 
for reloading), transferrence (from the map definition), firebullet (archetype 
instanciation for creation)

- this is already a bug, but the fun is when the firewall will move, it'll fire 
in the direction... stats.sp which is now something like 15, 50, 100 - an 
invalid direction, of course

- this crashes in the face updating, setting an invalid face to the item


So I'm really puzzled on a correct fix for that... So far I can see:

- using a treasurelist for the firewall's spell, having it set to NONE in the 
map

- somehow detecting the map defines an inventory, and not generating the 
default firebullet, not saving it, or something like that

- something else entirely



Opinions?




Regards

Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-01-22T15:40:48</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4405">
    <title>Random maps</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4405</link>
    <description>&lt;pre&gt;Hello.


So far Crossfire's random maps have been mostly "fillers", really random maps 
without any particular difficulty (apart killing everything).


I'm wondering about trying to improve that, and have more complex maps, with 
eg traps, levers to find, secret passages, and such things.


What do you think of that?




Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-01-22T12:08:43</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4401">
    <title>Patch proposal: unidentified generic faces</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4401</link>
    <description>&lt;pre&gt;Hello.


I've been playing with having items hide their "real" face unless they are 
identified.

So for instance potions would keep their generic face when not identified.


Here's a patch that makes that behaviour.


Right now it's only the face (and animation-related parameters), but I was 
thinking of doing that for the name too. So eg unidentified skill scrolls could 
have a generic blank face and name until they are identified.


Would that behaviour change be ok?


The code relies on key-values containing "identified" properties (see 
common/item.c:object_give_identified_properties for more details).


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-01-18T22:26:20</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4400">
    <title>Messages and quests</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4400</link>
    <description>&lt;pre&gt;Hello.

I've modified the message handling, for messages in lib/messages, to enable to 
alter quest stats, and thus start a quest when a message is read.

Example is with the 'Temple of Justice' quest.


This will enable to add (even small) quests so players learn of various places 
in the world.


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-01-01T13:23:51</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4399">
    <title>Happy New Year!</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4399</link>
    <description>&lt;pre&gt;Hello.

I wish to everyone a Happy New Year, and many good things for 2012!



Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-01-01T13:22:28</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4398">
    <title>Throwing behaviour</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4398</link>
    <description>&lt;pre&gt;Hello.

I've added a 'quiver of throwing items', that will contain items with the race 
'throwing', items made to be thrown.

The throwing skill will now first check for marked items, then only use items 
made for throwing.


This prevents throwing a random item, unless specifically asking for it.



Maybe I could have used the 'FLAG_IS_THROWN' as indicator, without adding a 
race... Time will tell, we can always change that :)


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2011-12-30T20:04:15</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4395">
    <title>Knowledge and alchemy improvement</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4395</link>
    <description>&lt;pre&gt;Hello.


I've improved the 'knowledge' system, and made alchemy slightly simpler 
hopefully.


When you issue 'knowledge attempt &amp;lt;number&amp;gt;', if &amp;lt;number&amp;gt; is an alchemy (or 
smithery or any formulae) recipe, then the recipe will be attempted if you 
have the required ingredients and are above the required facility.

Items will be dropped, picked and identified as required.


Comments and suggestions for improvement welcome.


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2011-12-29T18:46:24</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4393">
    <title>Acid and cancellation</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4393</link>
    <description>&lt;pre&gt;Hello.


Right now acid and cancellation will permanently alter an item, decreasing its 
"magic" (acid) or setting it to 0 (cancellation).

For "bad" items (weapons with -1 for instance), this is nice because you can 
recover items.


For good items, this is really bad, because you just lose some power on the 
item.


This can of course be the correct behaviour, but it's always painful for 
players to  have equipment thus damaged :)


If this should be changed, one fix could be to store the "magic" as a 
key/value, and add items to restore that value.


Opinions?


Regards

Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2011-12-29T16:36:16</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4387">
    <title>Upgrading the 'probe' spell</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4387</link>
    <description>&lt;pre&gt;Hello.


I'd like to change the 'probe' spell, to make it more interesting.

I'm thinking of showing, for some variable duration (based on level), the 
monster's health. Probably as a large interval, like 'good shape', 'bad 
shape', like the current spell shows.

And maybe, the more the level of the spell goes up, the more precise 
indicator. Also over some level whether it's poisoned or diseased, if it has 
acid attack, such things.


This will require some client change to display the hp.


How does that sound?


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2011-12-11T16:36:52</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4384">
    <title>bla</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4384</link>
    <description>&lt;pre&gt;Yep that was it. patch is so annoying. Now that it applys I'm not sure what it 
does tho. Patch claims it changed Makefile.am and it builds but svn diff claims 
no diff.

Meflin

On Saturday, December 03, 2011 07:59:18 PM you wrote:
&lt;/pre&gt;</description>
    <dc:creator>James Lopeman</dc:creator>
    <dc:date>2011-12-04T04:30:18</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4376">
    <title>[PATCH 1/1] GTK 2+ client: fix for locale dir. reference in Makefile.am; other autotools issues</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4376</link>
    <description>&lt;pre&gt;Proposed fix attached. Already in use in 'crossfire-client-svn',
ArchLinux AUR (https://aur.archlinux.org/packages.php?ID=34483).

Regards,
- David McIlwraith &amp;lt;archaios-pMZ+4IHGWqnk1uMJSBkQmQ&amp;lt; at &amp;gt;public.gmane.org&amp;gt;
_______________________________________________
crossfire mailing list
crossfire-BaP4hoWsOe6VyaH7bEyXVA&amp;lt; at &amp;gt;public.gmane.org
http://mailman.metalforge.org/mailman/listinfo/crossfire
&lt;/pre&gt;</description>
    <dc:creator>David McIlwraith</dc:creator>
    <dc:date>2011-12-03T23:26:00</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.crossfire.general/4375">
    <title>[PATCH 0/1] GTK 2+ client: fix for locale dir. reference in Makefile.am; other autotools issues</title>
    <link>http://comments.gmane.org/gmane.games.crossfire.general/4375</link>
    <description>&lt;pre&gt;Hi,

As of the newest trunk svn version (and prior versions), the locale
directory is not properly referenced in 'gtk-v2/src/Makefile.am',
leading to "$prefix/locale" (via an unset "$(DATADIRNAME), which
should be "$datadir") being used instead of "$prefix/$datadir/locale"
(noting that "$localedir", I believe, is the correct setting, and
succeeds in my tests; see patch below), even though NLS is currently
not employed. I propose the patch in the next message.

As a secondary issue, as use of 'autogen.sh' is deprecated (per
warning), and the included 'aclocal.m4' is out-of-date [if autoconf
2.61 is not used], I must advise that the package fails to build on
(at least) the current ArchLinux distribution via use of 'autoreconf'
alone, as 'utils/{config.guess,config.sub,install-sh,missing}' are not
provided.

The commands:

aclocal
automake --add-missing [to add the missing utils/ files]
autoreconf

are necessary to produce a working package. I am not sure if the
latter problem is regarded as a major issue at this point or not, but
the locale directory reference is definitely not correct with current
autotools versions.

Regards,
- David McIlwraith &amp;lt;archaios-pMZ+4IHGWqnk1uMJSBkQmQ&amp;lt; at &amp;gt;public.gmane.org&amp;gt;
ArchLinux AUR 'crossfire-client' / 'crossfire-client-svn' package maintainer
&lt;/pre&gt;</description>
    <dc:creator>David McIlwraith</dc:creator>
    <dc:date>2011-12-03T23:24:33</dc:date>
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