Search found 31 matches

by Almkaz
Tue Jan 20, 2009 3:57 am
Forum: General Discussion
Topic: Just checked out latest release
Replies: 1
Views: 1319

Just checked out latest release

Hello,

It's been a long time since I helped out with Free Orion.
I checked out the latest release - the changes look and feel fantastic!

Regards,
Andrew Emmons
by Almkaz
Sat Feb 21, 2004 4:44 pm
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

This update contains colonization - now we can expand!. The UI for this is probably temporary - when a fleet window is up one can right-click on a colony ship. This will change the cursor and open the side paenl of the system. When a planet that is unowned is selected, or the user right-clicks again...
by Almkaz
Sat Feb 21, 2004 4:13 pm
Forum: Programming
Topic: Code Tests
Replies: 6
Views: 2306

As far as the quality of code is concerned, I cannot speak for other open source projects since this is my first, but I have been on many commercial projects in my career and I am so far happy with the code. I find both the readability and design do not adversely effect my ability to contribute to t...
by Almkaz
Sat Nov 29, 2003 8:32 pm
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

This commit implements the basic techs needed for v.01 by limiting what the
UI allows planets to build

UI/SidePanel.cpp
UI/SidePanel.h
Added support for techs - the UI only allows build orders for items that have been researched
by Almkaz
Mon Nov 24, 2003 11:39 am
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

This commit fixes a crashing issue with SitReps - basically NULL SitReps where beiing added to the Empire's data when the client decoded the Empire XML data. This is fixed. Also this update adds the ability to automatically close/destroy windows in the MapWnd. If a window is derived from MapWndPopup...
by Almkaz
Fri Nov 14, 2003 8:01 pm
Forum: Programming
Topic: A Memory Debugger Tool For FO
Replies: 0
Views: 3620

A Memory Debugger Tool For FO

As our code gets more and more complex, tracking down those inevitable mysteriously random crashes can be very time consuming. From experience, time spent on these bugs can be dramatically reduced by using tools which check for bad memory conditions. Most of these include features like electric-fenc...
by Almkaz
Mon Nov 10, 2003 11:33 am
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

Made some minor design changes to Production Centers - moved most of the logic that was in Planet to the ProdCenter. Also added data hiding to the VarText and SitRep classes. UI/ClientUI.cpp Data hiding for SitReps UI/SitRepPanel.cpp Data hiding for SitReps universe/Planet.cpp universe/Planet.h Move...
by Almkaz
Sat Nov 08, 2003 4:15 pm
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

Added XDiff to turn update data. This changes dramatically much data is sent over the network for each turn. It involved using the XDiff code which works well but is not what I'd say production quality code yet. It crashes if conditions are not perfect ( for example if it has a DEL to do but the ele...
by Almkaz
Sat Nov 01, 2003 4:13 pm
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

Fixed an issue with executing orders on the client which create new universe objects and reference them in the same set of orders. A good example of this is the new fleet/transfer fleet order combination. Essentially the client and server would have different IDs for the newly created object. Change...
by Almkaz
Wed Oct 29, 2003 5:15 pm
Forum: Graphics
Topic: Planet Obi-one Terraforming Sequence (jpg's)
Replies: 36
Views: 11613

Wow - these are absolutely fantastic!
by Almkaz
Sun Oct 26, 2003 11:24 am
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

Just a commit to fix a bug in submitting orders.Crash occured when processing a fleet transfer order. Details in the file descriptions. This, however still does not fix the crash - it's now producing an exception elsewhere, but Zach and I are on it.... Order.cpp Fixed a bug in contructing fleet orde...
by Almkaz
Sat Oct 25, 2003 12:04 pm
Forum: Programming
Topic: Tech Design
Replies: 7
Views: 2076

From what I can see, there are 2 ways we can add techs for v0.1 1) We can already complete reseach and add them ot the empire's list of techs. We could use this list in the build UI to add items to the build list if the tech exists 2) We could imlement a 'available build items' list for each empire ...
by Almkaz
Fri Oct 24, 2003 10:51 am
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 18227

Flushed out Production and Growth for the following: tech research building defence Basesing at turn update building ships building industry Sitreps and also produced and displayed at the end of the turn update. Changes were mainly made to sitreps, which use a syntax which allows variable substituti...
by Almkaz
Wed Oct 22, 2003 5:24 pm
Forum: Programming
Topic: Tech Design
Replies: 7
Views: 2076

Tech Design

As part of flushing out the turn processing on the server, I am dealing with research and techs. Part of tzlaine's earlier post on things to complete for v0.1 is deciding on the Tech format. Currently we have a TechLevel class which is very basic. One way to handle all the different Techs we need is...
by Almkaz
Thu Oct 16, 2003 6:17 pm
Forum: Programming
Topic: SitReps
Replies: 24
Views: 4741

What you are describing makes perfect sense and is what, as far as I can see, are the current roles/boundaries for the client/server. What we are in the process of doing here is flushing out ideas for a system that has not yet been coded - so it's good to test them against the roles of the client/se...