Search found 62 matches

by spikethehobbit
Thu Oct 31, 2019 11:10 am
Forum: Programming
Topic: Fix exception warning (patch)
Replies: 3
Views: 97

Re: Fix exception warning (patch)

o01eg wrote:
Thu Oct 31, 2019 11:03 am
spikethehobbit wrote:
Thu Oct 31, 2019 10:55 am
There are nine places where exceptions are caught by value instead of by reference. Attached is a trivial patch to change these to const&.
What about to open PR on the Github?
I closed my Github account when Microsoft bought them.
by spikethehobbit
Thu Oct 31, 2019 11:09 am
Forum: Programming
Topic: Problems with pull request #2536
Replies: 6
Views: 188

Problems with pull request #2536

Since pull request #2536 was merged, the server unconditionally listens on a UDPv6 port for discovery requests. This causes two problems: First, single player games should not be listening for server discovery since they should not be accepting LAN connections. Second, requiring IPv6 breaks single p...
by spikethehobbit
Thu Oct 31, 2019 10:55 am
Forum: Programming
Topic: Fix exception warning (patch)
Replies: 3
Views: 97

Fix exception warning (patch)

There are nine places where exceptions are caught by value instead of by reference. Attached is a trivial patch to change these to const&.
by spikethehobbit
Fri May 18, 2018 8:46 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 1195

Re: Too many empty systems

I think I figured this one out. Nebula systems seem to be counted as non-empty, so it is possible for the player to be surrounded by them. Since there are no stars yet, it looks like all empty systems.
by spikethehobbit
Thu Nov 30, 2017 5:16 am
Forum: Compile
Topic: Linux - Building FreeOrion with different versions of Boost
Replies: 3
Views: 5612

Re: Linux - Building FreeOrion with different versions of Bo

Sorry for being (very!) slow responding. I've posted two new issues, one for gcc and one for clang.
gcc has a trivial workaround. I missed the real error before, and was trying to debug a bogus one that came later in the logs. Oops.
clang is proving more troublesome.
by spikethehobbit
Thu Nov 09, 2017 9:21 pm
Forum: Compile
Topic: Linux - Building FreeOrion with different versions of Boost
Replies: 3
Views: 5612

Re: Linux - Building FreeOrion with different versions of Bo

Freeorion built fine with clang 3.9 before pull #1838 fix_parser_memory_leaks. I can't get it to compile at all with that commit.
by spikethehobbit
Thu Nov 09, 2017 7:17 pm
Forum: Compile
Topic: DSO missing from command line
Replies: 13
Views: 8860

Re: DSO missing from command line

The problem is that you have a stale build directory. One of the .o or .so files was linked against an old system library and isn't getting rebuilt. You need to run ccmake again and recreate your config files.
by spikethehobbit
Sat Jul 01, 2017 3:38 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 1195

Re: Too many empty systems

I play trunk. The only private mod is a custom species. I don't have the random seeds anymore. Sorry. I'll keep an eye out for if (when) this happens again. Systems:150 Galaxy Shape:Random Galaxy Age:Random Starlane Frequency:Low Planet Density:High Specials Frequency:Medium Monster Frequency:High N...
by spikethehobbit
Fri Jun 30, 2017 2:28 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 1195

Too many empty systems

I just quit a game where my home world was in the middle of a block of fourteen empty systems. There wasn't a single planet (let alone inhabitable) within supply range. The game before that had a single system within supply range, but nothing inhabitable.
by spikethehobbit
Wed Oct 26, 2016 2:35 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 24
Views: 12325

Re: Potential replacement of FOCS with Python

em3 wrote:
spikethehobbit wrote:Effects groups could be made callable. That would eliminate any special handling or typing requirements.

Code: Select all

[...]
I think the whole point is for effects to not be executed in python, just constructed from python scripts (compiled into already existing engine structures).
Fair enough.
by spikethehobbit
Tue Oct 25, 2016 12:07 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 24
Views: 12325

Re: Potential replacement of FOCS with Python

Effects groups could be made callable. That would eliminate any special handling or typing requirements. Special( name = "WORLDTREE_SPECIAL", description = "WORLDTREE_SPECIAL_DESC", stealth = 0, spawnrate = 1.0, spawnlimit = 1, location = lambda planet: ( isinstance(planet, Planet) and (planet.plane...
by spikethehobbit
Sat Oct 22, 2016 3:57 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 24
Views: 12325

Re: Potential replacement of FOCS with Python

The current FOCS implementation is rather inefficient. One problem we will face is that the best format to write the data files in is not a form that the server can use directly. Python is actually a good choice here because it supports manipulating complex data structures.
by spikethehobbit
Fri Jul 08, 2016 1:05 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 2371

Re: Autoforming

@Geoff If you want to go that route, I can see scaling back benefits past a certain point, but a hard cutoff means huge and large planets are equivalent. The other (simpler) way is to change the population caps of larger planets. This would have the same effect.
by spikethehobbit
Thu Jul 07, 2016 9:36 pm
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 2371

Re: Autoforming

@LGM-Doyle I do repeat-build terraform, but I'm always missing planets or queuing the wrong number. I'm on Linux, too, so the UI is horrifically slow (~7-10 fps) and GG is erratic at that speed, so I try to keep mouse movements to a minimum. @Geoff that would nerf large and huge worlds too much. I h...