Search found 1137 matches

by adrian_broher
Wed May 18, 2022 7:35 am
Forum: Compile
Topic: fedora 34, sudden "Unable to load OpenGL entry points." crash (WAYLAND only)
Replies: 14
Views: 3259

Re: fedora 34, sudden "Unable to load OpenGL entry points." crash (WAYLAND only)

My guess on this that it is related to GLEWs inability to load the entrypoints with the right function depending on the backend display server used: https://github.com/nigels-com/glew/issues/172 and https://github.com/nigels-com/glew/issues/328
by adrian_broher
Sat Jul 25, 2020 5:36 pm
Forum: Compile
Topic: Compiled it but cant't start game
Replies: 20
Views: 10731

Re: Compiled it but cant't start game

> At least I ended up with the executable file "freeorionca" and "freeoriond" but there is no "freeorion" :| If I start freeoriond nothing visible is happening but if I cancel the job it tells me: freeorionca (freeorion client AI) is the binary, which is run for AI play...
by adrian_broher
Tue Jul 07, 2020 7:29 pm
Forum: Compile
Topic: Could not find boost_python36 (Ubuntu 18.04)
Replies: 17
Views: 13224

Re: Could not find boost_python36 (Ubuntu 18.04)

Just a reminder to myself besides installing boost-python3-devel (fedora). Had to set following symlink in /usr/lib64 (fedora) or /usr/lib/x86_64-linux-gnu/ (ubuntu) ln -s libboost_python3.so.1.66.0 libboost_python3-py36.so There is no need to do that. First of all the FindBoost CMake module takes ...
by adrian_broher
Tue Jul 07, 2020 6:24 am
Forum: Programming
Topic: Continous Integration Questions, Answers and Howto Thread
Replies: 40
Views: 15506

Re: Continous Integration Questions, Answers and Howto Thread

I want to move python code style checks, python tests and string tables check to Github actions. 1) it is a separate runner, they will work in parallel with the existing ones. 2) it is possible to trigger them only when listed files/directories were changed If not objections, I will test everything...
by adrian_broher
Mon Jun 22, 2020 8:11 pm
Forum: FreeOrion Project
Topic: 0.4.10 release
Replies: 81
Views: 16096

Re: 0.4.10 release

I know, playing around with the recently merged Government feature is probably more fun and interesting, but in order to get the release out, it's more important that the pre-release test builds (and later on the release candidates) receive proper and sufficient playtesting. Future process improvem...
by adrian_broher
Wed Jun 17, 2020 9:17 pm
Forum: FreeOrion Project
Topic: Online voice chat meeting, Wednesday 17th June
Replies: 2
Views: 1175

Re: Online voice chat meeting, Wednesday 17th June

it was noted that FreeOrion is already architected in such a way that there is a separation between the game logic and UI. People should not lie to newcomers. The UI is full of logic that goes beyond simple data bindings. Issues around the toolkit were discussed and it was noted that long term, a s...
by adrian_broher
Tue Jun 09, 2020 10:14 am
Forum: FreeOrion Project
Topic: In-person developers meeting/hackfest
Replies: 19
Views: 4397

Re: In-person developers meeting/hackfest

> Hi, I was wondering if you guys ever meet in person? Not that I am aware of. > In my experience, meeting in person can be extremely productive and positive for a project as a whole and there seems to be an absence here. What is `extremly productive` about investing traveling time (wasted time) and...
by adrian_broher
Sun Jun 07, 2020 9:56 am
Forum: Programming
Topic: Do fleets still create resources?
Replies: 14
Views: 3827

Re: Do fleets still create resources?

> Ships generating resources is now used.

But certainly not over the interface mentioned in OP and I'm not sure if the meter is considered when summing up reserach points.
by adrian_broher
Thu Jun 04, 2020 7:59 pm
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 107
Views: 36578

Re: Potential replacement of FOCS with Python

-How can you use Python right now to define stuff like building types or species? You can't. Such a system doesn't exist. The Python bindings to game entity descriptions like ShipHull, ShipPart, BuildingType exist, but are not complete, mostly read only and the binding is configured to not allow in...
by adrian_broher
Mon May 25, 2020 4:58 pm
Forum: Programming
Topic: Do fleets still create resources?
Replies: 14
Views: 3827

Re: Do fleets still create resources?

The discussion about implementing some ship-faring-only species is nice and dandy regarding gameplay ideas, but misses the point of this thread. I would like to know why there is a second, different, incomplete and seemingly unused programming interface for describing resource centers and if there i...
by adrian_broher
Sun May 24, 2020 9:43 am
Forum: Programming
Topic: Do fleets still create resources?
Replies: 14
Views: 3827

Re: Do fleets still create resources?

If removing the code could improve performance or memory consumption, I would comment it out rather than delete. Dead code obstructs the view on what is important and creates in-code dependencies for no good reason. Regarding "commenting out code": Eh, I won't even bother to explain why, ...
by adrian_broher
Sun May 24, 2020 8:26 am
Forum: Programming
Topic: Stale branches on freeorion/freeorion
Replies: 9
Views: 2955

Re: Stale branches on freeorion/freeorion

@Geoff so what is the state of the branches mentioned in OP?
by adrian_broher
Sun May 24, 2020 8:26 am
Forum: Programming
Topic: Do fleets still create resources?
Replies: 14
Views: 3827

Do fleets still create resources?

The Fleet class implementation has a `Fleet::ResourceOutput(ResourceType)` method, but as far as I know and from what I have grepped so far the only things that produce resources considered by the Empire are ResourcesCenters, which are implemented only by Planets. Is this stale code or a partially i...
by adrian_broher
Fri May 08, 2020 11:20 am
Forum: Programming
Topic: Stale branches on freeorion/freeorion
Replies: 9
Views: 2955

Re: Stale branches on freeorion/freeorion

Vezzra wrote: Fri May 08, 2020 10:54 am As far as these adrianbroher/* branches are concerned, I think these ended up accidentally in the main repo.
Those are backups made by me from when I left the project. But I already have pulled and rebased those that are still relevant. However I cannot delete them due to lacking permissions.