Search found 11 matches
- Tue Oct 29, 2013 7:05 pm
- Forum: General Discussion
- Topic: Recent Windows Builds
- Replies: 767
- Views: 264389
Re: Recent Windows Builds
The included files work with a fresh 0.4.3 install.
- Sat Oct 19, 2013 1:31 am
- Forum: Programming
- Topic: Closing the Moderator window when resigning
- Replies: 4
- Views: 612
Closing the Moderator window when resigning
Currently if you leave the Moderator window open when resigning a game it will not close and remain open in the main menu. The attached patch adds HideModeratorActions() to MapWnd::Cleanup() which fixes this. I am not a professional or skilled programmer so please let me know if I've not considered ...
- Wed Oct 16, 2013 2:04 am
- Forum: Support
- Topic: Repeatable crash in freeorionCA.exe
- Replies: 10
- Views: 2054
Re: Repeatable crash in freeorionCA.exe
ok well, it sounds like the issue is resolved, just that the old save is broken, there's not much to do about that... If by "the old save is broken" you mean that all older saves will no longer work then I guess so. And if that is the case then it's perfectly fine as well, these things ar...
- Wed Oct 16, 2013 12:08 am
- Forum: Support
- Topic: Repeatable crash in freeorionCA.exe
- Replies: 10
- Views: 2054
Re: Repeatable crash in freeorionCA.exe
Can you replicate the issue from a new game? The old save might be broken. I don't think I can reproduce this from a new game. I started a new game, advanced to turn 50, saved, resigned, loaded, and advanced to turn 100. Nothing crashed, I saw AI fleets moving and there were no errors in the AI log...
- Tue Oct 15, 2013 4:26 pm
- Forum: Support
- Topic: Repeatable crash in freeorionCA.exe
- Replies: 10
- Views: 2054
Re: Repeatable crash in freeorionCA.exe
if rebuilding the server doesn't fix the problem, please describe what actual in-game trouble you observe. ... Sorry for not making that clear. From freeoriond.log: ServerNetworking::DisconnectImpl : disconnecting player 4 2013-10-14 20:33:55,940 DEBUG Server : ServerFSM::HandleNonLobbyDisconnectio...
- Tue Oct 15, 2013 4:39 am
- Forum: Support
- Topic: Repeatable crash in freeorionCA.exe
- Replies: 10
- Views: 2054
Re: Repeatable crash in freeorionCA.exe
That did not appear to solve the problem. Attaching AI log and pasting error sections. 2013-10-15 00:25:09,275 DEBUG AI : Error: exception triggered and caught: Traceback (most recent call last): 2013-10-15 00:25:09,275 DEBUG AI : File "D:\Program Files\FreeOrion_r6446\default\AI\FreeOrionAI.py...
- Tue Oct 15, 2013 1:49 am
- Forum: Support
- Topic: Repeatable crash in freeorionCA.exe
- Replies: 10
- Views: 2054
Repeatable crash in freeorionCA.exe
OS: Windows 7 32bit Version: r6446 from http://www.freeorion.org/forum/viewtopic.php?f=2&t=4208&start=180 , also r6427 (self compiled) Advancing two turns from the attached save causes one of the freeorionCA processes to crash. I have seen both player 3 and player 4 in the log file. The AI_#...
- Tue Oct 15, 2013 12:16 am
- Forum: General Discussion
- Topic: Recent Windows Builds
- Replies: 767
- Views: 264389
Re: Recent Windows Builds
Thanks for making these available to everyone :) I'd just like to note that binary compatibility with 4.3 appears to have broken with r6443. From the r6446 executables you provided: http://i.imgur.com/7Xtpmzr.png r6443 commit note: http://i.imgur.com/EwS58dX.png A fresh install works perfectly of co...
- Wed Oct 09, 2013 6:33 pm
- Forum: Graphics
- Topic: Sitrep icon sizes
- Replies: 2
- Views: 8658
Re: Sitrep icon sizes
Ah, it seems obvious now that I know. Thanks for the answer and explanation.
- Wed Oct 09, 2013 1:31 pm
- Forum: Graphics
- Topic: Sitrep icon sizes
- Replies: 2
- Views: 8658
Sitrep icon sizes
Sorry if this has already been discussed but I couldn't find a thread anywhere with a quick search. The sitrep seems to display icons at 20x20 pixels while the icons it uses are provided at 64x64. This isn't a big issue but it has caused me a little bit of difficulty when fine-tuning some icons I'm ...
- Wed Oct 02, 2013 2:51 am
- Forum: Top Priority Game Design
- Topic: Adding Interest to Combat
- Replies: 29
- Views: 22469
Re: Adding Interest to Combat
Hello everyone, I'd just like to chip my two cents in and support adding eleazar's proposed orders as aggression settings. Besides stealth i've never like how the aggressive/passive setting functioned. Most of the time it just doesn't matter because the other side will be set to aggressive and can s...