Search found 2050 matches

by Bigjoe5
Tue Sep 01, 2015 1:23 am
Forum: Graphics
Topic: 0.4 UI thread
Replies: 88
Views: 68723

Re: 0.4 UI thread

To accomodate (not only :wink: ) your brain cells, I would suggest an option in config.xml that allows to switch between generic and the specific icons. And frankly, I do agree with your point that the tech icons are not easily distinguishable from other items of the sitrep panel; however, the reas...
by Bigjoe5
Tue Sep 01, 2015 1:04 am
Forum: Graphics
Topic: Proposal: landscape images for planet environments
Replies: 34
Views: 29326

Re: Proposal: landscape images for planet environments

It would be important if we're having multiple pics to get across the idea that a desert world is a dry world with low or no precipitation, not necessarily a hot sandy world. But tundra areas also have very low precipitation... I have to admit, I'm not very clear on what distinguishes tundra from a...
by Bigjoe5
Fri Jun 19, 2015 7:02 pm
Forum: Graphics
Topic: Building Icons
Replies: 166
Views: 136984

Re: Building Icons

looks more and more fine imo Yes, I think I prefer #5, but I'd be fine with either #5 or #6. I'm going with #6: * The doing and undoing the terraforming icon are distinct. Even for people who are color blind. * Opposing arrow directions for converse operations are more clear. In that case, why not ...
by Bigjoe5
Wed Jun 17, 2015 1:32 am
Forum: Scripting & Balancing
Topic: Bloated Juggernauts and friends
Replies: 16
Views: 4424

Re: Bloated Juggernauts and friends

Dilvish wrote:(evacuations are blocked when the pop is that low)
Any reason for that? Why not replace "TargetPopulation low = 1" with "Species" in the location condition for the Evacuation building?
by Bigjoe5
Tue Jun 16, 2015 5:19 am
Forum: Scripting & Balancing
Topic: Bloated Juggernauts and friends
Replies: 16
Views: 4424

Re: Bloated Juggernauts and friends

The description is a bit misleading, since they don't actually do anything to the buildings as far as I know, but they will move towards an empire owned building if they see one. Black Krakens seem to have the same property, based on the scripts.
by Bigjoe5
Sun Jun 14, 2015 3:45 pm
Forum: Other Game Design
Topic: Racial traits
Replies: 15
Views: 3235

Re: Racial traits

What about renaming 'Pilot" to 'Gunner' to better reflect what effect it has? Then creating a new "Pilot' trait that has an effect on ship speed? Good idea, concerning the terms however I'd prefer a more generic term like "Fighters" instead of "Pilots"/"Gunners&qu...
by Bigjoe5
Fri Jun 12, 2015 2:03 am
Forum: Scripting & Balancing
Topic: Bombs
Replies: 7
Views: 2719

Re: Bombs

Some UI mock-ups. I used the little bar that shows up when you own planets in a system as a location for the bombard button. Any thoughts?
by Bigjoe5
Fri Jun 12, 2015 1:13 am
Forum: Compile
Topic: VS2010
Replies: 3
Views: 7324

Re: VS2010

Geoff the Medio wrote:Were you using the MSVC2010 SDK?
No, so that might be the problem.
Geoff the Medio wrote:Regardless, if Vezzra's not using to do builds, which I think he is not, then it can probably be dropped.
OK - I'll just ignore it then.
by Bigjoe5
Thu Jun 11, 2015 9:46 pm
Forum: Programming
Topic: Copy/Paste
Replies: 21
Views: 5866

Re: Copy/Paste

New PR using the SDL2 clipboard API, as recommended by adrian_broher: https://github.com/freeorion/freeorion/pull/119

I can't really commit to fixing it before 0.4.5 release if something goes wrong, so you can hold off on merging it until after the release branch is made if you want.
by Bigjoe5
Thu Jun 11, 2015 9:05 pm
Forum: Programming
Topic: Copy/Paste
Replies: 21
Views: 5866

Re: Copy/Paste

Added Windows-specific clipboard functionality. https://github.com/freeorion/freeorion/pull/118
by Bigjoe5
Thu Jun 11, 2015 8:51 pm
Forum: Compile
Topic: VS2010
Replies: 3
Views: 7324

VS2010

Are we still supporting the VS 2010 solution? I just opened it up to test some code changes I made, but it fails for totally unrelated reasons, like some boost errors and missing png.h.
by Bigjoe5
Sun Jun 07, 2015 5:52 pm
Forum: Programming
Topic: Copy/Paste
Replies: 21
Views: 5866

Re: Copy/Paste

I want to make copy-paste work on all dialogs and look at the system clipboard. Pre or post 0.4.5? Post. I'll just make the branch of master and wait at least until the release branch is made to merge it. I want to make copy-paste work on all dialogs and look at the system clipboard. I'll take a lo...
by Bigjoe5
Thu Jun 04, 2015 7:40 pm
Forum: Programming
Topic: Copy/Paste
Replies: 21
Views: 5866

Re: Copy/Paste

Ah, I see. I was only trying it in the "Rename Fleet" dialog, so that explains why it doesn't work.

I want to make copy-paste work on all dialogs and look at the system clipboard. I'll take a look at the code.
by Bigjoe5
Thu Jun 04, 2015 7:38 pm
Forum: Scripting & Balancing
Topic: Bombs
Replies: 7
Views: 2719

Bombs

I think we could use some bomb parts. I was trying to play a turtle-style strategy where I would separate my empire from the rest of the galaxy with just a few well guarded choke-points, then just send ships out to destroy the rest of the galaxy, but right now the only option I have for that is Nova...
by Bigjoe5
Thu Jun 04, 2015 7:27 pm
Forum: Programming
Topic: Copy/Paste
Replies: 21
Views: 5866

Copy/Paste

Copy/paste isn't working for me. There's some code in GUI.cpp that seems to be trying to implement an app-local copy-paste, but even that doesn't work. Does anyone know what's going on with this code? Is it working for anyone else?