Search found 54 matches

by francys
Thu Mar 19, 2009 5:16 pm
Forum: Other Game Design
Topic: Lithovores vs. Autotrophes
Replies: 16
Views: 3035

Re: Lithovores vs. Autotrophes

I agree lithovores and autotrophs should be distinct. Also, if organisms of a race feed on sunlight, they should be called phototrophs. Autotrophs make their own food, so they might make it from other sources.
by francys
Mon Mar 16, 2009 10:43 pm
Forum: Support
Topic: Plugin_CgProgramManager needed?
Replies: 10
Views: 1447

Re: Plugin_CgProgramManager needed?

AFAICT, Cg is hardware-agnostic. Almost all of the Ogre demos use Cg, and it seems hard to imagine that they would use that if only NVidia cards could run the demos. I agree. I have an ATI card, get the same segfault when running FO, and have successfully compiled Ogre with Cg and all Ogre demos wo...
by francys
Sun Mar 15, 2009 6:00 pm
Forum: Support
Topic: Segfault on running FreeOrion in linux
Replies: 23
Views: 2115

Re: Segfault on running FreeOrion in linux

kroddn wrote:For me the question should be: how can we have FreeOrion run on more platforms - currently, the limitation to nvidia chipsets seems not to be a good way.
Having the same issue, I cannot but agree with you.
by francys
Wed Mar 04, 2009 1:07 am
Forum: Support
Topic: libGiGiOgre segmentation fault
Replies: 8
Views: 1231

Re: libGiGiOgre segmentation fault

Try also turn off glow in combat options menu
If I could reach it... the segfault happens as I launch the applications. I can only see the window and the black background, then it crashes.
by francys
Tue Mar 03, 2009 9:40 pm
Forum: Support
Topic: libGiGiOgre segmentation fault
Replies: 8
Views: 1231

libGiGiOgre segmentation fault

As requested by kroddn, I am creating this topic to discuss the segmentation fault I get every time I run FO. The discussion started here: http://www.freeorion.org/forum/viewtopic.php?f=24&t=2466&st=0&sk=t&sd=a&start=15 . I tried running the OGRE samples and applied a patch ( http://www.ogre3d.org/f...
by francys
Wed Feb 25, 2009 3:56 am
Forum: Graphics
Topic: 0.4 combat UI
Replies: 84
Views: 25920

Re: 0.4 combat UI

The design seem really nice and easy to understand.
However I noticed a certain resemblance to the bars in Dark Orbit... anyone? :mrgreen:
by francys
Sat Feb 14, 2009 7:26 am
Forum: Compile
Topic: ogre problem when building
Replies: 48
Views: 9918

Re: ogre problem when building

With gdb I managed to get till chmain.cpp:145 app() before keyboard and mouse were hooked up. At that point there was no segfault, but I couldn't do anything useful. :? Edit (15 feb 2009): freeorion.log only prints 2009-02-15 19:39:10,020 DEBUG Client : OpenAL initialized. Version 1.1Renderer OpenAL...
by francys
Sat Feb 14, 2009 7:01 am
Forum: Compile
Topic: ogre problem when building
Replies: 48
Views: 9918

Re: ogre problem when building

In last revision 2814 I can turn off fullscreen mode from Options(via custom mode) or comment it in config.xml cause FO run in window mode, but I can't leave FO window. Problem with debugging is that when segfault occurs debugger switch to gdb console. But mouse and keyboard can't leave FO window a...
by francys
Sat Feb 14, 2009 6:35 am
Forum: Compile
Topic: ogre problem when building
Replies: 48
Views: 9918

Re: ogre problem when building

I was getting the segfault and the weird keyboard/mouse problems even before compiling both GG and FO in debug mode.
by francys
Sat Feb 14, 2009 6:26 am
Forum: Programming
Topic: DoubleToString
Replies: 36
Views: 4577

Re: DoubleToString

Looking at your power-of-ten selection, it looks like you're not considering the number of digits requested. Would your code properly handle the case of val = 12345 with 5 digits? The result should be "12345" and not "12.345k". Good observation. 12345 is displayed as 12.345k because "prefixes" are ...
by francys
Sat Feb 14, 2009 5:06 am
Forum: Compile
Topic: ogre problem when building
Replies: 48
Views: 9918

Re: ogre problem when building

I think it is ATI drivers which cause this problems. You may try newer or open source ATI drivers, but segfault can be traced by debugging. Howto is in wiki compile linux howto. You may also try some OGRE examples to test if are working. I'm using the ATI fglrx driver 8.12. Other applications that ...
by francys
Fri Feb 13, 2009 9:19 pm
Forum: Compile
Topic: ogre problem when building
Replies: 48
Views: 9918

Re: ogre problem when building

thank you!

I recompiled everything but I'm still getting a segmentation fault!
by francys
Fri Feb 13, 2009 9:14 pm
Forum: Other Game Design
Topic: The Orion Gazette
Replies: 11
Views: 1445

Re: The Orion Gazette

yaromir wrote:Well, did we like GNN, no matter how cheesy or repetitive.

I, for one, looked forward to GNN reports.
:D
good point! I forgot about GNN! :D
by francys
Fri Feb 13, 2009 5:23 am
Forum: Compile
Topic: ogre problem when building
Replies: 48
Views: 9918

Re: ogre problem when building

I installed boost 1.38, which created a boost folder in /usr/local/include/boost-1_38 with the headers and created a number of libraries in /usr/local/lib. Now, however, I'm having issues with `scons configure`. The best I can do is specify boost's include and libdir, and that gets me this far: $ sc...
by francys
Fri Feb 13, 2009 1:41 am
Forum: Compile
Topic: ogre problem when building
Replies: 48
Views: 9918

Re: ogre problem when building

tzlaine wrote:You probably need to copy the Ogre .so's listed in ogre_plugins.cfg from /usr/local/lib/OGRE to your working dir.
Didn't work.
loonycyborg wrote:I was getting a segfault at startup which was fixed by upgrading to boost 1.38
I'll give it a try.