Search found 219 matches

by loonycyborg
Mon Jun 11, 2007 5:00 am
Forum: Compile
Topic: compilation problems on x86_64 (ubuntu) using revision 2067
Replies: 32
Views: 5217

In windows, it's "python24.dll" (or similar) not "python2.4.dll" Then python_version=24 must be used instead. Is it necessary to have a command-line option for the python version, or could you just use whichever you find, or the newest version in case of multiples? I don't know of any platform inde...
by loonycyborg
Sun Jun 10, 2007 7:08 pm
Forum: Compile
Topic: compilation problems on x86_64 (ubuntu) using revision 2067
Replies: 32
Views: 5217

I've added command line options and configuration checks for Python and boost_python: Index: SConscript =================================================================== --- SConscript (revision 2073) +++ SConscript (working copy) @@ -71,7 +71,8 @@ 'universe/Universe.cpp', 'util/AppInterface.cpp',...
by loonycyborg
Sun Jun 10, 2007 10:38 am
Forum: Compile
Topic: compilation problems on x86_64 (ubuntu) using revision 2067
Replies: 32
Views: 5217

Geoff the Medio wrote:If someone else could take a look at it
I could take a look at it. I have some SCons experience (my pet project uses it). But I need designer input on what exactly must be done. I don't have any include/linking issues with latest revision.
by loonycyborg
Sun Jun 10, 2007 10:02 am
Forum: Compile
Topic: compilation problems on x86_64 (ubuntu) using revision 2067
Replies: 32
Views: 5217

Geoff the Medio wrote:... an attempt to fix that warning. Was I successful?
Yes.
by loonycyborg
Fri Jun 08, 2007 10:47 am
Forum: Compile
Topic: compilation problems on x86_64 (ubuntu) using revision 2067
Replies: 32
Views: 5217

Any programming-related help is appreciated While compiling revision 2072 I've got a compiler error here: ServerApp.cpp, line 103 for (int n = 0; n < 10000; n++) { int x = n/(n+1); std::cerr << "\n" << n; } saying that it couldn't find std::cerr. Solution: #include <iostream> or use log4cpp. I'd us...
by loonycyborg
Thu Jun 07, 2007 8:04 am
Forum: General Discussion
Topic: When can we expect progress?
Replies: 10
Views: 2404

Zanzibar wrote:

Code: Select all

+-----------+
|  Do NOT   |
| Feed the  |
|  Trolls!! |
+-----+-----+
      |
      |

Code: Select all

+-----------+
|  Do NOT   |
| Feed the  |
|  Trolls   |
|That Do NOT|
| Feed the  |
|  Trolls!! |
+-----+-----+
      |
      |
by loonycyborg
Wed Jun 06, 2007 3:31 pm
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 56625

eleazar wrote:I just want a reasonable relationship between colony development and the resupply it can produce.
Rate of resupply should depend on the colony's Construction Meter.
by loonycyborg
Thu May 31, 2007 6:19 pm
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 56625

1) There is some supply level associated with how far your fleet is from friendly supply. 2) There is some supply disruption factor associated with the friendly and enemy presence along the supply route. 3) You combine these two numbers to get the actual supply level. Sounds like job for Dijkstra's...
by loonycyborg
Wed May 30, 2007 1:02 pm
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 56625

I agree that it should be much harder to get repairs in a contested system, but I don't think it should be impossible altogether.
by loonycyborg
Wed May 30, 2007 11:35 am
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 56625

Tortanick wrote: Wouldn't it be better if you actually had to move a fleet back to repair after combat?
No. That would be too much micromanagement if you had many fleets and many places to defend in a huge hostile galaxy. It's admiral's job to make sure that all ships are repaired, not emperor's.
by loonycyborg
Mon May 28, 2007 3:59 pm
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 56625

I propose this fleet supply model:
1.Each fleet has a supply efficiency value. A fleet's supply efficiency is function of length of shortest safe path to closest resupply point (e.g. colony).
2.As fleet's supply efficiency decreases, it gets penalties to speed and hitpoint regeneration rate.
by loonycyborg
Sat May 12, 2007 12:42 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

I managed to compile freeorion and GG against boost 1.34 Beta. Boost 1.34 handles file errors differently so I had to make some changes to GG and freeorion . After that I was unable to reproduce the crash I reported last, even though I disabled the workaround for it. It appears that Linux segfaults ...
by loonycyborg
Fri May 04, 2007 9:44 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

A new version of boost has been released, hopefully it fixes the bug.
by loonycyborg
Fri May 04, 2007 7:33 am
Forum: Compile
Topic: Compiling problems
Replies: 2
Views: 1051

Re: Compiling problems

I (finally) manage to install all required dependencies, but after scons declares that the configuration is successful, it still won't compile. It should check for GG during configuration unless you don't have pkgconfig installed. What distro you have? You should install GG after compiling it by ru...
by loonycyborg
Sat Apr 28, 2007 7:44 am
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 36648

Can someone provide an example of a non turn-based fleet game that successfully implements such a system... in a way that's transparent to the player? That was a rhetorical question, wasn't it? I agree that a complex damage model is a bad idea if large number of ships can be involved in combat. But...