Search found 219 matches

by loonycyborg
Fri Apr 27, 2007 5:57 pm
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 36648

Another example: Sword of the Stars. Damage is then applied to the affected section or turret, depending on the location hit. Weapons are poly targettable, which means that whatever point on the ship is targeted, a ship's weapons will center their cones of fire on the point clicked. This allows play...
by loonycyborg
Fri Apr 27, 2007 11:04 am
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 36648

You could have two bars for hull integrity and shields and represent disabled (or almost disabled) systems with icons near ships. 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? Nexus: The Jupiter ...
by loonycyborg
Fri Apr 27, 2007 10:36 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

Have you played around with the production screen much? Yes. I haven't found any signals related crashes. But it's impossible to adjust number of ships to build if there's only one item in the queue. If quantity is changed, it can be applied only by clicking on another ship in the queue. If the pro...
by loonycyborg
Thu Apr 26, 2007 1:02 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

I fixed it with this patch to GG: Index: src/DropDownList.cpp =================================================================== --- src/DropDownList.cpp (revision 562) +++ src/DropDownList.cpp (working copy) @@ -44,8 +44,8 @@ m_lb_wnd(lb_wnd), m_old_lb_ul(m_lb_wnd->UpperLeft()) { - Connect(m_lb_wn...
by loonycyborg
Thu Apr 26, 2007 11:10 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

1177580026 DEBUG : Generated AI Orders, starting turn update 1177580026 DEBUG : Done dealing with turn update message 1177580027 ERROR : MapWnd::SelectSystem(-1) 1177580027 ERROR : SidePanel::SetSystemImpl() 1177580027 ERROR : ... 0 1177580027 ERROR : SidePanel::SetSystemImpl(): Done clearing and d...
by loonycyborg
Wed Apr 25, 2007 9:01 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

I added those debug statements: Index: FreeOrion/UI/SidePanel.cpp =================================================================== --- FreeOrion/UI/SidePanel.cpp (revision 2040) +++ FreeOrion/UI/SidePanel.cpp (working copy) @@ -1422,7 +1438,9 @@ for (int i = 0; i < m_system_name->NumRows(); i++) ...
by loonycyborg
Tue Apr 24, 2007 8:42 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

So far it doesn't seem to be related to signals like the others were. Can you reproduce it on Windows? None of these crash bugs have appeared on Windows (which is why I've needed you to test the various changes I've posted). There seems to be a problem with the implementation of the boost signals l...
by loonycyborg
Mon Apr 23, 2007 6:35 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

What does opening and closing the listbox entail, exactly? Where do you click? The listbox is opened and closed by clicking on the star's name on top of the sidepanel: http://files.openomy.com/public/loonycyborg/screenshot1.png Also, could you add: ... 1177352880 ERROR : MapWnd::SelectSystem(-1) 11...
by loonycyborg
Fri Apr 13, 2007 9:39 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36729

Is there a distinction between LR direct fire weapons and 'stand off' weapons such as missiles and fighters (as there was in Moo3)? FreeOrion's Design Pad categorizes weapons differently than MOO3: LR is long range, indirect-fire weaponry that is good against ships, but bad against fighters. indire...
by loonycyborg
Mon Apr 02, 2007 6:52 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36729

Then a player could defend his planets merely by staying so far away, that the battle would end if the enemy approached it. In this case the player has failed to defend the planet and the enemy can blockade and bombard it. I don't see the point of having a large battle map and then rigging things s...
by loonycyborg
Mon Apr 02, 2007 6:41 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36729

There are other ways of eliminating pointless hide&seek besides manipulating the stealth/detection formula, for example: Fleets could start the combat in each other's detection range or close to it. If fleets stray too far away from each other's detection range the combat could automatically end in ...
by loonycyborg
Sat Mar 24, 2007 4:31 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

The crash is still there, the sidepanel is now ugly. + void RenderPlanetBackground(const GG::Pt center, int diameter) + { + GG::Pt ul = GG::Pt(center.x, center.y - SidePanel::MAX_PLANET_DIAMETER/2); + GG::Pt lr = ul + GG::Pt(SidePanel::MAX_PLANET_DIAMETER/2, SidePanel::MAX_PLANET_DIAMETER); + FlatRe...
by loonycyborg
Fri Mar 23, 2007 8:20 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

Crash related to production screen is fixed :D There is a crash related to sidepanel. It is reproduced as follows: I click on a star, thus opening the sidepanel. I open and close the listbox attached to the star's name on top of the sidepanel. After that clicking on any other star will trigger the c...
by loonycyborg
Thu Mar 22, 2007 10:41 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

I try to build a colony ship Specifically what steps / clicks / etc. do you use when you do this? AFAIK a construction can be started by clicking on "Add to Queue" button or by double-clicking in the list of buildable items. Both ways work(or, more precisely, not work :lol: ) equally well. Also, pl...
by loonycyborg
Thu Mar 22, 2007 9:21 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7332

The crash still occurs, its reproduction method is the same.