Search found 219 matches

by loonycyborg
Mon Mar 19, 2007 2:37 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

I found another crash, which I reproduce as follows:

I open "Production" panel
I close "Production" panel
I open "Production" panel again
I try to build a colony ship
It crashes
There is no relevant debug messages.
by loonycyborg
Mon Mar 19, 2007 11:22 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36738

If the ships stealth and detection is the sum of all components stealth and detection My idea was that bonuses from stealth generators should not to apply with active scanners on. eg Combat/Patrol mode ============== Engine -20 stealth Weapons -10 stealth Stealth Generator +0 stealth(useless, since...
by loonycyborg
Mon Mar 19, 2007 10:48 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

Did you update FleetWnd.cpp properly? Maybe refresh your browser, in case it's caching the old version? Most likely it was wwwoffle 's fault. I had only one crash. I didn't save output because I thought I'll be able to reproduce it again but I couldn't. Good work! BTW with revisions 2027 and 2030 I...
by loonycyborg
Sun Mar 18, 2007 9:08 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

I've got a screenful of compiler errors: ccache g++ -pthread -Wall -g -O0 -DFREEORION_LINUX -DENABLE_BINRELOC -DFREEORION_BUILD_HUMAN -I/usr/include/SDL -I/usr/local/include -I/usr/include/graphviz -I/usr/include/graphviz -c -o UI/FleetWnd-human.o UI/FleetWnd.cpp UI/FleetWnd.cpp: In constructor 'Fle...
by loonycyborg
Sun Mar 18, 2007 6:41 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36738

Geoff the Medio wrote: The code complexity difference is negligible.

Code: Select all

double radius = std::max(0, detection - stealth);

//OR

double radius = detection - stealth;
if (radius > 0) {
    // ...
}
OK, its not simpler but IMHO more elegant. I don't like mixing logic and arithmetic in single calculation.
by loonycyborg
Sun Mar 18, 2007 4:49 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36738

Is there a gameplay reason why targets need to be always detectable if you get close enough (rather than if you get a better detector, or they do something to compromise their stealth)? There is no gameplay reason I can think of, but this will make the code more simple, since there is no need to co...
by loonycyborg
Sun Mar 18, 2007 11:15 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36738

IMHO undetectable ships make no sense. Even most advanced stealth systems are bound to have some flaws that make them detectable on very close range. This formula never gives negative detection range: detection_range = base_detection_range * exp( - stealth / detection ) where: base_detection_range i...
by loonycyborg
Sun Mar 18, 2007 8:46 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

Now crashes occur only if I open and close fleet window at least once. 1174206951 DEBUG : Generated AI Orders, starting turn update 1174206951 DEBUG : Done dealing with turn update message I open fleet window 1174207038 ERROR : FleetDetailPanel::FleetDetailPanel(...) fleet: (null) this: 0x886a4b0 11...
by loonycyborg
Fri Mar 16, 2007 10:05 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36738

There should be two types of detection systems: active and passive. Active systems emit some form of radiation to detect other ships, which gives away their presence and maybe location. Passive systems do not emit anything and therefore can be used when hiding, but have much shorter range. Active sy...
by loonycyborg
Tue Mar 13, 2007 9:25 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

1173777269 DEBUG : Generated AI Orders, starting turn update 1173777269 DEBUG : Done dealing with turn update message 1173777279 ERROR : FleetDetailPanel::FleetDetailPanel(...) fleet: (null) this: 0x886a150 1173777279 ERROR : FleetDetailPanel::FleetDetailPanel(...) done 1173777279 ERROR : FleetDeta...
by loonycyborg
Mon Mar 12, 2007 11:38 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

I've got a compiler error: ccache g++ -pthread -Wall -g -O0 -DFREEORION_LINUX -DENABLE_BINRELOC -DFREEORION_BUILD_HUMAN -I/usr/include/SDL -I/usr/local/include -I/usr/include/graphviz -I/usr/include/graphviz -c -o UI/FleetWnd-human.o UI/FleetWnd.cpp UI/FleetWnd.cpp: In member function 'void FleetDat...
by loonycyborg
Sat Mar 10, 2007 10:49 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

Previously, was it only dragging the last ship out of a fleet that caused the crash, but now any fleet does so? Yes, but not always. Sometimes(rarely) dragging a ship doesn't cause a crash. Edit: Could you make these changes, recompile and run? This should help narrow down where and why the crash i...
by loonycyborg
Sat Mar 10, 2007 11:12 am
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

"Close fleet window and point to any star" crash is fixed :) . Now it crashes when I drag any ship to new fleet :( .
by loonycyborg
Thu Mar 01, 2007 10:48 pm
Forum: Programming
Topic: Segfault in FleetWnd::PlotMovement()
Replies: 51
Views: 7337

sapier wrote: backtrace report isn't of any use as the cought exception does clean up the stack
You can get useful backtrace if you catch the exception manually with gdb:

Code: Select all

$ gdb freeorion
(gdb) start
(gdb) catch throw
(gdb) continue
Reproduce the crash.
by loonycyborg
Tue Nov 21, 2006 11:14 pm
Forum: General Discussion
Topic: scons configure run ok, scons gives error
Replies: 8
Views: 1835

Try downgrading SCons to 0.96.1