Search found 100 matches

by MareviQ
Sat Oct 14, 2006 8:59 pm
Forum: Graphics
Topic: freeOrion logo
Replies: 96
Views: 21625

eleazar wrote:I'm assuming that there is enough data here that *nix style icons can be easily made via copy and paste, but i don't know anything about those icon formats.
the old Linux icon format is .xpm but now .png and .svg are commonly used
by MareviQ
Sun Oct 08, 2006 11:06 pm
Forum: Graphics
Topic: 0.3 UI Theme, galaxymap & planeview UI
Replies: 33
Views: 15150

I'd say that those colors are a great idea. This could be used in the combat sim the way homeworld 2 does it (for those who don't know: you choose 2 colors and those appear on spaceships hulls) - we'd need a black .png with alpha map to add the second color layer and then another .png with alpha map...
by MareviQ
Sun Oct 01, 2006 3:52 pm
Forum: Programming
Topic: FMOD as new sound engine?
Replies: 68
Views: 11223

Okay, there is a bug in my code - the program will segfault when StopMusic is called when no music is playing (for example we just moved the music and restarted the game). StopMusic should check if m_music_name contains anything before calling ov_close
by MareviQ
Thu Sep 28, 2006 12:53 pm
Forum: Programming
Topic: FMOD as new sound engine?
Replies: 68
Views: 11223

um.. apparently the mailing list is somewhat bugged. So the code and notice go here: freeorion-openal.diff contains patches to FreeOrion sources scons-openal.diff contains patches to SConstruct, SConscript, etc that allow choosing openal as the sound backend for FreeOrion without modifying any sourc...
by MareviQ
Wed Sep 27, 2006 11:49 pm
Forum: Programming
Topic: FMOD as new sound engine?
Replies: 68
Views: 11223

Okay, the first mostly working version (there are some known bugs) of the OpenAL sound backend is completed. The patches should be aviable soon on the freeorion-programmers mailing list :http://sourceforge.net/mailarchive/foru ... rogrammers
by MareviQ
Sun Sep 24, 2006 11:46 pm
Forum: Compile
Topic: compiler questions
Replies: 56
Views: 5450

yup, loonycyborgs modification did the trick. Now I can finally get back to work on the OpenAL implementation :) During my absence I more or less figured out how the music part can be done and how to fix the problems of the current version.
by MareviQ
Sun Sep 24, 2006 9:24 pm
Forum: Programming
Topic: FMOD as new sound engine?
Replies: 68
Views: 11223

I'm getting back to work on the OpenAL support. I've just made some changes to the build system to allow choosing sound system (currently fmod/openal/none with fmod being the default choice) by passing scons a simple parameter. However, it's untested as I can't get FreeOrion to build at all (and I'm...
by MareviQ
Sun Sep 24, 2006 9:16 pm
Forum: Compile
Topic: compiler questions
Replies: 56
Views: 5450

I currently have version 1892 of FreeOrion svn and version 540 of GG that comes with it and I can't get it to compile with gcc-4.1.1. GG compiles cleanly (after adding SConsignFile() line at the beginning of the SConstruct file) but FreeOrion dies with the following error: Empire/../Empire/ResourceP...
by MareviQ
Wed Aug 30, 2006 2:54 pm
Forum: Compile
Topic: Building with CMake instead of SCons
Replies: 7
Views: 1477

I'm all for scons. I just hate the standard autotools chain (configure, make, make install) just couse that if I want to change anything in there (and occasionally I had to, mainly just to make stuff compile properly) the makefiles nowdays are completely human-unreadable. Sometimes they're nearly as...
by MareviQ
Mon May 29, 2006 8:13 pm
Forum: Other Game Design
Topic: several ideas on making little ships useful in late game
Replies: 12
Views: 2392

several ideas on making little ships useful in late game

Lately I've been playing heroes of might and magic V and it got me thinking... it is a game where you actually use all your units all the time. Example: basic (upgraded) units of dungeon are pretty lame damange-wise at the end of the game, but their poison ability makes them still usefull... and the...
by MareviQ
Thu Feb 02, 2006 5:11 pm
Forum: General Discussion
Topic: log4cpp compile problem
Replies: 3
Views: 1123

I'm compilling with gcc (GCC) 4.0.3 20060128 (prerelease) (Debian 4.0.2-8) . Does that make a difference? No, but please look closer at the output of scons.... It says you need log4cpp version 0.3.4b. Version 0.2.8 never existed according to log4cpp website, and 0.2.7 is 9 months older than the req...
by MareviQ
Sat Jan 28, 2006 12:25 pm
Forum: Programming
Topic: New things for 0.4?
Replies: 6
Views: 2616

by MareviQ
Wed Jan 18, 2006 8:03 am
Forum: General Discussion
Topic: autogen error
Replies: 4
Views: 1677

umm.... WHY do you type
./configure?

Steps needed to compile and install GiGi:

scons
scons install

and that's it.

(Polish translation of the text above:)

Po co wpisujesz
./configure?

Zeby skompilowac i zainstalowac GiGi wystarczy wpisac

scons
scons install

i tyle
by MareviQ
Tue Jan 17, 2006 11:14 am
Forum: Other Game Design
Topic: Eliminate turn-processing splash screen?
Replies: 27
Views: 3276

The only problem with this is that that'll mean that the client will also have to send messages informing of canceled orders Example: "Oohhh' that's a shiny system i haven't explored yet, let's send my fleet there [click] Oh no, but I forgot that the savage haumans can attack me at any moment, so th...
by MareviQ
Mon Jan 16, 2006 6:42 am
Forum: Programming
Topic: Another GiGi build problem
Replies: 21
Views: 5329

Only 1) Works with the current FreeOrion v0.3 code from the released tarball or CVS. So don't expect to play FO right now if you use GiGi CVS and boost-1.33.1 You may want to try the 1) again, this time like this: 1) make sure you only have boost-1.32 installed 2) if you installed boost-1.32 in any...