Search found 6002 matches
- Fri Mar 14, 2014 2:31 pm
- Forum: Programming
- Topic: Logging
- Replies: 12
- Views: 1794
Re: [PATCH] Improving TemporaryPtr
The xxxstream() methods already create a temporary stream that inserts a smart line break when it dies. The smart line break causes a flush() for line buffered files, which should be the case for the logs - it definitely works on linux [...] If only the process dies, everything should be fine. If i...
- Fri Mar 14, 2014 2:20 pm
- Forum: Programming
- Topic: Logging
- Replies: 12
- Views: 1794
Re: [PATCH] Improving TemporaryPtr
Not quite what you asked, but possibly stream log4cpp::eol to the CategoryStream? Logger().debugStream() << "stuff" << log4cpp::eol; Logger().debugStream().flush(); Well, of course we can do it that way, but then we need to add that everywhere where stuff is written to the logs anyway. Fu...
- Thu Mar 13, 2014 9:40 am
- Forum: Play-Testing Feedback
- Topic: [6838] Feedback
- Replies: 6
- Views: 974
Re: [6838] Feedback
it'll happen when someone gets a round tuit. I wish I could get one; my current tuit seems hopelessly square :D I'd suggest you try squaring the circle , but then I realized that you need to do the exact opposite. However, I don't know if circling the square is really going to be a very constructiv...
- Thu Mar 13, 2014 9:08 am
- Forum: Programming
- Topic: Object Type Strings
- Replies: 6
- Views: 884
Re: Object Type Strings
Extra test builds required before next Tuesday?adrian_broher wrote:I fixed the first issue with commit 6961.
- Wed Mar 12, 2014 2:36 pm
- Forum: Programming
- Topic: [PATCH] Improving TemporaryPtr
- Replies: 133
- Views: 10880
Re: [PATCH] Improving TemporaryPtr
Considering that the crashes with the latest version of the patch apparently only occur... on OSX when built with code optimizations and these builds are made with gcc 4.2, which is quite ancient and has some quirks (IIRC) after at least a hundred or even several hundreds of turns in observer mode ....
- Wed Mar 12, 2014 2:21 pm
- Forum: Programming
- Topic: Logging
- Replies: 12
- Views: 1794
Re: [PATCH] Improving TemporaryPtr
If you had recurrent problems at this stage I might be able to add some sys.stdout.flush() calls to help minimize a failure of logging statements to actually reach the files prior to a crash (though I'm not entirely sure the flush() call is compatible with the way python output gets connected to th...
- Tue Mar 11, 2014 6:29 pm
- Forum: General Discussion
- Topic: Recent Windows Builds
- Replies: 767
- Views: 263833
Re: Recent Windows Builds
New test build (SVN 6957) available for Windows on sourceforge.
Download link for full installer.
Download link for zip archive with binaries only.
Download link for full installer.
Download link for zip archive with binaries only.
- Tue Mar 11, 2014 6:28 pm
- Forum: General Discussion
- Topic: Up-to-date FreeOrion Mac-SDK and build - Test please!
- Replies: 810
- Views: 257461
- Mon Mar 10, 2014 10:34 pm
- Forum: General Discussion
- Topic: Upcoming weekly test builds delayed
- Replies: 4
- Views: 1568
Re: Upcoming weekly test builds delayed
Same thing as last week, my Monday has been busy, no time for FO, so the weekly builds will be delayed until tomorrow (Tuesday).
This will continue until further notice, so expect weekly builds on Tuesdays for the time being.
This will continue until further notice, so expect weekly builds on Tuesdays for the time being.
- Sun Mar 09, 2014 7:36 pm
- Forum: Scripting & Balancing
- Topic: Supply
- Replies: 83
- Views: 11491
Re: Supply
A flat +3 does sound reasonable. IMO +2 would be a bit too low.Sloth wrote:How does a flat +3 instead of planet size modifier sound? or +2 (which would make it useless for tiny)?
- Sun Mar 09, 2014 7:33 pm
- Forum: Support
- Topic: Multiplayer problem to find lan game
- Replies: 7
- Views: 1428
Re: Multiplayer problem to find lan game
I'd love to see a clear, step-by-step, beginner's guide to starting this game multiplayer. Or perhaps a step-by-step guide for opening a firewall to allow the game in multiplayer mode. Normally the instructions that have been given in this thread should suffice. To be able to give you step-by-step ...
- Sun Mar 09, 2014 7:26 pm
- Forum: Other Game Design
- Topic: Bombardment Design
- Replies: 32
- Views: 3676
Re: Bombardment Design
Darn. Busted!Dilvish wrote:Vezzra's bloodthirsty side shows itself once again.
- Sun Mar 09, 2014 7:24 pm
- Forum: Other Game Design
- Topic: Bombardment Design
- Replies: 32
- Views: 3676
Re: Bombardment Design
I'd rather remove the colony upkeep modifier from the colony/outpost module parts.MatGB wrote:ETA: a thought, troop pods subject to the colony upkeep modifier not the ship upkeep modifier?
- Sat Mar 08, 2014 9:06 pm
- Forum: Other Game Design
- Topic: Bombardment Design
- Replies: 32
- Views: 3676
Re: Bombardment Design
It's a good point, but ATM you get all buildings and, crucially, all population, which means if you've got force/energy structures the planet will get back to at least a moderate output level faster than a brand new colony, which lest we forget costs a fortune, especially in the mid to late game wi...
- Sat Mar 08, 2014 8:56 pm
- Forum: Other Game Design
- Topic: Bombardment Design
- Replies: 32
- Views: 3676
Re: Bombardment Design
Capturing with troops has the advantage that the population remains intact, which presumably will substantially speed up the process of making a planet productive. I'm not so sure about the "substantially" part. Of course it's better than having to build up population too, but if that's e...