Search found 98 matches
- Thu Apr 01, 2004 6:16 am
- Forum: Programming
- Topic: The Help Thread
- Replies: 293
- Views: 62522
I get something like this too (I guess you're compiling with dev-cpp like me). If you turn off optimisation in the compiler options, it should compile. Since the problem is with gcc, I tried to update mingw to the latest (it uses gcc 3.3.1 instead of 3.2 I think) and use that to compile instead. Com...
- Wed Mar 31, 2004 11:09 pm
- Forum: FreeOrion Project
- Topic: Macintosh version
- Replies: 12
- Views: 5330
- Mon Mar 29, 2004 5:28 am
- Forum: General Discussion
- Topic: Can I borrow your art?
- Replies: 11
- Views: 2349
- Mon Mar 29, 2004 1:10 am
- Forum: Graphics
- Topic: Sidepanel and planetview UI
- Replies: 213
- Views: 30361
- Thu Mar 25, 2004 12:36 am
- Forum: Graphics
- Topic: sol system
- Replies: 16
- Views: 7586
That'd be neat. Although, it should be optional. I remember a game that did that, called Birth of the Federation. It was cool at first but did limit replayability:
... you start as the cardassians... *yawn*, guess I'd better colonise those two desert planets again... *deja vu* for the first 20 turns.
... you start as the cardassians... *yawn*, guess I'd better colonise those two desert planets again... *deja vu* for the first 20 turns.
- Wed Mar 24, 2004 8:48 pm
- Forum: Strategy Games
- Topic: 1 YEAR ANNIVERSARY OF MOO3!!
- Replies: 14
- Views: 5558
- Tue Mar 23, 2004 10:15 pm
- Forum: Other Game Design
- Topic: Moons
- Replies: 32
- Views: 7033
Perhaps for simplicity moons could be generated, but just displayed in the sidepanel along with the planets? I think there will be no concept of distance within a system, so it makes no difference which object is orbiting which in system view. Perhaps some sort of visual cue that this planet is actu...
- Tue Mar 23, 2004 10:01 pm
- Forum: Graphics
- Topic: Alternative map-views.
- Replies: 10
- Views: 4117
I think there should be at least two views: 1) Eye candy mode - none of that distracting information stuff. look at the pretty colors. Immersion central :) 2) War room mode - forget all that eye candy rubbish, just show the strategic situation as clearly as possible. Fleet strengths, system values (...
- Sun Mar 21, 2004 11:00 am
- Forum: Programming
- Topic: trying to build latest code
- Replies: 11
- Views: 2612
OK, I've got windowskit 1.28 out of CVS. Success! I'm building freeorion.exe now, 3/4 of the way through and no errors so far (before I couldn't compile the first file). I guess the error (or version problem) wasn't in GGBase but something included by it, but the compiler didn't notice something wro...
- Sat Mar 20, 2004 9:40 pm
- Forum: Programming
- Topic: trying to build latest code
- Replies: 11
- Views: 2612
- Sat Mar 20, 2004 7:53 am
- Forum: Programming
- Topic: trying to build latest code
- Replies: 11
- Views: 2612
I still can't see a way around this. I downloaded the latest mingw and set up dev-cpp to compile with it, I still get the same error. I even puttered around in lunix for a bit, but discovered that my RH 7.1 isos may as well be stone axes :) {edit} I see the problem now. I just checked out the latest...
- Fri Mar 19, 2004 6:23 am
- Forum: Other Game Design
- Topic: starting technology - 'prewarp'
- Replies: 7
- Views: 1573