I have just posted issue 1575
The logger is not working as it should, for my system (Mac OSX).
Search found 214 matches
- Tue May 16, 2017 6:30 pm
- Forum: Programming
- Topic: Log Severity Levels
- Replies: 7
- Views: 7540
- Mon Apr 24, 2017 8:07 pm
- Forum: FreeOrion Project
- Topic: How can I contribute as a programmer?
- Replies: 19
- Views: 14708
Re: How can I contribute as a programmer?
Can I get involved? (Surely there is some area where I can contribute) If you are planning on editing the source code at some point, get acquainted with GitHub. (If you are already comfortable with it, that puts you ahead of me. :mrgreen: ) MatGB has suggested in another thread: We do need to have ...
- Mon Apr 24, 2017 12:17 am
- Forum: FreeOrion Project
- Topic: Adding sourcefile to the codebase
- Replies: 4
- Views: 6632
Re: Adding sourcefile to the codebase
Thanks for the feedback. The Xcode and MSVC file formats are less well documented, but read the files it may be clear how they work. Otherwise, you will have to search online. I asked in case an online search would have been in vain. :mrgreen: I was mostly concerned about the vcxproj.filter files. T...
- Sat Apr 22, 2017 11:15 pm
- Forum: FreeOrion Project
- Topic: Adding sourcefile to the codebase
- Replies: 4
- Views: 6632
Adding sourcefile to the codebase
I was trying a PR for what seemed like a simple code change , when I got in a lot of trouble since I didn't know how to properly add a new file to the code base. I figured it might help to list some questions in the forum (as my PR already has a lot of comments about needed corrections). I found the...
- Fri Apr 14, 2017 2:22 pm
- Forum: Compile
- Topic: Refactoring: move some of the constants into one header?
- Replies: 7
- Views: 8583
Re: Refactoring: move some of the constants into one header?
This is why I asked the question, instead of just doing it. :mrgreen: I won't do this. But let me toss this out, in case it changes anyones mind... That's something to avoid, as it would mean that any change to that file or any of its contents would force recompilation of everything that includes it...
- Thu Apr 13, 2017 4:27 pm
- Forum: Compile
- Topic: Refactoring: move some of the constants into one header?
- Replies: 7
- Views: 8583
Re: Refactoring: move some of the constants into one header?
I should have mentioned, that the PR I'm working towards is aimed at making the code smaller by reducing the initializer lists or by using delegated constructors. Since I'm looking at a bunch of small changes in a lot of header and cpp files, it is inevitable that I will have to recompile everything...
- Thu Apr 13, 2017 2:32 pm
- Forum: FreeOrion Project
- Topic: 0.4.7 preparations
- Replies: 61
- Views: 30902
Re: 0.4.7 preparations
Unless we're going to have RC2 (which, judging by past experience, is likely), then of course there is time to get that in. ;) Since the current plan is "release" 2 weeks after RC1, maybe modify the plan to have a RC2 after 1 week (and one week before release). If the only change is Mat's...
- Thu Apr 13, 2017 1:58 pm
- Forum: Compile
- Topic: Refactoring: move some of the constants into one header?
- Replies: 7
- Views: 8583
Refactoring: move some of the constants into one header?
I was working on code refactoring (delegating constructors, for after 0.4.7), and assigning default values to some member variables. It can be annoying to figure out which header file the constants are hiding in. Some headers are hiding by being "included" by another header. EMPTY_STRING i...
- Tue Apr 11, 2017 10:41 pm
- Forum: Other Game Design
- Topic: Making terraforming less useless and isolation less hopeless
- Replies: 11
- Views: 2370
Re: Making terraforming less useless and isolation less hope
There was a different discussion on the Growth techs, where I had to be reminded that they (and related game concepts) are not balanced currently. At some point, Terraforming might be a viable strategy for empires that don't invest in the technologies necessary to inhabit less-than-Good planets. (Bu...
- Mon Apr 03, 2017 3:57 pm
- Forum: Compile
- Topic: Building as both a struct and a class?
- Replies: 2
- Views: 6614
Re: Building as both a struct and a class?
Okay, I see that now. Thanks.
(Saw that it wasn't in the Building namespace, but missed the one in Condition. That is one file where indenting everything inside the namespace would have helped.)
(Saw that it wasn't in the Building namespace, but missed the one in Condition. That is one file where indenting everything inside the namespace would have helped.)
- Mon Apr 03, 2017 2:15 pm
- Forum: Compile
- Topic: Building as both a struct and a class?
- Replies: 2
- Views: 6614
Building as both a struct and a class?
I'm missing something, and I'm hoping for advice. C++ normally complains if you don't use unique identifiers. In Condition.h, we have struct FO_COMMON_API Building : public ConditionBase { while in Building.h we have class FO_COMMON_API Building : public UniverseObject { Both of these headers are us...
- Mon Apr 03, 2017 12:20 am
- Forum: Other Game Design
- Topic: Impose limits on pop-dependent research & production bonuses
- Replies: 38
- Views: 9006
Re: Impose limits on pop-dependent research & production bon
Here is another question to add to the discussion... Some of these proposals are along the lines of "only use production from the N highest planets", with the idea of making PP grow slower than linear with the number of planets. Yes? How should we handle a cut in supply lines? One of the e...
- Thu Mar 30, 2017 12:40 pm
- Forum: Play-Testing Feedback
- Topic: Pedia text for direct damage weapons
- Replies: 4
- Views: 1081
Re: Pedia text for direct damage weapons
PR 1451 has been submitted, to address Issue 996 Hopefully, I got the procedure right this time (thanks adrianbroher), and the text has been streamlined (thanks geoffthemedio). I didn't realize until now that Flak Cannons also receive a (different) pilot species effect, so I added a comment there. ...
- Wed Mar 29, 2017 9:37 pm
- Forum: Play-Testing Feedback
- Topic: Pedia text for direct damage weapons
- Replies: 4
- Views: 1081
Re: Pedia text for direct damage weapons
I suggest going ahead committing it, pushing it and creating the PR. github automatically creates diffs and it is easy for people to comment on the changes. Thanks for the links to those help guides (in particular the "fork"). Pull request 1449 has been submitted. Edit: I got some feedbac...
- Tue Mar 28, 2017 11:49 am
- Forum: Play-Testing Feedback
- Topic: Pedia text for direct damage weapons
- Replies: 4
- Views: 1081
Pedia text for direct damage weapons
I noticed one of the optional milestones for 0.4.7 was to clarify the weapon text for newer players. Issue 996: https://github.com/freeorion/freeorion/issues/996 Earlier discussion: hijacked 0.4.6 thread Rather than copy over the entire stringtables/en.txt file and make people dig through it, let me...