Search found 214 matches

by mem359
Tue May 16, 2017 6:30 pm
Forum: Programming
Topic: Log Severity Levels
Replies: 7
Views: 7540

Re: Log Severity Levels

I have just posted issue 1575

The logger is not working as it should, for my system (Mac OSX).
by mem359
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 ...
by mem359
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...
by mem359
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...
by mem359
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...
by mem359
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...
by mem359
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...
by mem359
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...
by mem359
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...
by mem359
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.)
by mem359
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...
by mem359
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...
by mem359
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. ...
by mem359
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...
by mem359
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...