Search found 214 matches

by mem359
Sun Mar 12, 2017 1:28 pm
Forum: Play-Testing Feedback
Topic: Terraform Exobot colonies
Replies: 33
Views: 4685

Re: Terraform Exobot colonies

Counter-argument: If a planet can be terraformed using outposts, then that neuters the majority of the Growth technologies. I would only research up to Terraform, and ignore the others (unless forced to get them for other technologies). While Pure-Energy Metabolism is nice, I would only need to rese...
by mem359
Thu Mar 09, 2017 2:12 pm
Forum: Play-Testing Feedback
Topic: Experimenters
Replies: 38
Views: 6120

Re: Experimenters

In the scripting folder, which txt file controls the frequency for the Experimenter Outpost to be generated at the start of a game? I'd like to bump up that number, so that it is almost guaranteed to happen. A long time ago, I found the appropriate file, which was part of the Experimenter descriptio...
by mem359
Wed Mar 08, 2017 9:19 pm
Forum: Play-Testing Feedback
Topic: Server times out for loading saved games (OSX)
Replies: 11
Views: 1618

Re: Server times out for loading saved games (OSX)

This issue is still present in the March 7th test build.

(Although it looks like LGM-Doyle committed something a few hours ago to fix this?)
by mem359
Fri Mar 03, 2017 7:17 pm
Forum: Play-Testing Feedback
Topic: Geo-Integration Facility at system without Drydock?
Replies: 1
Views: 696

Geo-Integration Facility at system without Drydock?

Checking if anyone else is seeing this. (I'm using a SDK-compiled test build, so maybe it is just me.) I have a planet that just finished the Basic Shipyard. I can't build a Geo-Integration Facility, yet (as expected). But... If I add the Orbital Drydock to the Production Queue, I can immediately st...
by mem359
Thu Mar 02, 2017 2:35 pm
Forum: Compile
Topic: MacOSX SDK and glew.h
Replies: 13
Views: 10645

Re: MacOSX SDK and glew.h

Everything works like it should, now. Can use my build, and the exe seems to be behaving like the weekly released test build. Thanks for the help. Sorry for the confusion and the trip down the rabbit hole. (This whole exercise was to put in a temporary fix for the load-game server time-out, so that ...
by mem359
Thu Mar 02, 2017 1:23 pm
Forum: Compile
Topic: MacOSX SDK and glew.h
Replies: 13
Views: 10645

Re: MacOSX SDK and glew.h

... Which means the "tar" command should run. My only guess is, considering that I'm still on Yosemite and you're on El Capitan, that you've got a newer version of tar on your system which deprecated the "-y" option. To be sure I just did a test run with v4 of the OSX SDK on my ...
by mem359
Wed Mar 01, 2017 10:48 pm
Forum: Compile
Topic: MacOSX SDK and glew.h
Replies: 13
Views: 10645

Re: MacOSX SDK and glew.h

Which means the SDK won't work for me anyways, since the frameworks were compiled for i386 instead of x86_64. Why is that? I figured it would be easier to build the 64-bit libraries, but after snooping around, I guess I just need to find the right compiler flags to load the 32-bit libraries/Framewo...
by mem359
Wed Mar 01, 2017 10:18 pm
Forum: Compile
Topic: MacOSX SDK and glew.h
Replies: 13
Views: 10645

Re: MacOSX SDK and glew.h

@mem359, which version of OSX are you running on? 2010 MBP (Intel i5), OSX 11.6 (El Capitan) Which means the SDK won't work for me anyways, since the frameworks were compiled for i386 instead of x86_64. Oh well. But I can still tinker around with this, and maybe get it working for my laptop. (Not h...
by mem359
Wed Mar 01, 2017 8:50 pm
Forum: Compile
Topic: MacOSX SDK and glew.h
Replies: 13
Views: 10645

Re: MacOSX SDK and glew.h

Should it have been part of the SDK? It is part of the SDK. Now I'm confused. But that led me in the right direction. I downloaded the SDK, and ran bootstrap.command There is no file called "glew.h" anywhere in that file structure. No folder called "GL" And from pocking around, ...
by mem359
Wed Mar 01, 2017 6:53 pm
Forum: Compile
Topic: MacOSX SDK and glew.h
Replies: 13
Views: 10645

MacOSX SDK and glew.h

I decided to try building a test release from source code. Found the instructions http://freeorion.org/index.php/Compile_In_Mac_OS_X got the SDK. I then realized I was missing some of the necessary software libraries http://freeorion.org/index.php/Compile#Software_requirements , so I got those. When...
by mem359
Wed Mar 01, 2017 1:32 pm
Forum: Play-Testing Feedback
Topic: Server times out for loading saved games (OSX)
Replies: 11
Views: 1618

Re: Server times out for loading saved games (OSX)

Vezzra wrote:@mem359, can you open a github issue about this?
https://github.com/freeorion/freeorion/issues/1371

geoffthemedio has already noticed it, and added labels to categorize the problem.
by mem359
Wed Mar 01, 2017 5:48 am
Forum: Play-Testing Feedback
Topic: Server times out for loading saved games (OSX)
Replies: 11
Views: 1618

Re: Server times out for loading saved games (OSX)

I looked at the freeoriond.log files for "New Game" and for "Load Game". For both, it took about 1.8 seconds between the "Logger initialized" to "server waiting for network events". Now I looked at the freeorion.log file. For the new game, I can see the line &...
by mem359
Wed Mar 01, 2017 4:30 am
Forum: Play-Testing Feedback
Topic: Server times out for loading saved games (OSX)
Replies: 11
Views: 1618

Re: Server times out for loading saved games (OSX)

That wasn't what I meant. I removed all traces of the 10 month old version, including saves. As the log file time stamp indicates, I started a new game with this version, saved it, and then was unable to load it without getting the server time-out. I only mentioned 10 months to indicate that I don't...
by mem359
Wed Mar 01, 2017 3:58 am
Forum: Play-Testing Feedback
Topic: Server times out for loading saved games (OSX)
Replies: 11
Views: 1618

Server times out for loading saved games (OSX)

I got today's test build for the Mac. Whenever I try to load a saved game, I get a server time out. I tried the build from last week, and got the same problem. (The last build I had tried before that was 10 months old. I've been away...) Using Mac OSX 10.11.6 (El Capitan, not Sierra). In the freeori...
by mem359
Wed Apr 06, 2016 8:07 pm
Forum: Play-Testing Feedback
Topic: Ship part balance
Replies: 30
Views: 2947

Re: Ship part balance

It's good game design to allow for choices. Having more efficient weapons per PP vs maximum damage per slot adds another layer of thought that can go into your ship designs and means one or the other may be optimal depending on the exact costs. If Death Rays were similar in efficiency to Plasma Can...