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GeofftheMedio | kroddn: it's not really a game breaking bug... | 18:57 |
---|---|---|
GeofftheMedio | there's an easy workaround: don't enqueue too much on the production queue at once | 18:57 |
GeofftheMedio | also, regarding log4cpp, the updates may be distro-specific. | 18:58 |
GeofftheMedio | log4cpp actually uses CVS (not SVN) and there havn't been many updates in the last year or so | 18:58 |
kroddnoMobil | hi | 18:59 |
kroddnoMobil | the log4cpp bug seems gcc4.3 relevant, so you may be right | 18:59 |
GeofftheMedio | the log4cpp CVS version doesn't have that patch applied | 18:59 |
GeofftheMedio | http://log4cpp.cvs.sourceforge.net/viewvc/log4cpp/log4cpp/src/PatternLayout.cpp?view=markup | 19:00 |
tpb | <http://ln-s.net/2hhd> (at log4cpp.cvs.sourceforge.net) | 19:00 |
GeofftheMedio | anyway, about the bug. If I recall, the asserts at the start of SetProdQueueElementSpending are failing | 19:01 |
GeofftheMedio | so the production_status (a vector of double indicating PP spend towards a queue item) and the queue itself are out of sync | 19:02 |
kroddnoMobil | <GeofftheMedio> there's an easy workaround: don't enqueue too much on the production queue at once <--- You cannot be serious... I can NOT even enque a palace and a mark I | 19:02 |
GeofftheMedio | probably an early terminal condition in my recent production queue update changes (possibly in SetProdQueueElementSpending itself) aren't adding entries to production_status when it is expected to | 19:03 |
kroddnoMobil | only the second assert fails | 19:03 |
GeofftheMedio | oh... | 19:03 |
GeofftheMedio | hmm. well, that may be just an unnecessary assert | 19:03 |
GeofftheMedio | ... actually... no, it might be a problem... | 19:04 |
kroddnoMobil | sure? | 19:04 |
GeofftheMedio | the queue element system groups is a vector of std::set<int> | 19:04 |
kroddnoMobil | thats why there are such asserts ;-) | 19:05 |
GeofftheMedio | yeah, but I'd forgotten why I added that asssert | 19:05 |
GeofftheMedio | each set is the group of system (ids) that can provide resoruces to that system | 19:05 |
GeofftheMedio | so if they are different sizes, something's inconsistent | 19:05 |
kroddnoMobil | the game runs fine without that assert - but maybe this bug results in inconsistency? | 19:07 |
kroddnoMobil | The list seems to be right, it displays the right values for expected turns to finish | 19:08 |
GeofftheMedio | there must be extra entries in the queue element system group vector then, rather than missing entries | 19:08 |
kroddnoMobil | are you interested in debugging output? | 19:10 |
GeofftheMedio | I added some of my own | 19:10 |
GeofftheMedio | or at least attempted to... it's not showing up yet for some reason... | 19:11 |
GeofftheMedio | oh, wait... I keep forgetting that Logger().debugStream() doesn't show up on the console | 19:11 |
kroddnoMobil | yes | 19:11 |
kroddnoMobil | its in the logfile | 19:11 |
kroddnoMobil | thats what i mean | 19:11 |
kroddnoMobil | http://psitronic.dyndns.org/div/freeorion.log.gz | 19:12 |
tpb | <http://ln-s.net/2hhr> (at psitronic.dyndns.org) | 19:12 |
GeofftheMedio | I added the following to the start of SetProdQueueElementFunding | 19:12 |
GeofftheMedio | Logger().debugStream() << "production status: "; | 19:12 |
GeofftheMedio | for (std::vector<double>::const_iterator it = production_status.begin(); it != production_status.end(); ++it) | 19:12 |
GeofftheMedio | Logger().debugStream() << " ... " << *it; | 19:12 |
GeofftheMedio | Logger().debugStream() << "queue: "; | 19:12 |
GeofftheMedio | for (ProductionQueue::QueueType::const_iterator it = queue.begin(); it != queue.end(); ++it) | 19:12 |
GeofftheMedio | Logger().debugStream() << " ... name: " << it->item.name << "id: " << it->item.design_id << " allocated: " << it->allocated_pp << " locationid: " << it->location << " ordered: " << it->ordered; | 19:12 |
GeofftheMedio | ... | 19:13 |
GeofftheMedio | I get the following output | 19:13 |
GeofftheMedio | 2009-01-10 16:07:03,408 DEBUG Client : production status: | 19:13 |
GeofftheMedio | 2009-01-10 16:07:03,408 DEBUG Client : ... 50 | 19:13 |
GeofftheMedio | 2009-01-10 16:07:03,408 DEBUG Client : queue: | 19:13 |
GeofftheMedio | 2009-01-10 16:07:03,408 DEBUG Client : ... name: Mark Iid: 2 allocated: 10 locationid: 126 ordered: 1 | 19:13 |
GeofftheMedio | 2009-01-10 16:07:03,408 DEBUG Client : queue size: 1 | 19:13 |
kroddnoMobil | bad output :-) | 19:13 |
kroddnoMobil | I mean your code | 19:14 |
GeofftheMedio | how so? | 19:14 |
kroddnoMobil | äh | 19:14 |
kroddnoMobil | you mean function SetProdQueueElementSpending ? | 19:14 |
GeofftheMedio | yeah... funding / spending... same thing. | 19:14 |
GeofftheMedio | anyway, that output looks fine... though there are several copies and I haven't looked at all | 19:14 |
kroddnoMobil | but - does this assert not crash your version? | 19:15 |
GeofftheMedio | asserts don't do anything in my version... whatever settings I've got in MSVC don't trigger them | 19:16 |
kroddnoMobil | hm | 19:16 |
GeofftheMedio | ah... perhaps the problem is in the simulation code | 19:17 |
kroddnoMobil | ? | 19:17 |
GeofftheMedio | the estimates of build times for items are determined by simulating the queue in future | 19:17 |
GeofftheMedio | when an item is finished, it's removed from the simulated queue | 19:17 |
GeofftheMedio | but perhaps the system groups vectory isn't similarly updated | 19:17 |
kroddnoMobil | you mean in the second calculation | 19:18 |
kroddnoMobil | when there's no RP left for a item? | 19:18 |
GeofftheMedio | what happens is that the element spending is added to a items on a simulated queue, and then if any are complete, they're removed from the simulated queue, and then the spending is recalculated, and this is repeated until all items are removed from the queue. the number of repetitions (turns) required to complete all the items is recorded | 19:19 |
GeofftheMedio | around line 689 in Empire.cpp, the real queue and production status are copied for use in the simulation | 19:20 |
GeofftheMedio | but the system groups info isn't copied | 19:21 |
GeofftheMedio | probably when SetProdQueueElementFunding is called during the simulation, the original system groups info is used, which will be of inconsistent size if something has been removed from the simulated queue | 19:21 |
GeofftheMedio | so there actually will be a bug: predicted time to completion will be wrong, but it won't crash because the simulated queue is always equal or smaller in size than the system groups vector | 19:27 |
kroddnoMobil | but the values seem to be right | 19:28 |
GeofftheMedio | well, it would only matter if you had things being built in two systems that aren't able to share production | 19:29 |
GeofftheMedio | if you just enqueue a bunch of stuff on one planet, they're in the same resource sharing group, so all the entries in the groups vector will be the same anyway | 19:29 |
kroddnoMobil | do the planets share production points? | 19:30 |
GeofftheMedio | if they're in systems that can share resources | 19:30 |
kroddnoMobil | and when is that the case? | 19:31 |
GeofftheMedio | if they're connected by solid colour starlanes | 19:31 |
kroddnoMobil | aha | 19:31 |
GeofftheMedio | which is when they're not blockaded and have construction meters big enough to share resources between eachother | 19:31 |
GeofftheMedio | jumps = floor(construction / 20) | 19:32 |
kroddnoMobil | puh - would be a longer time to simulate such a game, or? | 19:33 |
GeofftheMedio | take your colony ship and move as far away from your homeworld as you can... somewhere that has a colonizable planet | 19:34 |
GeofftheMedio | colonize it, and then add several things to the build queue at the new planet, probably mixed in between the items at the homeworld, then see the ETA and then compare with what actually happens | 19:35 |
GeofftheMedio | honestly, this would be pretty hard to spot were it not for these asserts... | 19:35 |
kroddnoMobil | ha! | 19:36 |
kroddnoMobil | found a huge terran *g* | 19:36 |
kroddnoMobil | you are right | 19:37 |
kroddnoMobil | it shows "never" for an imperial palace on my home system | 19:37 |
kroddnoMobil | but it is finished next turn | 19:37 |
kroddnoMobil | and it shows 22PP at the second system - thats wrong, isn't it? | 19:39 |
GeofftheMedio | probably... I don't see how a new colony could produoce that much | 19:40 |
kroddnoMobil | So - what to do now? | 19:41 |
GeofftheMedio | I'm trying to send you a patch... | 19:41 |
kroddnoMobil | shell I release the version with deactivated assert? | 19:41 |
GeofftheMedio | well, try my patch (if it ever gets to you) and if that fixes it, you can use that | 19:42 |
GeofftheMedio | http://pastebin.com/d124ac140 | 19:42 |
tpb | Title: C++ pastebin - collaborative debugging tool (at pastebin.com) | 19:42 |
kroddnoMobil | GeofftheMedio: # file UI/ClientUI.cpp | 19:44 |
kroddnoMobil | UI/ClientUI.cpp: ISO-8859 C program text | 19:44 |
kroddnoMobil | This sourcecode is NOT UTF8 | 19:44 |
GeofftheMedio | that would explain that then | 19:44 |
kroddnoMobil | yepp | 19:45 |
GeofftheMedio | so how do I hard-code a mu symbol? | 19:45 |
kroddnoMobil | hard-code the utf8 version of it | 19:45 |
GeofftheMedio | so how do I hard-code the utf8 version of a mu symbol? | 19:45 |
kroddnoMobil | on which line is that? | 19:46 |
GeofftheMedio | 848 | 19:46 |
kroddnoMobil | patch: **** Only garbage was found in the patch input. | 19:48 |
kroddnoMobil | grml | 19:48 |
GeofftheMedio | heh. it shows up as a ? in a diamond on the SVN web client | 19:48 |
GeofftheMedio | "grml" ? | 19:48 |
kroddnoMobil | grummle *g+ | 19:49 |
kroddnoMobil | i cannot apply your patch | 19:49 |
GeofftheMedio | you can copy-paste it... the first few lines of debugging aren't needed, and the rest is only about 3 added lines | 19:49 |
GeofftheMedio | and a bit of lining-up of some declarations | 19:49 |
kroddnoMobil | okay | 19:52 |
kroddnoMobil | i am recompiling | 19:52 |
kroddnoMobil | lets convert that mu | 19:52 |
GeofftheMedio | hmm... my own tests suggest the patch didn't fix the wrong ETA issue | 19:52 |
GeofftheMedio | oh... | 19:53 |
GeofftheMedio | forgot to add sim_ before queue_element_groups on around line 745 | 19:53 |
GeofftheMedio | SetProdQueueElementSpending(empire, available_pp, sim_queue_element_groups, sim_production_status, sim_queue, allocated_pp, projects_in_progress); | 19:53 |
kroddnoMobil | text += "\xC2\xB5"; // micro | 19:55 |
kroddnoMobil | should work | 19:55 |
GeofftheMedio | how do you find that? | 19:56 |
kroddnoMobil | hehe | 19:57 |
kroddnoMobil | echo µ>/tmp/mu | 19:57 |
kroddnoMobil | LANG=de_DE@euro less /tmp/mu | 19:57 |
kroddnoMobil | that sais: | 19:57 |
kroddnoMobil | <C2><B5> | 19:57 |
kroddnoMobil | and that are the two chars the µ exists of | 19:58 |
kroddnoMobil | it may be easier to look at a chartable, but i didn't know where to look | 19:58 |
GeofftheMedio | both fixes seem to have worked now | 20:01 |
kroddnoMobil | both? | 20:01 |
GeofftheMedio | yep | 20:01 |
kroddnoMobil | can i activate the assert again? | 20:02 |
GeofftheMedio | should be | 20:02 |
GeofftheMedio | committed... see if that worked. | 20:04 |
kroddnoMobil | Update works | 20:05 |
GeofftheMedio | woo | 20:06 |
kroddnoMobil | never is not shown any more | 20:06 |
kroddnoMobil | but there's still the 22PP at the new system where there should be 0PP | 20:06 |
GeofftheMedio | that might be a reloading save bug | 20:06 |
GeofftheMedio | I was getting some weird predicted meters upon save reload | 20:07 |
kroddnoMobil | i did not reload | 20:07 |
GeofftheMedio | but next turn was ok... | 20:07 |
kroddnoMobil | i played again ^^ | 20:07 |
GeofftheMedio | hmm. send a save? | 20:07 |
kroddnoMobil | okay | 20:10 |
kroddnoMobil | http://psitronic.dyndns.org/div/22PP.sav.gz | 20:12 |
kroddnoMobil | I purchased Galactiv Civilisations 2 this week :-) | 20:12 |
GeofftheMedio | I got Civ IV and its expansions off Steam when they were having an end-of-year sale. | 20:13 |
GeofftheMedio | Though I actually spent almost all of yesterday (something like 16 hours) play Railroad Tycoon Deluxe (the 1993 version) | 20:13 |
kroddnoMobil | hehe | 20:13 |
kroddnoMobil | Don't touch Sid Meyer's Railroads, thats shit | 20:14 |
kroddnoMobil | but you mean Railroad Tycoon 2, don't you? | 20:14 |
GeofftheMedio | nope | 20:14 |
kroddnoMobil | you really mean that 320x200 pixel game? | 20:15 |
GeofftheMedio | yep | 20:15 |
kroddnoMobil | that one on one 3.5" 720KB Amiga floppy ? | 20:15 |
kroddnoMobil | :-) | 20:15 |
GeofftheMedio | you can get it free from firaxis (or 2k games?) on the Railroads site | 20:15 |
kroddnoMobil | i play that on gp2x | 20:15 |
GeofftheMedio | runs in dosbox | 20:15 |
kroddnoMobil | yes i know | 20:15 |
kroddnoMobil | the amiga version has much better sounds *g* | 20:16 |
GeofftheMedio | I turned off all the sounds after a few hours... I don't really need oinks every time I accidentally click on a farm on the map when trying to look into a station | 20:16 |
kroddnoMobil | :-) | 20:17 |
kroddnoMobil | CIV 4 beyond the sword is nice | 20:17 |
GeofftheMedio | I played a bit, but found it impossible to actually capture an AI city they were trying to defend during the middle ages. | 20:19 |
kroddnoMobil | so, good timing | 20:19 |
kroddnoMobil | movie is finished | 20:19 |
kroddnoMobil | You need Catapults or you always will fail | 20:19 |
GeofftheMedio | I had a bunch | 20:19 |
GeofftheMedio | didn't matter since my macemen all still died | 20:20 |
kroddnoMobil | and what did defend the town? | 20:20 |
GeofftheMedio | so, looking at your save, the scout and mark I are both at your homeworld, and the imp. palace on the new colony is getting 0 PP | 20:20 |
kroddnoMobil | yes | 20:20 |
kroddnoMobil | that's correct, isnt it? | 20:21 |
GeofftheMedio | that's how it should be | 20:21 |
GeofftheMedio | so what's the problem? | 20:21 |
GeofftheMedio | (incidentally, we really need to update the production queue to show what planet things are being built at...) | 20:22 |
kroddnoMobil | on that system, the queue lists 22 available RP | 20:22 |
GeofftheMedio | oh... the UI doesn't update the available PP for different selected systems | 20:23 |
kroddnoMobil | yes | 20:23 |
kroddnoMobil | bingo ^^ | 20:23 |
GeofftheMedio | that's a missing feature, not a bug | 20:23 |
GeofftheMedio | it's showing the total PP in your empire | 20:23 |
kroddnoMobil | did you chekc if the mu is working? | 20:23 |
GeofftheMedio | yes | 20:23 |
kroddnoMobil | how? | 20:23 |
GeofftheMedio | starved my new colony until population or resource production dropped below 0.001 | 20:24 |
kroddnoMobil | grml - planet is lost | 20:25 |
GeofftheMedio | set secondary focus to balanced, and primary to trade. | 20:26 |
GeofftheMedio | you'll produce a tiny amount of food, and will drop population by 90% / turn | 20:26 |
GeofftheMedio | three turns later, 10mu population (equal to 0.01m) | 20:27 |
kroddnoMobil | okay, works | 20:27 |
kroddnoMobil | trade has 0.922 µ | 20:27 |
GeofftheMedio | I'm thinking we'd be better of not using SI symbols for numbers less than 1 at all, actually | 20:28 |
GeofftheMedio | just show 0.01 or 0.00 for values smaller than that | 20:28 |
GeofftheMedio | and make 0.01 the smallest allowed colony population | 20:28 |
kroddnoMobil | yepp | 20:29 |
GeofftheMedio | modifying DoubleToString to do or allow that is on the Programming Work page, but I've gotten no takers yet | 20:29 |
kroddnoMobil | most people even will not know what µ means :-) | 20:29 |
GeofftheMedio | unfortunate that IConrad can't get FO compiled... | 20:29 |
GeofftheMedio | even the m looks a bit odd | 20:29 |
kroddnoMobil | I offered him support | 20:30 |
GeofftheMedio | you and several others... he's been amazingly persistant in trying to get it to work. | 20:30 |
GeofftheMedio | for some reason 43K just make sense, but 13m doesn't... | 20:30 |
kroddnoMobil | Die Brücke am Kwai ... nice movie *g* | 20:31 |
kroddnoMobil | its almost 3 a.m. here and i am ill - so i'll go to bed soon | 20:32 |
GeofftheMedio | k. thanks and good night. | 20:33 |
kroddnoMobil | do you make an update release for windows? | 20:35 |
kroddnoMobil | or just replace the 0.3.11 exe? | 20:35 |
GeofftheMedio | there's no crash in windows... just wrong ETA estimates... | 20:36 |
GeofftheMedio | I'll leave it to tzlaine to decide whether to do an update. you can suggest it to him if you'd like | 20:37 |
kroddnoMobil | You fixed that bug, so you should suggest it | 20:37 |
kroddnoMobil | it would be bad if the win version has a bug which already is fixed in linux :-) | 20:38 |
GeofftheMedio | what difference does me fixing it make? | 20:38 |
kroddnoMobil | okay, maybe you TELLING it will make a difference | 20:39 |
GeofftheMedio | I think he follows the commit logs, so he'll be aware of the fix | 20:40 |
kroddnoMobil | i'll update the latest version, since 2727 did not work | 20:40 |
GeofftheMedio | being a few revisions apart between OSes won't be the end of the world | 20:41 |
kroddnoMobil | okay | 20:41 |
kroddnoMobil | it's only the mu causing a crash that would be nice to have fixed | 20:42 |
GeofftheMedio | true. | 20:42 |
GeofftheMedio | that one was kind of hard to isolate... I noticed it myself several times, but didn't figure out what the cause was until the latest bug post. | 20:43 |
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schmichael | hi all, just stumbled upon the project and working on compiling now (on debian sid) | 20:54 |
schmichael | i remember wasting large portions of my life on moo1 & 2, can't wait to test this out :) | 20:55 |
GeofftheMedio | hi. if you have trouble, check out the forums. there are lots of previous problems and solutions or suggestions, and some helpful people if your case isn't covered yet | 20:55 |
kroddnoMobil | hi | 20:55 |
kroddnoMobil | check the statically linked linux version, which will be released in .... 2 minutes :-) | 20:56 |
kroddnoMobil | i compile on debian sid too | 20:56 |
GeofftheMedio | doesn't it take a while to update the SF download page? | 20:56 |
GeofftheMedio | so it might be more like 32 minutes | 20:56 |
kroddnoMobil | no | 20:56 |
kroddnoMobil | not from my root-server | 20:56 |
GeofftheMedio | ok, nevermind then | 20:56 |
kroddnoMobil | :-) | 20:57 |
kroddnoMobil | its finished | 20:57 |
kroddnoMobil | https://sourceforge.net/project/showfiles.php?group_id=75752&package_id=111134 | 20:57 |
tpb | <http://ln-s.net/2hii> (at sourceforge.net) | 20:57 |
GeofftheMedio | already updated the main page | 20:58 |
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kroddnoMobil | are the win-builds release compiled? | 20:59 |
kroddnoMobil | maybe they are not, for then there would not be any debug output i guess | 21:00 |
kroddnoMobil | so, now i'll leave | 21:00 |
kroddnoMobil | see you! | 21:00 |
GeofftheMedio | they're built in some magical way that gives logging debug output, but doesn't trigger asserts, apparently | 21:01 |
GeofftheMedio | bye | 21:01 |
kroddnoMobil | hehe | 21:02 |
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schmichael | hm, scons is failing on "Checking for ilInit() in C library IL... no" | 21:33 |
schmichael | i have libdevil-dev (1.7.5-1) installed | 21:34 |
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schmichael | argh, looks like bcp is compiled for boost 1.34 | 21:37 |
schmichael | ah well, i'll just try the statically compiled version | 21:41 |
GeofftheMedio | what do you need bcp for? (I don't know anything about it) | 21:42 |
schmichael | GeofftheMedio: its mentioned under the Ubuntu compilation instructions | 21:42 |
schmichael | still, if the version of libdevil in debian sid isn't supported i'm in for pain anyway | 21:43 |
schmichael | fwiw: http://www.freeorion.org/index.php/Compile_In_Linux | 21:43 |
tpb | <http://ln-s.net/2hix> (at www.freeorion.org) | 21:43 |
GeofftheMedio | hmm. | 21:44 |
GeofftheMedio | it doesn't seem to matter what version of boost we use... there are always some version problems of some sort. | 21:44 |
schmichael | yeah, the only other video game i really play is TA Spring from time to time | 21:48 |
schmichael | and they're always fighting with different boost versions in linux | 21:48 |
schmichael | wow, it looks great! gj all | 21:51 |
GeofftheMedio | there are some talented artists on the forums | 21:51 |
schmichael | so if i want to get involved in the development effort i probably need to sort out these libraries huh? :-/ | 21:53 |
GeofftheMedio | it would probably help | 21:53 |
GeofftheMedio | you could do some python scripting without needing to compile | 21:53 |
schmichael | ah, excellent | 21:54 |
schmichael | whats python used for? | 21:54 |
GeofftheMedio | AI | 21:54 |
GeofftheMedio | my todo list includes rewriting the universe generation system to use python scripts as well | 21:54 |
schmichael | ah, that'd be interesting | 21:55 |
schmichael | one of my coworkers hacks on civ4 in his spare time because it has (really bad) python bindings | 21:56 |
schmichael | i'll see if i can't bring him over to the light ;-) | 21:56 |
GeofftheMedio | I wrote the whole FreeOrion AI python interface myself, so if he has any comments about its usability, I'd be happy to hear them | 21:56 |
GeofftheMedio | I had a look at the CivIV interface as well. It does a lot more than the FO interface, and seemed to be designed quite differently | 21:57 |
GeofftheMedio | so was hard to compare without much digging into it | 21:57 |
schmichael | here's the presentation he did on civ4 for a python user group: http://www.dowski.com/~christian/clepy/civilization4/slides/civ4-python.html | 21:58 |
tpb | <http://ln-s.net/2hj2> (at www.dowski.com) | 21:58 |
GeofftheMedio | hmm. quite a different architecture between Civ IV and FreeOrion | 22:02 |
GeofftheMedio | FO is client-server based, so you couldn't really fire up an in-game python interpreter to cheat, as that would need to be done on the server | 22:03 |
schmichael | FO seems to be eating one of more cores alive | 22:03 |
schmichael | 100% cpu | 22:03 |
schmichael | happened when i ended my first turn | 22:03 |
GeofftheMedio | how many AIs? | 22:04 |
GeofftheMedio | and what size universe? | 22:04 |
schmichael | 4 AIs | 22:05 |
schmichael | 3 arm spiral galaxy | 22:05 |
GeofftheMedio | size is more important than shape | 22:05 |
schmichael | hm | 22:05 |
GeofftheMedio | ie. how many stars (10 to 500) | 22:05 |
schmichael | the default? | 22:05 |
schmichael | how do i tell in game... | 22:05 |
GeofftheMedio | you could count them... | 22:06 |
GeofftheMedio | zoom out w/ mousewheel | 22:06 |
schmichael | ha | 22:06 |
schmichael | one sec | 22:06 |
GeofftheMedio | for me, after hitting turn, the server taken a core for a few seconds, and the AIs spike for a second or so | 22:07 |
GeofftheMedio | server takes | 22:07 |
schmichael | 100 maybe? | 22:07 |
GeofftheMedio | I think that's the default | 22:07 |
GeofftheMedio | is it still using 100% cpu? | 22:08 |
schmichael | yep | 22:08 |
schmichael | i can keep playing just fine | 22:08 |
GeofftheMedio | hmm | 22:08 |
schmichael | could i do anything useful by attaching gdb? | 22:08 |
GeofftheMedio | not sure... | 22:08 |
GeofftheMedio | which process is using the CPU? | 22:08 |
schmichael | freeorion | 22:08 |
GeofftheMedio | freeorion is the client, freeoriond the server and freeorionca is the AIs | 22:08 |
schmichael | its the client | 22:09 |
GeofftheMedio | hmm. well, try opening up the options screen in the menu | 22:09 |
GeofftheMedio | and go to the UI tab | 22:09 |
schmichael | k | 22:09 |
GeofftheMedio | at the bottom, turn off the first three options under galaxy map | 22:09 |
GeofftheMedio | and then on the video tab, is there an option to limit FPS? | 22:10 |
schmichael | first option halved cpu usage | 22:10 |
schmichael | second option took off another 10% | 22:10 |
schmichael | 3rd option had no effect | 22:10 |
schmichael | i only have an integrated nvidia chipset (nvidia drivers) | 22:11 |
GeofftheMedio | yeah, I've found that turning off the starfields and gas makes a big difference as well on my intel integrated video laptop | 22:11 |
GeofftheMedio | rendering multiple layered transparent full-screen textures and hundreds of transparent smaller textures that collectively fill the screen apparently takes a lot of processing | 22:12 |
schmichael | ha | 22:12 |
schmichael | fair enough | 22:12 |
schmichael | thanks! | 22:12 |
GeofftheMedio | anyway, we could perhaps also add a human client python interface to allow UI scripts, and player-helper AIs. I imagine an "explore" command for ships would be best done as a client-side script. | 22:14 |
GeofftheMedio | Higher priority for me is the universe generation though. there are some issues with it at present. | 22:14 |
schmichael | well hopefully i can find some time to help. not sure i have the time to even play my test game now | 22:25 |
GeofftheMedio | mkay. drop by the forums if you do. this channel isn't usually busy. | 22:26 |
schmichael | hm, i moved my initial mk I ship a few turns and now i don't seem to be able to move it anymore | 22:43 |
GeofftheMedio | you ran out of fuel | 22:43 |
schmichael | ha | 22:44 |
schmichael | just noticed those little barrels | 22:44 |
GeofftheMedio | there's an indicator on the fleet and the ship panels on the fleetwnd ... the barrels | 22:44 |
GeofftheMedio | stay where the dotten scrolling lines reach... if you spend a turn in a system w/o moving, you'll get refuelled | 22:44 |
GeofftheMedio | you can also research fleet logistics (ships category) to extend the range of those dots | 22:44 |
GeofftheMedio | enemy ships block them, though | 22:44 |
schmichael | there doesn't seem to be to be tooltips for fuel, is there a place i should file small bugs like that? | 22:44 |
GeofftheMedio | that's a missing feature, not a bug. there is a sourceforge feature request tracker... and a bug tracker. | 22:45 |
schmichael | ah, got it | 22:45 |
schmichael | what if i volunteered to move you guys off sf.net to a more friendly host like google code, launchpad, github, bitbacker, or a trac instance :-) | 22:46 |
GeofftheMedio | pm tzlaine on the fourms. I don't know if he'd be interested. | 22:47 |
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schmichael | what does the circle icon mean next to fuel? | 22:50 |
schmichael | i'll include it in the feature request as well | 22:50 |
GeofftheMedio | red or green? | 22:51 |
schmichael | ha, i'm partially color blind, but i think red | 22:51 |
schmichael | wait, both | 22:51 |
schmichael | red for fleet & green for ships? | 22:51 |
* schmichael curses colors | 22:51 | |
GeofftheMedio | to the left and red is something to do with combat ability. to the right and green shows up if a ship can colonize. | 22:51 |
schmichael | ah | 22:52 |
GeofftheMedio | those have been there for a long time... well before we had tooltips or I was involved | 22:52 |
schmichael | thanks | 22:52 |
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