Saturday, 2009-01-10

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GeofftheMediokroddn: it's not really a game breaking bug...18:57
GeofftheMediothere's an easy workaround: don't enqueue too much on the production queue at once18:57
GeofftheMedioalso, regarding log4cpp, the updates may be distro-specific.18:58
GeofftheMediolog4cpp actually uses CVS (not SVN) and there havn't been many updates in the last year or so18:58
kroddnoMobilhi18:59
kroddnoMobilthe log4cpp bug seems gcc4.3 relevant, so you may be right18:59
GeofftheMediothe log4cpp CVS version doesn't have that patch applied18:59
GeofftheMediohttp://log4cpp.cvs.sourceforge.net/viewvc/log4cpp/log4cpp/src/PatternLayout.cpp?view=markup19:00
tpb<http://ln-s.net/2hhd> (at log4cpp.cvs.sourceforge.net)19:00
GeofftheMedioanyway, about the bug.  If I recall, the asserts at the start of SetProdQueueElementSpending are failing19:01
GeofftheMedioso the production_status (a vector of double indicating PP spend towards a queue item) and the queue itself are out of sync19:02
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 I19:02
GeofftheMedioprobably 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 to19:03
kroddnoMobilonly the second assert fails19:03
GeofftheMediooh...19:03
GeofftheMediohmm.  well, that may be just an unnecessary assert19:03
GeofftheMedio... actually... no, it might be a problem...19:04
kroddnoMobilsure?19:04
GeofftheMediothe queue element system groups is a vector of std::set<int>19:04
kroddnoMobilthats why there are such asserts ;-)19:05
GeofftheMedioyeah, but I'd forgotten why I added that asssert19:05
GeofftheMedioeach set is the group of system (ids) that can provide resoruces to that system19:05
GeofftheMedioso if they are different sizes, something's inconsistent19:05
kroddnoMobilthe game runs fine without that assert - but maybe this bug results in inconsistency?19:07
kroddnoMobilThe list seems to be right, it displays the right values for expected turns to finish19:08
GeofftheMediothere must be extra entries in the queue element system group vector then, rather than missing entries19:08
kroddnoMobilare you interested in debugging output?19:10
GeofftheMedioI added some of my own19:10
GeofftheMedioor at least attempted to... it's not showing up yet for some reason...19:11
GeofftheMediooh, wait... I keep forgetting that Logger().debugStream() doesn't show up on the console19:11
kroddnoMobilyes19:11
kroddnoMobilits in the logfile19:11
kroddnoMobilthats what i mean19:11
kroddnoMobilhttp://psitronic.dyndns.org/div/freeorion.log.gz19:12
tpb<http://ln-s.net/2hhr> (at psitronic.dyndns.org)19:12
GeofftheMedioI added the following to the start of SetProdQueueElementFunding19:12
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
GeofftheMedioI get the following output19:13
GeofftheMedio2009-01-10 16:07:03,408 DEBUG Client : production status:19:13
GeofftheMedio2009-01-10 16:07:03,408 DEBUG Client :  ... 5019:13
GeofftheMedio2009-01-10 16:07:03,408 DEBUG Client : queue:19:13
GeofftheMedio2009-01-10 16:07:03,408 DEBUG Client :  ... name: Mark Iid: 2 allocated: 10 locationid: 126 ordered: 119:13
GeofftheMedio2009-01-10 16:07:03,408 DEBUG Client : queue size: 119:13
kroddnoMobilbad output :-)19:13
kroddnoMobilI mean your code19:14
GeofftheMediohow so?19:14
kroddnoMobiläh19:14
kroddnoMobilyou mean function SetProdQueueElementSpending ?19:14
GeofftheMedioyeah... funding / spending... same thing.19:14
GeofftheMedioanyway, that output looks fine...  though there are several copies and I haven't looked at all19:14
kroddnoMobilbut - does this assert not crash your version?19:15
GeofftheMedioasserts don't do anything in my version... whatever settings I've got in MSVC don't trigger them19:16
kroddnoMobilhm19:16
GeofftheMedioah... perhaps the problem is in the simulation code19:17
kroddnoMobil?19:17
GeofftheMediothe estimates of build times for items are determined by simulating the queue in future19:17
GeofftheMediowhen an item is finished, it's removed from the simulated queue19:17
GeofftheMediobut perhaps the system groups vectory isn't similarly updated19:17
kroddnoMobilyou mean in the second calculation19:18
kroddnoMobilwhen there's no RP left for a item?19:18
GeofftheMediowhat 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 recorded19:19
GeofftheMedioaround line 689 in Empire.cpp, the real queue and production status are copied for use in the simulation19:20
GeofftheMediobut the system groups info isn't copied19:21
GeofftheMedioprobably 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 queue19:21
GeofftheMedioso 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 vector19:27
kroddnoMobilbut the values seem to be right19:28
GeofftheMediowell, it would only matter if you had things being built in two systems that aren't able to share production19:29
GeofftheMedioif 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 anyway19:29
kroddnoMobildo the planets share production points?19:30
GeofftheMedioif they're in systems that can share resources19:30
kroddnoMobiland when is that the case?19:31
GeofftheMedioif they're connected by solid colour starlanes19:31
kroddnoMobilaha19:31
GeofftheMediowhich is when they're not blockaded and have construction meters big enough to share resources between eachother19:31
GeofftheMediojumps = floor(construction / 20)19:32
kroddnoMobilpuh - would be a longer time to simulate such a game, or?19:33
GeofftheMediotake your colony ship and move as far away from  your homeworld as you can... somewhere that has a colonizable planet19:34
GeofftheMediocolonize 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 happens19:35
GeofftheMediohonestly, this would be pretty hard to spot were it not for these asserts...19:35
kroddnoMobilha!19:36
kroddnoMobilfound a huge terran *g*19:36
kroddnoMobilyou are right19:37
kroddnoMobilit shows "never" for an imperial palace on my home system19:37
kroddnoMobilbut it is finished next turn19:37
kroddnoMobiland it shows 22PP at the second system - thats wrong, isn't it?19:39
GeofftheMedioprobably... I don't see how a new colony could produoce that much19:40
kroddnoMobilSo - what to do now?19:41
GeofftheMedioI'm trying to send you a patch...19:41
kroddnoMobilshell I release the version with deactivated assert?19:41
GeofftheMediowell, try my patch (if it ever gets to you) and if that fixes it, you can use that19:42
GeofftheMediohttp://pastebin.com/d124ac14019:42
tpbTitle: C++ pastebin - collaborative debugging tool (at pastebin.com)19:42
kroddnoMobilGeofftheMedio: # file UI/ClientUI.cpp19:44
kroddnoMobilUI/ClientUI.cpp: ISO-8859 C program text19:44
kroddnoMobilThis sourcecode is NOT UTF819:44
GeofftheMediothat would explain that then19:44
kroddnoMobilyepp19:45
GeofftheMedioso how do I hard-code a mu symbol?19:45
kroddnoMobilhard-code the utf8 version of it19:45
GeofftheMedioso how do I hard-code the utf8 version of a mu symbol?19:45
kroddnoMobilon which line is that?19:46
GeofftheMedio84819:46
kroddnoMobilpatch: **** Only garbage was found in the patch input.19:48
kroddnoMobilgrml19:48
GeofftheMedioheh. it shows up as a ? in a diamond on the SVN web client19:48
GeofftheMedio"grml" ?19:48
kroddnoMobilgrummle *g+19:49
kroddnoMobili cannot apply your patch19:49
GeofftheMedioyou can copy-paste it... the first few lines of debugging aren't needed, and the rest is only about 3 added lines19:49
GeofftheMedioand a bit of lining-up of some declarations19:49
kroddnoMobilokay19:52
kroddnoMobili am recompiling19:52
kroddnoMobillets convert that mu19:52
GeofftheMediohmm... my own tests suggest the patch didn't fix the wrong ETA issue19:52
GeofftheMediooh...19:53
GeofftheMedioforgot to add sim_ before queue_element_groups on around line 74519:53
GeofftheMedioSetProdQueueElementSpending(empire, available_pp, sim_queue_element_groups, sim_production_status, sim_queue, allocated_pp, projects_in_progress);19:53
kroddnoMobiltext += "\xC2\xB5";  // micro19:55
kroddnoMobilshould work19:55
GeofftheMediohow do you find that?19:56
kroddnoMobilhehe19:57
kroddnoMobil echo µ>/tmp/mu19:57
kroddnoMobil LANG=de_DE@euro less /tmp/mu19:57
kroddnoMobilthat sais:19:57
kroddnoMobil<C2><B5>19:57
kroddnoMobiland that are the two chars the µ exists of19:58
kroddnoMobilit may be easier to look at a chartable, but i didn't know where to look19:58
GeofftheMedioboth fixes seem to have worked now20:01
kroddnoMobilboth?20:01
GeofftheMedioyep20:01
kroddnoMobilcan i activate the assert again?20:02
GeofftheMedioshould be20:02
GeofftheMediocommitted... see if that worked.20:04
kroddnoMobilUpdate works20:05
GeofftheMediowoo20:06
kroddnoMobilnever is not shown any more20:06
kroddnoMobilbut there's still the 22PP at the new system where there should be 0PP20:06
GeofftheMediothat might be a reloading save bug20:06
GeofftheMedioI was getting some weird predicted meters upon save reload20:07
kroddnoMobili did not reload20:07
GeofftheMediobut next turn was ok...20:07
kroddnoMobili played again ^^20:07
GeofftheMediohmm.  send a save?20:07
kroddnoMobilokay20:10
kroddnoMobilhttp://psitronic.dyndns.org/div/22PP.sav.gz20:12
kroddnoMobilI purchased Galactiv Civilisations 2 this week :-)20:12
GeofftheMedioI got Civ IV and its expansions off Steam when they were having an end-of-year sale.20:13
GeofftheMedioThough I actually spent almost all of yesterday (something like 16 hours) play Railroad Tycoon Deluxe (the 1993 version)20:13
kroddnoMobilhehe20:13
kroddnoMobilDon't touch Sid Meyer's Railroads, thats shit20:14
kroddnoMobilbut you mean Railroad Tycoon 2, don't you?20:14
GeofftheMedionope20:14
kroddnoMobilyou really mean that 320x200 pixel game?20:15
GeofftheMedioyep20:15
kroddnoMobilthat one on one 3.5" 720KB Amiga floppy ?20:15
kroddnoMobil:-)20:15
GeofftheMedioyou can get it free from firaxis (or 2k games?) on the Railroads site20:15
kroddnoMobili play that on gp2x20:15
GeofftheMedioruns in dosbox20:15
kroddnoMobilyes i know20:15
kroddnoMobilthe amiga version has much better sounds *g*20:16
GeofftheMedioI 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 station20:16
kroddnoMobil:-)20:17
kroddnoMobilCIV 4 beyond the sword is nice20:17
GeofftheMedioI played a bit, but found it impossible to actually capture an AI city they were trying to defend during the middle ages.20:19
kroddnoMobilso, good timing20:19
kroddnoMobilmovie is finished20:19
kroddnoMobilYou need Catapults or you always will fail20:19
GeofftheMedioI had a bunch20:19
GeofftheMediodidn't matter since my macemen all still died20:20
kroddnoMobiland what did defend the town?20:20
GeofftheMedioso, 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 PP20:20
kroddnoMobilyes20:20
kroddnoMobilthat's correct, isnt it?20:21
GeofftheMediothat's how it should be20:21
GeofftheMedioso 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
kroddnoMobilon that system, the queue lists 22 available RP20:22
GeofftheMediooh... the UI doesn't update the available PP for different selected systems20:23
kroddnoMobilyes20:23
kroddnoMobilbingo ^^20:23
GeofftheMediothat's a missing feature, not a bug20:23
GeofftheMedioit's showing the total PP in your empire20:23
kroddnoMobildid you chekc if the mu is working?20:23
GeofftheMedioyes20:23
kroddnoMobilhow?20:23
GeofftheMediostarved my new colony until population or resource production dropped below 0.00120:24
kroddnoMobilgrml - planet is lost20:25
GeofftheMedioset secondary focus to balanced, and primary to trade.20:26
GeofftheMedioyou'll produce a tiny amount of food, and will drop population by 90% / turn20:26
GeofftheMediothree turns later, 10mu population  (equal to 0.01m)20:27
kroddnoMobilokay, works20:27
kroddnoMobiltrade has 0.922 µ20:27
GeofftheMedioI'm thinking we'd be better of not using SI symbols for numbers less than 1 at all, actually20:28
GeofftheMediojust show 0.01 or 0.00 for values smaller than that20:28
GeofftheMedioand make 0.01 the smallest allowed colony population20:28
kroddnoMobilyepp20:29
GeofftheMediomodifying DoubleToString to do or allow that is on the Programming Work page, but I've gotten no takers yet20:29
kroddnoMobilmost people even will not know what µ means :-)20:29
GeofftheMediounfortunate that IConrad can't get FO compiled...20:29
GeofftheMedioeven the m looks a bit odd20:29
kroddnoMobilI offered him support20:30
GeofftheMedioyou and several others... he's been amazingly persistant in trying to get it to work.20:30
GeofftheMediofor some reason 43K just make sense, but 13m doesn't...20:30
kroddnoMobilDie Brücke am Kwai ... nice movie *g*20:31
kroddnoMobilits almost 3 a.m. here and i am ill - so i'll go to bed soon20:32
GeofftheMediok.  thanks and good night.20:33
kroddnoMobildo you make an update release for windows?20:35
kroddnoMobilor just replace the 0.3.11 exe?20:35
GeofftheMediothere's no crash in windows... just wrong ETA estimates...20:36
GeofftheMedioI'll leave it to tzlaine to decide whether to do an update.  you can suggest it to him if you'd like20:37
kroddnoMobilYou fixed that bug, so you should suggest it20:37
kroddnoMobilit would be bad if the win version has a bug which already is fixed in linux :-)20:38
GeofftheMediowhat difference does me fixing it make?20:38
kroddnoMobilokay, maybe you TELLING it will make a difference20:39
GeofftheMedioI think he follows the commit logs, so he'll be aware of the fix20:40
kroddnoMobili'll update the latest version, since 2727 did not work20:40
GeofftheMediobeing a few revisions apart between OSes won't be the end of the world20:41
kroddnoMobilokay20:41
kroddnoMobilit's only the mu causing a crash that would be nice to have fixed20:42
GeofftheMediotrue.20:42
GeofftheMediothat 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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schmichaelhi all, just stumbled upon the project and working on compiling now (on debian sid)20:54
schmichaeli remember wasting large portions of my life on moo1 & 2, can't wait to test this out :)20:55
GeofftheMediohi.  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 yet20:55
kroddnoMobilhi20:55
kroddnoMobilcheck the statically linked linux version, which will be released in .... 2 minutes :-)20:56
kroddnoMobili compile on debian sid too20:56
GeofftheMediodoesn't it take a while to update the SF download page?20:56
GeofftheMedioso it might be more like 32 minutes20:56
kroddnoMobilno20:56
kroddnoMobilnot from my root-server20:56
GeofftheMediook, nevermind then20:56
kroddnoMobil:-)20:57
kroddnoMobilits finished20:57
kroddnoMobilhttps://sourceforge.net/project/showfiles.php?group_id=75752&package_id=11113420:57
tpb<http://ln-s.net/2hii> (at sourceforge.net)20:57
GeofftheMedioalready updated the main page20:58
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kroddnoMobilare the win-builds release compiled?20:59
kroddnoMobilmaybe they are not, for then there would not be any debug output i guess21:00
kroddnoMobilso, now i'll leave21:00
kroddnoMobilsee you!21:00
GeofftheMediothey're built in some magical way that gives logging debug output, but doesn't trigger asserts, apparently21:01
GeofftheMediobye21:01
kroddnoMobilhehe21:02
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schmichaelhm, scons is failing on "Checking for ilInit() in C library IL... no"21:33
schmichaeli have libdevil-dev (1.7.5-1) installed21:34
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schmichaelargh, looks like bcp is compiled for boost 1.3421:37
schmichaelah well, i'll just try the statically compiled version21:41
GeofftheMediowhat do you need bcp for? (I don't know anything about it)21:42
schmichaelGeofftheMedio: its mentioned under the Ubuntu compilation instructions21:42
schmichaelstill, if the version of libdevil in debian sid isn't supported i'm in for pain anyway21:43
schmichaelfwiw: http://www.freeorion.org/index.php/Compile_In_Linux21:43
tpb<http://ln-s.net/2hix> (at www.freeorion.org)21:43
GeofftheMediohmm.21:44
GeofftheMedioit doesn't seem to matter what version of boost we use... there are always some version problems of some sort.21:44
schmichaelyeah, the only other video game i really play is TA Spring from time to time21:48
schmichaeland they're always fighting with different boost versions in linux21:48
schmichaelwow, it looks great!  gj all21:51
GeofftheMediothere are some talented artists on the forums21:51
schmichaelso if i want to get involved in the development effort i probably need to sort out these libraries huh? :-/21:53
GeofftheMedioit would probably help21:53
GeofftheMedioyou could do some python scripting without needing to compile21:53
schmichaelah, excellent21:54
schmichaelwhats python used for?21:54
GeofftheMedioAI21:54
GeofftheMediomy todo list includes rewriting the universe generation system to use python scripts as well21:54
schmichaelah, that'd be interesting21:55
schmichaelone of my coworkers hacks on civ4 in his spare time because it has (really bad) python bindings21:56
schmichaeli'll see if i can't bring him over to the light ;-)21:56
GeofftheMedioI wrote the whole FreeOrion AI python interface myself, so if he has any comments about its usability, I'd be happy to hear them21:56
GeofftheMedioI had a look at the CivIV interface as well.  It does a lot more than the FO interface, and seemed to be designed quite differently21:57
GeofftheMedioso was hard to compare without much digging into it21:57
schmichaelhere's the presentation he did on civ4 for a python user group: http://www.dowski.com/~christian/clepy/civilization4/slides/civ4-python.html21:58
tpb<http://ln-s.net/2hj2> (at www.dowski.com)21:58
GeofftheMediohmm.  quite a different architecture between Civ IV and FreeOrion22:02
GeofftheMedioFO 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 server22:03
schmichaelFO seems to be eating one of more cores alive22:03
schmichael100% cpu22:03
schmichaelhappened when i ended my first turn22:03
GeofftheMediohow many AIs?22:04
GeofftheMedioand what size universe?22:04
schmichael4 AIs22:05
schmichael3 arm spiral galaxy22:05
GeofftheMediosize is more important than shape22:05
schmichaelhm22:05
GeofftheMedioie. how many stars (10 to 500)22:05
schmichaelthe default?22:05
schmichaelhow do i tell in game...22:05
GeofftheMedioyou could count them...22:06
GeofftheMediozoom out w/ mousewheel22:06
schmichaelha22:06
schmichaelone sec22:06
GeofftheMediofor me, after hitting turn, the server taken a core for a few seconds, and the AIs spike for a second or so22:07
GeofftheMedioserver takes22:07
schmichael100 maybe?22:07
GeofftheMedioI think that's the default22:07
GeofftheMediois it still using 100% cpu?22:08
schmichaelyep22:08
schmichaeli can keep playing just fine22:08
GeofftheMediohmm22:08
schmichaelcould i do anything useful by attaching gdb?22:08
GeofftheMedionot sure...22:08
GeofftheMediowhich process is using the CPU?22:08
schmichaelfreeorion22:08
GeofftheMediofreeorion is the client, freeoriond the server and freeorionca is the AIs22:08
schmichaelits the client22:09
GeofftheMediohmm.  well, try opening up the options screen in the menu22:09
GeofftheMedioand go to the UI tab22:09
schmichaelk22:09
GeofftheMedioat the bottom, turn off the first three options under galaxy map22:09
GeofftheMedioand then on the video tab, is there an option to limit FPS?22:10
schmichaelfirst option halved cpu usage22:10
schmichaelsecond option took off another 10%22:10
schmichael3rd option had no effect22:10
schmichaeli only have an integrated nvidia chipset (nvidia drivers)22:11
GeofftheMedioyeah, I've found that turning off the starfields and gas makes a big difference as well on my intel integrated video laptop22:11
GeofftheMediorendering multiple layered transparent full-screen textures and hundreds of transparent smaller textures that collectively fill the screen apparently takes a lot of processing22:12
schmichaelha22:12
schmichaelfair enough22:12
schmichaelthanks!22:12
GeofftheMedioanyway, 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
GeofftheMedioHigher priority for me is the universe generation though.  there are some issues with it at present.22:14
schmichaelwell hopefully i can find some time to help.  not sure i have the time to even play my test game now22:25
GeofftheMediomkay.  drop by the forums if you do.  this channel isn't usually busy.22:26
schmichaelhm, i moved my initial mk I ship a few turns and now i don't seem to be able to move it anymore22:43
GeofftheMedioyou ran out of fuel22:43
schmichaelha22:44
schmichaeljust noticed those little barrels22:44
GeofftheMediothere's an indicator on the fleet and the ship panels on the fleetwnd ... the barrels22:44
GeofftheMediostay where the dotten scrolling lines reach... if you spend a turn in a system w/o moving, you'll get refuelled22:44
GeofftheMedioyou can also research fleet logistics (ships category) to extend the range of those dots22:44
GeofftheMedioenemy ships block them, though22:44
schmichaelthere doesn't seem to be to be tooltips for fuel, is there a place i should file small bugs like that?22:44
GeofftheMediothat's a missing feature, not a bug.  there is a sourceforge feature request tracker... and a bug tracker.22:45
schmichaelah, got it22:45
schmichaelwhat 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
GeofftheMediopm tzlaine on the fourms.  I don't know if he'd be interested.22:47
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schmichaelwhat does the circle icon mean next to fuel?22:50
schmichaeli'll include it in the feature request as well22:50
GeofftheMediored or green?22:51
schmichaelha, i'm partially color blind, but i think red22:51
schmichaelwait, both22:51
schmichaelred for fleet & green for ships?22:51
* schmichael curses colors22:51
GeofftheMedioto 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
schmichaelah22:52
GeofftheMediothose have been there for a long time... well before we had tooltips or I was involved22:52
schmichaelthanks22:52
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