Thursday, 2010-02-04

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Wahooneymorning all06:30
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CIA-79FreeOrion: geoffthemedio * r3346 /trunk/FreeOrion/ (9 files in 4 dirs): (log message trimmed)06:40
CIA-79FreeOrion: -Hopefully fixed issue where two or three turns would be skipped for each turn press, accompanied by errors in server log about invalid events being received06:40
CIA-79FreeOrion: -Changed location of ogre_plugins.cfg from root data dir to the binary06:40
CIA-79FreeOrion: directory, which should be the same place except on OSX, where a slight change06:40
CIA-79FreeOrion: to the XCode project might be needed to ensure the OSX-specific version of06:40
CIA-79FreeOrion: ogre_plugins.cfg is copied to the right place. id-ego apparently knows about06:40
CIA-79FreeOrion: this so should handle any resulting issues soon...06:40
GeofftheMedioWahooney: hi06:40
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WahooneyWhat software is used to make the art assets in FO?08:03
planetmakerWahooney, I guess any you're comfortable with. As usual: artist's choice ;-)08:32
Wahooneyplanetmaker: So there is no 'common' software? Cos I'm a bit of a Blender/Inkscape whore.08:32
planetmakerWahooney, honestly I don't know, I just discovered this project recently, too08:33
planetmakerBut from my experience with other projects: use what you're comfortable with.08:33
Wahooneyplanetmaker: Ah, you came in here acting like you know things ;)08:33
planetmakeranything else would not make sense in an environment where people contribute free-of-charge and in their own free time08:33
planetmakeryeah, big words, nothing to back it up :-P08:34
planetmakerOnly advice I can give is to browse through the forum and look in the arts threads... maybe one or the other artists says there what s/he uses08:34
GeofftheMediofor 2D art, anything that can make PNG files is fine08:35
GeofftheMediofor 3d models, there's a particular format that's needed, but I don't know the technical details08:35
GeofftheMediowhatever Ogre3D likes08:35
GeofftheMedioif that helps...08:35
WahooneyGeofftheMedio: I'm a fair to decent modeller, I may be able to contribute in my spare time, someone else might have to do the textureing if it needs to be done timeously ;)08:36
WahooneyGeofftheMedio: Are there any plans to move to ogre 1.7 in the near future?08:36
GeofftheMedioI suggest you join the forums and contact pd about art contributing08:36
GeofftheMedioI don't know of any specific plans for Ogre version changes08:36
WahooneyOkay and okay :)08:37
GeofftheMediogenerally we stay a few versions behind the latest release for any dependency...08:38
GeofftheMediothis may or may not be partly because it takes a while for distributions to update their versions08:38
GeofftheMedioand because updating would require updating the windows and mac SDKs08:39
WahooneyOkay, registered and introduced myself :)08:49
CIA-79FreeOrion: geoffthemedio * r3347 /trunk/FreeOrion/UI/SystemIcon.cpp:09:15
CIA-79FreeOrion: Workaround for bug 2943921 System name quirk. On my build, multiple-empire09:15
CIA-79FreeOrion: owned systems with formatting text around their name were crashing for reasons09:15
CIA-79FreeOrion: discussed in a comment in this commit. To work around this, I made all09:15
CIA-79FreeOrion: multi-empire owned system names on the map be shown with the unowned system name09:15
CIA-79FreeOrion: colour, rather than breaking the name into parts with different colours as was09:15
CIA-79FreeOrion: done before.09:15
planetmakeroh, a pity :-(09:26
planetmaker(not the bug fix, but the now missing feature)09:27
GeofftheMediolife goes on09:27
planetmakerhehe. Indeed09:27
GeofftheMedioit's not a particularly important feature anyway09:27
planetmakerhm... It's a thing which gives a quick overview of who is there.09:27
planetmakerAnd information ready at hand is quite important for strategic planning09:28
GeofftheMedioyes, but this only deals with the case of more than one empire in a system09:28
planetmakerAnd possesion of systems is one of those. Especially with building features like "if system completely owned..."09:28
planetmakeryes, and especially those systems might be the aim of my next assault ;-)09:29
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CIA-79FreeOrion: geoffthemedio * r3348 /trunk/FreeOrion/combat/CombatSystem.cpp: Tweaks to target selection in (temporary) auto-resolve combat system10:46
STalKer-Xplop13:38
STalKer-Xwasn't there a nightly build or something? :p13:43
planetmakernot afaik13:53
planetmakeror I haven't found it yet :-)13:53
STalKer-Xi guess i will try14:49
STalKer-Xboost 1.36 is quite old :x19:02
STalKer-Xhmmm19:06
STalKer-XGeofftheMedio: are you using boost 1.40.0 or later or still 1.36?19:13
GeofftheMedio1.40 for my main build19:13
GeofftheMedio1.36 should still work, though19:13
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STalKer-Xi plan on using 1.42.019:27
STalKer-Xat least for testing :)19:27
GeofftheMedioI had to switch to Python 2.6 to get 1.40 to work, so you might need to do the same19:52
CIA-79FreeOrion: id-ego * r3349 /trunk/FreeOrion/Xcode/FreeOrion.xcodeproj/project.pbxproj: Xcode builds now construct the application bundle with OISInput.cfg and ogre_plugins.cfg inside the GetBinDir() directory.19:59
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STalKer-XGeofftheMedio: python 2.6.4 should be fine? :-)20:36
GeofftheMedioworks for me20:36
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STalKer-Xbleh, ogre3d site says you need the third party libs when using the source release with visual c++, which are available from the downloads page - but i can't find them :x21:12
GeofftheMediounless you want to use a newer version than what's in the SDK, everything you need should be in the SDK21:28
GeofftheMedioand probably, even if you're using a newer version of OGRE, most of the other dependencies should still work...21:29
GeofftheMedio(that are in the SDK)21:29
STalKer-Xjust getting stuff... OpenAL homepage is currently down :p21:30
GeofftheMedioagain, what's wrong with the contents of the freeorion sdk?21:31
GeofftheMedioor does building ogre require more than what building freeorion does?21:32
STalKer-Xi don't know ;-)21:33
STalKer-Xi never built Ogre3d :-P21:35
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