Saturday, 2010-03-06

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GeofftheMedioaleksil: did you update, rebuild and install gigi?01:31
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CIA-70FreeOrion: geoffthemedio * r3365 /trunk/FreeOrion/ (default/credits.xml network/Message.cpp):08:37
CIA-70FreeOrion: -Added (unused) text to Message types that previously used an empty string, to avoid EOF errors with Boost 1.4208:37
CIA-70FreeOrion: -Added Lathanda to credits08:37
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CIA-70FreeOrion: tzlaine * r3366 /trunk/FreeOrion/ (6 files in 2 dirs): (log message trimmed)15:55
CIA-70FreeOrion: Restored the functionality, lost in revision 3325, of testing interactive15:55
CIA-70FreeOrion: resolution of combat during normal game play. Specifics:15:55
CIA-70FreeOrion: - Renamed CombatSystem.h's ResolveCombat() to AutoResolveCombat(), and removed15:55
CIA-70FreeOrion: ServerApp::AutoResolveCombat(), which just called ResolveCombat() anyway. This15:55
CIA-70FreeOrion: is a clearer name for CombatSystem.h's function, and removes the name clash15:55
CIA-70FreeOrion: with the ResolveCombat ServerFSM event, which has been resurrected (see below).15:55
CIA-70FreeOrion: tzlaine * r3367 /trunk/FreeOrion/server/ (ServerFSM.cpp ServerFSM.h): (log message trimmed)16:09
CIA-70FreeOrion: Made some small changes to the ServerFSM code to make is slightly easier to16:09
CIA-70FreeOrion: work with.16:09
CIA-70FreeOrion: - Added a namespace alias for boost::statechart, and replaced16:09
CIA-70FreeOrion: "boost::statechart::: with "sc::" throughout, for conciseness and readability.16:09
CIA-70FreeOrion: - Made all states sc::state's instead of mixed sc::state's and16:09
CIA-70FreeOrion: sc::simple_state's. The distinction is not valuable, and causes me to reread16:09
CIA-70FreeOrion: tzlaine * r3368 /trunk/FreeOrion/UI/CombatSetupWnd.cpp:16:31
CIA-70FreeOrion: Restored left-click object selection functionality to CombatWnd when a16:31
CIA-70FreeOrion: CombatSetupWnd is active, but no placeable ship is currently active.16:31
CIA-70FreeOrion: Previously, CombatSetupWnd was filtering out CombatWnd's LClick events even16:31
CIA-70FreeOrion: when the user was not placing a ship.16:31
CanageekHow close is FreeOrion to playable?16:33
STalKer-Xit is playable :p17:59
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Canageekoh cool, last time I downloaded it the tech tree didn't work18:22
CanageekNow that was a long time ago, I didn't think of it again until I logged into IRCC18:23
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CIA-70FreeOrion: tzlaine * r3369 /trunk/FreeOrion/ (5 files in 2 dirs):20:43
CIA-70FreeOrion: Extended CombatSetupWnd's functionality to create Ogre::SceneNode's,20:43
CIA-70FreeOrion: Oger::Entity's, etc. using CombatWnd's code, then hand off ownership of those20:43
CIA-70FreeOrion: objects after they are placed, so that they just become a normal part of the20:43
CIA-70FreeOrion: CombatWnd's scene, using its naming conventions, etc. This involved some20:43
CIA-70FreeOrion: refactoring of CombatWnd. It is now possible to place all ships on your side20:43
CIA-70FreeOrion: of a combat.20:43
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ChiXiStigmahello can I ask something irrelevant with freeorion? A couple of years ago I tried a 4x game called StarKnighs and now I'm searching for a game like it. I want a 4x space strategy game (preferably turn based) where every planet has different resources which you use to produce other stuff (ex. planet A has diamonds and steel while P. B has stone) and (optionaly) having to transfer goods/resources with spaceships. I don't care much about graphic23:14
ChiXiStigmaI want a 4x space strategy game (preferably turn based) where every planet has different resources which you use to produce other stuff (ex. planet A has diamonds and steel while P. B has stone) and (optionaly) having to transfer goods/resources with spaceships. I don't care much about graphics23:15
ChiXiStigmaI posted the second part again because I don't know if the hole text was posted23:16
ChiXiStigmaany sugestions?23:16
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