Saturday, 2010-09-04

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CIA-15FreeOrion: geoffthemedio * r3791 /trunk/FreeOrion/universe/Fleet.cpp: (log message trimmed)06:58
CIA-15FreeOrion: Fixed (hopefully?) issue with fleet movement where fuel was never consumed due06:58
CIA-15FreeOrion: to meters being reset to initial values after movement (when fuel consumption06:58
CIA-15FreeOrion: happens) but before any backpropegation of meters (where the "initial values"06:58
CIA-15FreeOrion: are determined). Fix involved adding backpropegation to ship fuel meters after06:58
CIA-15FreeOrion: consuming fuel or regenerating fuel during movement. This might cause some06:58
CIA-15FreeOrion: weirdness if other effects alter the fuel meter as well, or might not... I'm not06:58
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[wiz]hi.08:20
[wiz]I'm trying to build FreeOrion-0.3.15 on NetBSD, and am looking for help.08:20
[wiz]after I change CMakeLists.txt to handle NetBSD the same as Linux, I get:08:21
[wiz]CMake Error at CMakeLists.txt:15 (include):08:21
[wiz]  include could not find load file:08:21
[wiz]    Config08:21
[wiz]CMake Error at CMakeLists.txt:16 (include):08:21
[wiz]  include could not find load file:08:21
[wiz]    Util08:21
[wiz]CMake Error at CMakeLists.txt:258 (feature_interactions): Unknown CMake command "feature_interactions".08:22
[wiz]Call Stack (most recent call first): CMakeLists.txt:315 (executable_variant) server/CMakeLists.txt:115 (executable_all_variants)08:22
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pkkmWhy all ships and buildings in queue in 'production' screen are grayed and nothing produces?13:35
pkkmalso, the green starlanes near colonized planets become grey, like usual starlanes13:36
STalKer-Ymore details?13:58
pkkmI use FreeOrion v0.3.15. I can't add anything to the production queue. Added ships became gray and freezed (bar and turns don't change).14:00
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pkkmResearch and design work normally. Starlanes around my system, that previously were green (color of my empire), became gray like usual starlanes. No resources are being supplied, but ships get refuelled at nearby systems.14:03
pkkmWhen I double-click on a ship I want to add to the production queue, nothing happens. Things were working previously, after some turn they got that way.14:05
STalKer-Ydunno, haven't played FO in a long time ;)14:11
STalKer-Yit is probably better to post at the forums :x14:12
GeofftheMediopkkm: various possible reasons14:23
GeofftheMediodo you have any production points?  what planet and system is selected?14:23
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pkkmMy home planet is selected. I have 7.5 Mining and 15 Industry.14:35
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GeofftheMediowhat buildings are located on the planet?14:46
pkkmBasic Shipyard, Orbital Drydock, Cultural Archives14:48
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pkkmAny ideas?15:03
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GeofftheMediodoes this persist if you save and reload the game?15:21
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cybercysthi everyone18:21
cybercystdid anyone else get an error about round not being a member of adobe?18:22
cybercystwhen trying to compile that is18:22
cybercystfixed it, just gotta remove the adobe:: from adobe::round on line 202 of FreeOrion/GG/src/adobe/virtual_machine.cpp18:25
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pkkmWhat do the bars at the top of the screen mean?18:43
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CIA-15FreeOrion: geoffthemedio * r3792 /trunk/FreeOrion/ (4 files in 3 dirs): (log message trimmed)23:00
CIA-15FreeOrion: Fixed issue with population growth not happening, which was due to a circular23:00
CIA-15FreeOrion: dependency between next turn population growth and food allocation. Fixed by23:00
CIA-15FreeOrion: adding PopCenter::FoodAllocationForMaxGrowth which is used in23:00
CIA-15FreeOrion: Empire::UpdateFoodDistribution when deciding how much food to allocate to23:00
CIA-15FreeOrion: planets to allow them to grow. This allows predicted changes in food allocation23:00
CIA-15FreeOrion: for next turn to be done that depend on the predicted population growth which in23:00
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