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Armageddon | what's in line 30 in cmake ? | 00:05 |
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CIA-64 | FreeOrion: eleazzaar * r4794 /trunk/FreeOrion/ (3 files in 3 dirs): Planetary Overlay for Ancient ruins. Lousy scripting means it shows up on all planets in the system. | 02:06 |
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Lukc | Hi *. | 06:12 |
Lukc | Sorry, just read Armageddon’s messages. | 06:12 |
Lukc | Armageddon, you need boost to be built with Python support. | 06:12 |
Lukc | cmake won’t complain about the lack of Python support, but only the lack of Boost support. | 06:13 |
Lukc | Maybe someone should correct the CMakefile to make it clear. | 06:14 |
Lukc | (I also had the problem, in fact) | 06:14 |
Lukc | GeofftheMedio, is there currently no way to get the specials of a planet from Python? The wiki page AI_Python_API does not mention any. :( | 06:24 |
Lukc | Well, sorry, it mentions specials, but I just didn’t seem to manage to use it. | 06:26 |
Lukc | AttributeError: 'planet' object has no attribute 'specials' <− I suppose the Python binding is not complete, then. | 06:28 |
adrian_broher | GeofftheMedio, sorry I am unable to repoduce the error I mentioned yesterday. It seems like it was only triggered in an older gcc version. | 07:33 |
GeofftheMedio | Lukc: there is a line in the code that exposes data to python for specials, but it's commented out | 07:35 |
GeofftheMedio | not sure why | 07:35 |
GeofftheMedio | so it was probably possible at one point, but something broke and it was never fixed | 07:36 |
GeofftheMedio | I'll try uncommenting... | 07:36 |
GeofftheMedio | ah | 07:36 |
GeofftheMedio | the specials are stored as a map from string (name of special) to int (turn on which special was added) | 07:37 |
GeofftheMedio | but Python doesn't know what a map<string, int> is so exposing it just as that won't work | 07:37 |
GeofftheMedio | a wrapper of some sort is needed | 07:37 |
adrian_broher | GeofftheMedio, or did someone remove some boost specific forward declarations and includes of internal boost headers? | 07:40 |
GeofftheMedio | what problem is that question related to? | 07:41 |
adrian_broher | I had a problem with compiling the freeorion source in combiation with boost 1.49. Some header referred to a non public header of boost spirit(?), which made it impossible to compile the project. | 07:43 |
GeofftheMedio | if such changes were made, it wasn't something that freeorion changed... | 07:50 |
CIA-64 | FreeOrion: geoffthemedio * r4795 /trunk/FreeOrion/ (UI/CUIControls.cpp python/PythonUniverseWrapper.cpp): | 07:54 |
CIA-64 | FreeOrion: -Added a wrapper function for UniverseObject::Specials to return just the vector of special names, and used this to add a specials property in the Python API, which returns the list of specials on an object. | 07:54 |
CIA-64 | FreeOrion: -Grooming | 07:54 |
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Lukc | GeofftheMedio, thanks. | 08:40 |
Lukc | I’m gonna publish on the forum my modifications as soon as I tested it with the specials. | 08:44 |
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Armageddon | Lukc, it alreadt is | 11:23 |
Armageddon | Lukc, it already is compiled with python, both boost and boost-build | 11:25 |
Lukc | Oh. :( | 11:25 |
Lukc | Well, then, it seems a lot of things can hide behind the same error message. | 11:25 |
Armageddon | Lukc, I'm using 1.48 | 11:25 |
Armageddon | should I go with the 1.47 ? | 11:25 |
Lukc | Downgrading libraries is never a good idea. | 11:27 |
Lukc | But, I have 1.47.0-r1, and it works, so… | 11:27 |
Armageddon | I'll give it a try | 11:28 |
Lukc | GeofftheMedio, are there any tools to benchmark the AI, or at least to test it on an important number of turns? | 11:31 |
Armageddon | Lukc, 1.48 does not work | 12:39 |
Armageddon | boost 1.48 does not work ! just so everyone would know, the 1.47 does | 12:40 |
Lukc | Ok, great. Good to know… | 12:43 |
Armageddon | Lukc, see, told you I was supporting python | 12:43 |
Lukc | Armageddon, I hope your logs of the errors you had with 1.48. | 12:43 |
Lukc | Armageddon, yep. ^_^” | 12:44 |
Lukc | I didn’t doubt it from the moment you told me you had USE=python actived. :p | 12:44 |
Armageddon | Lukc, /whois Armageddon | 12:45 |
Armageddon | I think I know how to support python :$ | 12:45 |
Armageddon | :p | 12:45 |
Lukc | Armageddon, being a Gentoo contributor does not mean you approve Python. | 12:47 |
Lukc | (or should I have seen something else? /o\) | 12:48 |
Armageddon | being a contributor I know how to USE=python | 12:50 |
Armageddon | :p | 12:50 |
Armageddon | that's all ! | 12:50 |
Armageddon | Lukc, main() caught exception(std::runtime_error): Failed to find an Ogre GL render system. | 13:08 |
Armageddon | any idea ? | 13:08 |
Lukc | Armageddon, yes. | 13:10 |
Lukc | The documentation says something about symlinks. | 13:11 |
Lukc | If you have done that, well, then I think it’s a problem with GiGi not having Ogre support. | 13:11 |
Lukc | (I also got that one \o/) | 13:11 |
Lukc | (well, those ones, in fact, as I had both) | 13:12 |
Armageddon | Lukc, ogre has support :/ | 13:12 |
Armageddon | and no I haven't done that | 13:12 |
Armageddon | can you please link me Lukc ? | 13:14 |
Lukc | Armageddon, yep. Wait a second. | 13:15 |
Lukc | Armageddon: http://freeorion.org/index.php/Compile_In_Linux#Ogre3D_configuration | 13:17 |
tpb | <http://ln-s.net/4oXE> (at freeorion.org) | 13:17 |
Armageddon | is that before I compile or after ? | 13:18 |
Lukc | I did after. | 13:24 |
Lukc | But, you can do it before if you prefer. /o\ | 13:25 |
Armageddon | well I'm trying to fix the ebuild to work for Gentoo | 13:25 |
Armageddon | and maybe I can commit it to a maintainer | 13:25 |
Lukc | Well, good luck. | 13:35 |
Lukc | I tried to package FreeOrion with pkg++ when I built it. | 13:36 |
Lukc | I changed my mind several days after. /o\ | 13:36 |
Lukc | http://lukc.upyum.com/freeorion/AI-0.diff // I’ll try not to forget to post about it on the forum, if no one sees anything to change in it until then. | 13:43 |
GeofftheMedio | Lukc: what do you mean by important number of turns? | 16:23 |
GeofftheMedio | failed to find ogre gl probably means you don't have the rendersystem gl library in the place it expects | 16:24 |
GeofftheMedio | its part of ogre | 16:24 |
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Lukc | GeofftheMedio, something like 400 turns, without having to actually play them yourself? | 16:37 |
GeofftheMedio | ok, but what do you mean by test them on 400 turns? | 16:38 |
GeofftheMedio | just have them play the game against eachother for that many turns? | 16:39 |
GeofftheMedio | if so, yes: you can start a multiplayer game with no humans (just an observer human) and the AIs will play out turns automatically | 16:39 |
GeofftheMedio | the GUI gets a bit laggy doing this, though the logs should be fine | 16:39 |
Lukc | Ok. | 16:53 |
Lukc | (yes, that’s what I wanted) | 16:54 |
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CIA-64 | FreeOrion: eleazzaar * r4796 /trunk/FreeOrion/default/ (9 files in 3 dirs): Three provisional planetary overlays for stealth effects. Also renamed the unused Gaian texture so terran planets can use it. | 19:19 |
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