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CIA-76 | FreeOrion: tzlaine * r3399 /trunk/FreeOrion/server/ServerApp.cpp: Fixed typo. | 01:37 |
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CIA-76 | FreeOrion: tzlaine * r3400 /trunk/FreeOrion/universe/ (Universe.cpp Universe.h): Const-corrected Universe::ExecuteEffects() and Universe::ExecuteMeterEffects(). | 01:39 |
CIA-76 | FreeOrion: tzlaine * r3401 /trunk/FreeOrion/universe/ (9 files): (log message trimmed) | 01:51 |
CIA-76 | FreeOrion: This patch addresses the longstanding question of how to affect ship part | 01:51 |
CIA-76 | FreeOrion: stats via Effects. It does this via three changes: | 01:51 |
CIA-76 | FreeOrion: - Added new Ship-only Meters that cover the Meter types that are ship-part | 01:51 |
CIA-76 | FreeOrion: specific. | 01:51 |
CIA-76 | FreeOrion: - Added SetShipPartMeter Effect to affect the new Ship Meters. | 01:51 |
CIA-76 | FreeOrion: - Added code to autogenerate EffectsGroups that adjust Ship Meters, just like | 01:51 |
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moldy | hi | 03:26 |
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GeofftheMedio | moldy: hi | 06:20 |
tomboy64 | GeofftheMedio, when i try to run i get this | 06:42 |
tomboy64 | freeorion: /usr/include/boost/thread/pthread/recursive_mutex.hpp:72: void boost::recursive_mutex::unlock(): Assertion `!pthread_mutex_unlock(&m)' failed. | 06:43 |
tomboy64 | Aborted | 06:43 |
tomboy64 | i built HEAD (something like 3398 or such) against boost 1.37 | 06:43 |
tomboy64 | which boost would you suggest? | 06:43 |
GeofftheMedio | 1.42 | 06:43 |
tomboy64 | against 1.41 it fails to build though | 06:44 |
GeofftheMedio | then you / we should probably fix it so it will build | 06:45 |
GeofftheMedio | although before you do that | 06:46 |
GeofftheMedio | check for freeorion.log and freeoriond.log in ~./freeorion | 06:46 |
GeofftheMedio | and see if there's anything interesting | 06:46 |
GeofftheMedio | does the assertion fail immediately after running freeorion, or after trying to do something else? | 06:46 |
tomboy64 | immediately after running ./freeorion on the console | 06:47 |
tomboy64 | where is freeorion.log located? | 06:48 |
GeofftheMedio | [23:46]<GeofftheMedio>check for freeorion.log and freeoriond.log in ~./freeorion | 06:48 |
tomboy64 | oh | 06:48 |
GeofftheMedio | if it's crashing immediately, then they probably aren't getting generated, though | 06:49 |
tomboy64 | nope | 06:49 |
tomboy64 | nothing there | 06:49 |
tomboy64 | i'll try building against boost-1.42 | 06:51 |
GeofftheMedio | post the build errors | 06:51 |
tomboy64 | k | 06:51 |
tomboy64 | can't right now though | 06:51 |
GeofftheMedio | what version of ogre are you building against? | 06:52 |
tomboy64 | 1.6.5 | 06:52 |
GeofftheMedio | why not 1.7 ? | 06:52 |
tomboy64 | cause it's not in the package system yet ;) | 06:52 |
tomboy64 | the packages on gentoo are really build-scripts | 06:53 |
GeofftheMedio | hmm. well, when I downloaded 1.7 recently, I noted that it includes some boost 1.42 headers and libraries in it | 06:53 |
tomboy64 | they take the existing build-infrastructure and modify it according to the system's needs | 06:53 |
GeofftheMedio | so you might want to make sure you're building freeorion against the same version of boost that is included in your ogre, if any | 06:53 |
tomboy64 | to figure out those "system's needs" is sometimes a non-trivial task | 06:54 |
tomboy64 | hmmm | 06:54 |
tomboy64 | that's an interesting thing | 06:54 |
* tomboy64 sighs | 06:57 | |
tomboy64 | ogre 1.7 seems to have switched from autotools to cmake. the result is that the building script is still alpha - including new dependencies | 06:57 |
tomboy64 | at least i won't be able to complain bout boredom today :-D | 06:59 |
GeofftheMedio | uhm... yay? | 07:00 |
tomboy64 | lol kind of | 07:00 |
GeofftheMedio | I can only find one hit for "/usr/include/boost/thread/pthread/recursive_mutex.hpp:72: void boost::recursive_mutex::unlock(): Assertion `!pthread_mutex_unlock(&m)' failed." on google, which ins't very helpful, but does seem to be related to ogre | 07:01 |
tomboy64 | hmm | 07:05 |
tomboy64 | i compiled it in the order boost-1.37 -> freeorion -> ogre | 07:05 |
tomboy64 | the ogre before was built against boos 1.41 | 07:05 |
tomboy64 | boost | 07:05 |
GeofftheMedio | that might cause a problem | 07:21 |
* tomboy64 shrugs | 07:24 | |
tomboy64 | building 1.42, then ogre, then orion again | 07:24 |
tomboy64 | we'll see | 07:24 |
GeofftheMedio | fun times | 07:24 |
GeofftheMedio | kroddn: I find that I can't launch freeorion with the MSVS debugger attached, but it works fine if I attach the debugger after getting to the splash screen | 08:08 |
GeofftheMedio | so if you can attach your debugger after starting the program, you might try doing that. | 08:08 |
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tomboy64 | wtf? | 09:57 |
tomboy64 | oh | 09:57 |
GeofftheMedio | bbq | 10:19 |
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kroddn | GeofftheMedio: i'll try that | 11:44 |
GeofftheMedio | k | 11:44 |
kroddn | the app crashes without debugging too | 11:46 |
GeofftheMedio | is this just on a particular system, or anywhere you try to run it? | 11:47 |
kroddn | On an ATI System | 11:47 |
GeofftheMedio | hmm | 11:47 |
kroddn | I have only 1 PC with ATI, so i cannot compare | 11:47 |
kroddn | but now it runs and does not crash on startup | 11:47 |
GeofftheMedio | oh, ok, I think I see what you meant. | 11:48 |
GeofftheMedio | my problem is that running with the debugger attached crashes in the initial startup stuff | 11:48 |
GeofftheMedio | so that prevents debugging anything else | 11:49 |
kroddn | maybe i will release a FreeOrion-build-chroot soon | 11:49 |
GeofftheMedio | but if running w/o debugger to get past the initial stuff, the debugger can then be attached to debug thelater stuf | 11:49 |
kroddn | thats boost ;-) | 11:49 |
GeofftheMedio | mmhmm | 11:49 |
kroddn | if you use boost in mt mode | 11:49 |
kroddn | maybe in single-threaded mode it would work | 11:49 |
GeofftheMedio | fo does | 11:49 |
GeofftheMedio | mt | 11:50 |
kroddn | i know | 11:50 |
kroddn | but what for? | 11:50 |
GeofftheMedio | networking | 11:50 |
kroddn | for the server you mean | 11:50 |
kroddn | freeoriond | 11:50 |
GeofftheMedio | and client | 11:50 |
kroddn | But what could help having mt in this client? | 11:51 |
kroddn | my system with 4cpus never uses more than 1 for FO | 11:51 |
kroddn | even all the ai processes won't run on other cpus | 11:51 |
GeofftheMedio | I'm not sure why networking would or wouldn't use multiple threads... I guess the idea is that you don't lose network handling whiel waiting for something in the GUI to finish | 11:52 |
kroddn | ah - i have a new windows machine with core i7, i could try FO-win32 there an have a look at the cpus | 11:52 |
GeofftheMedio | AI processes don't run on other cpus? | 11:52 |
GeofftheMedio | that's strange | 11:52 |
kroddn | Networking should use MT in the server | 11:52 |
GeofftheMedio | they distribute themslves between my two cores | 11:52 |
kroddn | so that the server can handel multiple connections at the same time | 11:52 |
kroddn | the AI process is based on python and so python must distribute it i think | 11:53 |
GeofftheMedio | each AI is a separate process... I'd think the OS would do the core distribution automatically | 11:53 |
kroddn | but anyway - could you try to compile and link only freeorion to a boost in sigle thread? | 11:53 |
kroddn | i never cared about that because the AI scripts do not take much time to calculate | 11:54 |
GeofftheMedio | I find the AI scripts can hang the client for a few seconds in really big universes with lots of AIs... | 11:54 |
GeofftheMedio | run a game with 20 ais, and see if that affects turn processing responsiveness | 11:55 |
GeofftheMedio | recompiling single-threaded would be complicated... many of the dependencies would also need recompiling | 11:56 |
GeofftheMedio | From ClientNetworking.h | 11:58 |
GeofftheMedio | The client must | 11:58 |
GeofftheMedio | execute its networking code in a separate thread from its main processing | 11:58 |
GeofftheMedio | thread, for UI and networking responsiveness, and to process synchronous | 11:58 |
GeofftheMedio | communication with the server. | 11:58 |
GeofftheMedio | so it seems to be set up to be run multithreaded, and I'm not inclined to attempt to compile it otherwise | 11:59 |
kroddn | GeofftheMedio: if the AI scripts hang the client, than MT does NOT work as expected ;-) | 11:59 |
GeofftheMedio | the AI scripts aren't hanging the cleint... they're just being giving too high priority by the OS | 12:00 |
kroddn | okay, no problem | 12:00 |
kroddn | just an idea | 12:00 |
GeofftheMedio | they suck up all the CPU | 12:00 |
kroddn | Too much work for getting a debugger work | 12:00 |
GeofftheMedio | there's a programming task on the list about figuring out a way to make the AI processes be launched with lower priority than the GUI thread | 12:00 |
STalKer-Y | as long as turn processing does not become like it is in space emprires 5, everything is good :) | 12:01 |
kroddn | STalKer-Y: you may like "Europa Universalis 3", I bought it a week ago. Try the demo on steam! | 12:03 |
STalKer-Y | i do not have steam :) | 12:03 |
STalKer-Y | and i do not have a fast pc :p | 12:03 |
kroddn | you dont need one i think | 12:30 |
kroddn | google: europa universalis 3 demo | 12:31 |
STalKer-Y | hmm | 13:02 |
STalKer-Y | don't have any time for that :< | 13:02 |
STalKer-Y | currently playing shiren the wanderer on DS :x | 13:02 |
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kroddn | aha | 13:13 |
STalKer-Y | warum aha? :-) | 13:13 |
kroddn | A DSi was the gift i made my girlfriend on xmas | 13:14 |
kroddn | I did not find a game for me in the past | 13:15 |
kroddn | aha, turn-based sounds great | 13:16 |
kroddn | i hate jump and runs ^^ | 13:16 |
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GeofftheMedio | advance wars | 13:17 |
GeofftheMedio | fire emblem | 13:17 |
kroddn | Are that DS titles? | 13:18 |
kroddn | atm i am not travelling very often, so i don't need ds games. but maybe in the future... | 13:18 |
GeofftheMedio | there is at least one DS advance wars game, and I assume there's a ds version of fire emblem | 13:19 |
GeofftheMedio | http://en.wikipedia.org/wiki/Advance_Wars:_Dual_Strike | 13:19 |
tpb | <http://ln-s.net/5Q:f> (at en.wikipedia.org) | 13:19 |
GeofftheMedio | http://en.wikipedia.org/wiki/Advance_Wars:_Days_of_Ruin | 13:19 |
tpb | <http://ln-s.net/5Q:i> (at en.wikipedia.org) | 13:19 |
GeofftheMedio | http://en.wikipedia.org/wiki/Fire_Emblem:_Shadow_Dragon | 13:20 |
tpb | <http://ln-s.net/5QA1> (at en.wikipedia.org) | 13:20 |
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STalKer-Y | kroddn: it is a remake of an old game for the snes :) | 13:22 |
STalKer-Y | can be annoying sometimes, but that is the roguelike for you :x | 13:22 |
kroddn | hm. i'd like to play demos of games before i buy them | 13:28 |
GeofftheMedio | you can probably find roms of the game by advance versions of advance wars or fire emblem, and emulate them. the new ones are probably similar. | 13:29 |
kroddn | damn | 13:31 |
kroddn | 70 euros | 13:31 |
GeofftheMedio | ?! for what? | 13:31 |
kroddn | http://www.youtube.com/watch?v=7qa2Yz7fM0Q | 13:32 |
tpb | Title: YouTube - Advance Wars: Dual Strike Review (at www.youtube.com) | 13:32 |
kroddn | 70 euros for that game | 13:32 |
GeofftheMedio | ?! It's like $35 CAD, which is 25 euros | 13:32 |
GeofftheMedio | ugh... those gamespot editors should not be recording video reviews | 13:33 |
kroddn | http://www.amazon.de/Nintendo-Advance-Wars-Dual-Strike/dp/B000B6TSRY | 13:33 |
tpb | <http://ln-s.net/5QEU> (at www.amazon.de) | 13:34 |
GeofftheMedio | such awkward and stilted delivery | 13:34 |
kroddn | but there are a lots of used versions | 13:34 |
GeofftheMedio | wow... I figured it'd be more expensive, but almost 3x the price? | 13:34 |
GeofftheMedio | and for a 4 year old game too... | 13:35 |
kroddn | 1 euro on ebay ^^ | 13:35 |
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kroddn | thanks for that tip, looks like something i could like :-) | 13:37 |
GeofftheMedio | the fire emblem games are very similar, but are more story-based and have more randomization in battle results, and a more significant rock-paper-scissors balancing system | 13:41 |
kroddn | I'd like to play Freeorion DS :-) | 13:43 |
GeofftheMedio | while the input system might work, it'd be difficult to adapt the UI to a 256x192 pixel resolution | 13:44 |
STalKer-Y | one of the drawbacks of the ds :) | 13:48 |
kroddn | It would be better to write a separate client for devices like that. Thanks to the client-server architecture that should be possible | 13:49 |
kroddn | but lets first make freeorion better :-) | 13:49 |
kroddn | I mean YOU make freeorion better ;-) | 13:49 |
GeofftheMedio | mmhmm... | 13:50 |
STalKer-Y | not me | 14:18 |
kroddn | GeofftheMedio: I treid a game with 12 AI, 200 stars | 15:26 |
kroddn | The AI turns are gone so fast that i am not able to read the messages on the screen | 15:27 |
kroddn | an ai turn takes about 20ms ^^ | 15:28 |
kroddn | GeofftheMedio: It would be nice to see when a planet was colonized | 15:36 |
kroddn | I found an ai planet and don't know if its the home planet or not | 15:36 |
kroddn | or is that to be keeped secret? | 15:36 |
kroddn | dump AI. It colonized a planet where my battleships were orbitting ^^ | 15:55 |
GeofftheMedio | homeworlds and capitals have underlines and bolds (or italics... I forget) and have homeworld specials | 16:00 |
kroddn | ah, can i see enemy specials? | 16:03 |
kroddn | GeofftheMedio: is the attack value of a ship not displayed in its details? | 16:03 |
kroddn | I mean: the "bomb" icon sais Shields but there is no attack value | 16:03 |
kroddn | Capital seems to be italic - but what does underline mean? One of my planet is underlined | 16:05 |
kroddn | i correct: i have 2 other systems that are underlined | 16:05 |
GeofftheMedio | shipyard or homeworlds... I forget | 16:06 |
kroddn | shipyard | 16:07 |
kroddn | The dots indicating that a fleet is moving have the same color like the support dots - is that intended to be so? | 16:08 |
GeofftheMedio | yes | 16:08 |
kroddn | thy look very simular | 16:08 |
kroddn | it would be better if the move-dots are arrows instead | 16:08 |
kroddn | How can it create "support" on a new planet? | 16:09 |
kroddn | supply i mean | 16:10 |
GeofftheMedio | there's probably some techs or buildings | 16:10 |
GeofftheMedio | I haven't been editing content much recently | 16:11 |
kroddn | ah, i see that fleets now gain 0.1 supply if they are out of range | 16:12 |
kroddn | thats nice | 16:12 |
kroddn | should be corrected in quick play guide | 16:12 |
GeofftheMedio | feel free | 16:12 |
kroddn | I changed it: If a ship is stranded far from supply line with no fuel, it regains a little amount of fuel each turn. The only way to refuel it quickly is to extend your empire's supply lines to reach the fleet's system. This can be done by researching the Fleet Logistics technology, or building Interstellar Lighthouses on nearby planets. These both increase planets' supply meters, which determine how far supply lines project from the | 16:15 |
kroddn | planet. | 16:15 |
kroddn | what does that big circle around my home planet mean? | 16:18 |
kroddn | damn - those supply lines are getting on the nervs if you researched fleet supply ... | 16:22 |
kroddn | My keyboard is not working inside FO any more ^^ | 16:37 |
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kroddnoMobil | GeofftheMedio: do you know Advance Wars: Dark Conflict ? | 19:37 |
STalKer-Y | kroddnoMobil is on a strategy trip ;D | 19:39 |
kroddnoMobil | hehe | 19:39 |
STalKer-Y | if you want, import "Drone Tactics" | 19:39 |
kroddnoMobil | I am searching for this Advance wars on ebay | 19:39 |
kroddnoMobil | Wha? "Drone Tactics"? | 19:39 |
STalKer-Y | it's similar to fire emblem at gameplay :-p | 19:39 |
STalKer-Y | though the story is a bit strange ;-) | 19:40 |
STalKer-Y | only had an usa release, though :p | 19:41 |
kroddnoMobil | I never heard of "Fire Emblem" | 19:55 |
STalKer-Y | never? | 20:01 |
kroddnoMobil | nope | 20:01 |
kroddnoMobil | is that DS too? | 20:01 |
STalKer-Y | fire emblem was for many platforms | 20:02 |
STalKer-Y | http://www.gamefaqs.com/search/index.html?game=fire+emblem&platform=0&s=s | 20:02 |
tpb | <http://ln-s.net/5Rif> (at www.gamefaqs.com) | 20:02 |
STalKer-Y | everything nintendo hardware, though | 20:02 |
kroddnoMobil | but what platform do you have that for? | 20:02 |
kroddnoMobil | I own a WII and my girlfriend has that DSi since xmax, as i wrote | 20:03 |
kroddnoMobil | But we don't have many games, only 3 | 20:03 |
kroddnoMobil | and 2 of them is girls stuff ^^ | 20:03 |
STalKer-Y | gba :) | 20:03 |
kroddnoMobil | gba? | 20:04 |
STalKer-Y | game boy advance | 20:04 |
kroddnoMobil | ;-) | 20:04 |
kroddnoMobil | <- noob ^^ | 20:04 |
STalKer-Y | you can play GBA games with the DS too | 20:04 |
STalKer-Y | i don't know about the DSi, though :p | 20:04 |
kroddnoMobil | i am not so shure about GBA on DSi | 20:06 |
STalKer-Y | not possible :x | 20:06 |
STalKer-Y | Der GBA-Schacht wurde entfernt. Hierdurch k�nnen zum einen keine GBA-Spiele mehr mit dem DSi gespielt werden, zum anderen ist auch anderes Zubeh�r f�r diesen Schacht (zum Beispiel das Rumble Pak oder das Guitar Hero-Grip, siehe DS-Zubeh�r) nicht mehr nutzbar. | 20:06 |
kroddnoMobil | Nintendo removed the SLOT-2 also known as GBA cartridge slot from the DSi, so you can not use cartridges on the new console, but you can play game backups or GBA roms. | 20:07 |
kroddnoMobil | hrhr | 20:07 |
STalKer-Y | yeah, if you have an adapter ;) | 20:07 |
STalKer-Y | luckily i got one of the best :D | 20:10 |
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tomboy64 | good evening gents | 23:42 |
GeofftheMedio | kroddn: you can turn off supply lines and visibility circles in the options menu | 23:48 |
GeofftheMedio | there are advance wars and fire emblem games for the ds. I linked to them above. | 23:48 |
GeofftheMedio | dark conflict is the same game as days of ruin. different name in europe and australia, according to wikipedia. | 23:49 |
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