Search found 67 matches

by RgnadKzin
Fri Oct 26, 2018 8:20 pm
Forum: Support
Topic: Segmentation Fault
Replies: 4
Views: 4988

Re: Segmentation Fault

Actually, jack is installed.

jack_control start
by RgnadKzin
Fri Oct 26, 2018 8:11 pm
Forum: Support
Topic: Segmentation Fault
Replies: 4
Views: 4988

Re: Segmentation Fault

I don't have jack installed.
by RgnadKzin
Fri Oct 26, 2018 3:11 pm
Forum: Support
Topic: Segmentation Fault
Replies: 4
Views: 4988

Segmentation Fault

[[email protected] ~]$ freeorion AL lib: (WW) GetSymbol: Failed to load jack_error_callback: /usr/lib64/libjack.so.0: undefined symbol: jack_error_callback AL lib: (WW) jack_msg_handler: Cannot connect to server socket err = No such file or directory AL lib: (WW) jack_msg_handler: Cannot connect to ser...
by RgnadKzin
Fri Oct 20, 2017 10:07 pm
Forum: Play-Testing Feedback
Topic: segfault when loading
Replies: 1
Views: 462

segfault when loading

Installed as 0.4.5-1pclos2016 from PCLinuxOS 64bit It looks like this happened after ogre was updated [[email protected] ~]$ freeorion Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started AL lib: (WW) AL...
by RgnadKzin
Mon Jan 07, 2013 6:16 am
Forum: Programming
Topic: Outpost colonization updates
Replies: 1
Views: 213

Outpost colonization updates

I have updated the ColonizationAI and FleetUtilsAI (attached) to create Outpost Ships and guide them to Uninhabitable targets. I do not know how to implement the actual colonization of the uninhabitable targets using the Outposts. What needs to be done where so that this gets implemented? I think th...
by RgnadKzin
Mon Mar 07, 2011 4:13 am
Forum: Support
Topic: Resource supply stops in combat
Replies: 2
Views: 477

Re: Resource supply stops in combat

When taking over the home planet of an AI player, those colonies of that AI will lose their resource link to their home planet. Look at the "construction" meter.

If you take over the enemy colonies first, shift their focus to farming, and then take over the home planet, this does not happen.
by RgnadKzin
Sat Feb 12, 2011 8:22 pm
Forum: Support
Topic: ProductionAI problems with productionLocationForEmpire
Replies: 2
Views: 359

Re: ProductionAI problems with productionLocationForEmpire

Yes, the AI is building ships again.

Thank you.
by RgnadKzin
Sat Feb 12, 2011 7:21 am
Forum: Support
Topic: ProductionAI problems with productionLocationForEmpire
Replies: 2
Views: 359

ProductionAI problems with productionLocationForEmpire

Lately, the productionLocationForEmpire has stopped working. I am restructuring ProductionAI and am rewriting getAvailableBuildLocations: def getAvailableBuildLocations(shipDesignID, empireID, ownedPlanetIDs): "returns locations where shipDesign can be built" result = [] shipDesign = fo.getShipDesig...
by RgnadKzin
Thu Feb 03, 2011 8:19 am
Forum: Compile
Topic: Linux: Compile problems with rev 3963
Replies: 6
Views: 1654

Re: Linux: Compile problems with rev 3963

yeah, that was it. runs ok now.
by RgnadKzin
Thu Feb 03, 2011 7:50 am
Forum: Compile
Topic: Linux: Compile problems with rev 3963
Replies: 6
Views: 1654

Re: Linux: Compile problems with rev 3963

Geoff the Medio wrote:
RgnadKzin wrote:Compiles, but when run its a runaway.
I don't know what that means. Please restate explicitly?
It's an old mainframe term that means the program compiles and runs, but when you execute it, it gets stuck in a loop somewhere in the code and never gives control to the user. runaway.
by RgnadKzin
Wed Feb 02, 2011 3:14 pm
Forum: Compile
Topic: Linux: Compile problems with rev 3963
Replies: 6
Views: 1654

Re: Linux: Compile problems with rev 3963

Compiles, but when run its a runaway.

Code: Select all

[[email protected] .freeorion]$ ls                                               
AI_1.log  AI_3.log  AI_5.log  AI_7.log    freeoriond.log
AI_2.log  AI_4.log  AI_6.log  config.xml  save/
There is no ogre.log or freeorion.log
freeoriond.log is attached.
by RgnadKzin
Wed Feb 02, 2011 8:25 am
Forum: Compile
Topic: Linux: Compile problems with rev 3963
Replies: 6
Views: 1654

Linux: Compile problems with rev 3963

It's been like this since odgf was removed: [[email protected] FreeOrion]$ make [ 28%] Built target freeoriond [ 58%] Built target freeorionca [ 59%] Building CXX object client/human/CMakeFiles/freeorion.dir/__/__/UI/TechTreeWnd.cpp.o In file included from /usr/local/src/freeorion/FreeOrion/UI/TechT...
by RgnadKzin
Tue Jan 25, 2011 2:54 pm
Forum: Programming
Topic: Colonisation AI
Replies: 40
Views: 4154

Re: Colonisation AI

Geoff the Medio wrote:Are there supposed to be any important changes in the eng_stringtable.txt you posted? I don't see any...

Does the addition of the outpost base hull accomplish something specific?
The addition appears to allow outposts to be built.
by RgnadKzin
Tue Jan 25, 2011 2:18 am
Forum: Programming
Topic: Colonisation AI
Replies: 40
Views: 4154

Re: Colonisation AI

Here is an update that can be committed. It "intelligently" colonizes, and once outpost ships are available, it builds them and creates outposts. This works on rev 3825, but the files are all up to date with the current release 3955. The next evolution will be Production and Priority, as I need to r...
by RgnadKzin
Sat Jan 22, 2011 9:48 pm
Forum: Compile
Topic: error compiling gigi .... need some help
Replies: 7
Views: 1943

Re: error compiling gigi .... need some help

i have done some digging ..... and found out the following: somehow cmake thinks that my boost library is located at /usr/include but in reality my boost library is located at /usr/local/ include now i understand i have to add the following line to my FindBoost.cmake file: set(BOOST_ROOT /usr/local...