Actually, jack is installed.
jack_control start
Search found 67 matches
- Fri Oct 26, 2018 8:20 pm
- Forum: Support
- Topic: Segmentation Fault
- Replies: 4
- Views: 6209
- Fri Oct 26, 2018 8:11 pm
- Forum: Support
- Topic: Segmentation Fault
- Replies: 4
- Views: 6209
Re: Segmentation Fault
I don't have jack installed.
- Fri Oct 26, 2018 3:11 pm
- Forum: Support
- Topic: Segmentation Fault
- Replies: 4
- Views: 6209
Segmentation Fault
[brad@localhost ~]$ 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...
- Fri Oct 20, 2017 10:07 pm
- Forum: Play-Testing Feedback
- Topic: segfault when loading
- Replies: 1
- Views: 787
segfault when loading
Installed as 0.4.5-1pclos2016 from PCLinuxOS 64bit It looks like this happened after ogre was updated [brad@localhost ~]$ 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...
- Mon Jan 07, 2013 6:16 am
- Forum: Programming
- Topic: Outpost colonization updates
- Replies: 1
- Views: 392
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...
- Mon Mar 07, 2011 4:13 am
- Forum: Support
- Topic: Resource supply stops in combat
- Replies: 2
- Views: 688
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.
- Sat Feb 12, 2011 8:22 pm
- Forum: Support
- Topic: ProductionAI problems with productionLocationForEmpire
- Replies: 2
- Views: 556
Re: ProductionAI problems with productionLocationForEmpire
Yes, the AI is building ships again.
Thank you.
Thank you.
- Sat Feb 12, 2011 7:21 am
- Forum: Support
- Topic: ProductionAI problems with productionLocationForEmpire
- Replies: 2
- Views: 556
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.ge...
- Thu Feb 03, 2011 8:19 am
- Forum: Compile
- Topic: Linux: Compile problems with rev 3963
- Replies: 6
- Views: 2345
Re: Linux: Compile problems with rev 3963
yeah, that was it. runs ok now.
- Thu Feb 03, 2011 7:50 am
- Forum: Compile
- Topic: Linux: Compile problems with rev 3963
- Replies: 6
- Views: 2345
Re: Linux: Compile problems with rev 3963
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.Geoff the Medio wrote:I don't know what that means. Please restate explicitly?RgnadKzin wrote:Compiles, but when run its a runaway.
- Wed Feb 02, 2011 3:14 pm
- Forum: Compile
- Topic: Linux: Compile problems with rev 3963
- Replies: 6
- Views: 2345
Re: Linux: Compile problems with rev 3963
Compiles, but when run its a runaway.
There is no ogre.log or freeorion.log
freeoriond.log is attached.
Code: Select all
[bradbva@localhost .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/
freeoriond.log is attached.
- Wed Feb 02, 2011 8:25 am
- Forum: Compile
- Topic: Linux: Compile problems with rev 3963
- Replies: 6
- Views: 2345
Linux: Compile problems with rev 3963
It's been like this since odgf was removed: [bradbva@localhost 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...
- Tue Jan 25, 2011 2:54 pm
- Forum: Programming
- Topic: Colonisation AI
- Replies: 40
- Views: 6033
Re: Colonisation AI
The addition appears to allow outposts to be built.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?
- Tue Jan 25, 2011 2:18 am
- Forum: Programming
- Topic: Colonisation AI
- Replies: 40
- Views: 6033
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...
- Sat Jan 22, 2011 9:48 pm
- Forum: Compile
- Topic: error compiling gigi .... need some help
- Replies: 7
- Views: 2676
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...