Search found 66 matches

by spikethehobbit
Wed Jan 15, 2020 6:40 am
Forum: Play-Testing Feedback
Topic: AI owned Gateway to the Void causes self-pwnage
Replies: 2
Views: 151

AI owned Gateway to the Void causes self-pwnage

An AI player captured an outpost on the same turn that I completed a Gateway to the Void there. The AI then kept trying to reinforce that system with predictable results. At least it stopped the Black Krakens. Suggestion: If the AI manages to capture a GttV, it should sell it if it doesn't want it. ...
by spikethehobbit
Wed Jan 15, 2020 6:29 am
Forum: Play-Testing Feedback
Topic: Ships disapearing, rogue ships comming from nowhere
Replies: 4
Views: 1064

Re: Ships disapearing, rogue ships comming from nowhere

I couldn't reproduce losing 10 ships at once but the rest looks like normal Psionic Snowflake activity. There is one hanging around Istélla/Robi a, but empire detection is too low to see it.
by spikethehobbit
Sat Dec 07, 2019 10:28 pm
Forum: Programming
Topic: Fix exception warning (patch)
Replies: 8
Views: 310

Re: Fix exception warning (patch)

Sorry for the delay. There are nine changed lines in the submitted patch, of which only six were applied. Geoff's suggestion of using catch (...) is a viable alternative in several cases as noted. The following files are each missing one change: network/Message.cpp server/ServerApp.cpp util/Director...
by spikethehobbit
Sat Dec 07, 2019 10:20 pm
Forum: Programming
Topic: Problems with pull request #2536
Replies: 8
Views: 325

Re: Problems with pull request #2536

I apologize for the delay. Just tested it and it works correctly for both single and multiplayer games. Thank you.
by spikethehobbit
Thu Oct 31, 2019 11:10 am
Forum: Programming
Topic: Fix exception warning (patch)
Replies: 8
Views: 310

Re: Fix exception warning (patch)

o01eg wrote:
Thu Oct 31, 2019 11:03 am
spikethehobbit wrote:
Thu Oct 31, 2019 10:55 am
There are nine places where exceptions are caught by value instead of by reference. Attached is a trivial patch to change these to const&.
What about to open PR on the Github?
I closed my Github account when Microsoft bought them.
by spikethehobbit
Thu Oct 31, 2019 11:09 am
Forum: Programming
Topic: Problems with pull request #2536
Replies: 8
Views: 325

Problems with pull request #2536

Since pull request #2536 was merged, the server unconditionally listens on a UDPv6 port for discovery requests. This causes two problems: First, single player games should not be listening for server discovery since they should not be accepting LAN connections. Second, requiring IPv6 breaks single p...
by spikethehobbit
Thu Oct 31, 2019 10:55 am
Forum: Programming
Topic: Fix exception warning (patch)
Replies: 8
Views: 310

Fix exception warning (patch)

There are nine places where exceptions are caught by value instead of by reference. Attached is a trivial patch to change these to const&.
by spikethehobbit
Fri May 18, 2018 8:46 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 1249

Re: Too many empty systems

I think I figured this one out. Nebula systems seem to be counted as non-empty, so it is possible for the player to be surrounded by them. Since there are no stars yet, it looks like all empty systems.
by spikethehobbit
Thu Nov 30, 2017 5:16 am
Forum: Compile
Topic: Linux - Building FreeOrion with different versions of Boost
Replies: 3
Views: 5710

Re: Linux - Building FreeOrion with different versions of Bo

Sorry for being (very!) slow responding. I've posted two new issues, one for gcc and one for clang.
gcc has a trivial workaround. I missed the real error before, and was trying to debug a bogus one that came later in the logs. Oops.
clang is proving more troublesome.
by spikethehobbit
Thu Nov 09, 2017 9:21 pm
Forum: Compile
Topic: Linux - Building FreeOrion with different versions of Boost
Replies: 3
Views: 5710

Re: Linux - Building FreeOrion with different versions of Bo

Freeorion built fine with clang 3.9 before pull #1838 fix_parser_memory_leaks. I can't get it to compile at all with that commit.
by spikethehobbit
Thu Nov 09, 2017 7:17 pm
Forum: Compile
Topic: DSO missing from command line
Replies: 13
Views: 9069

Re: DSO missing from command line

The problem is that you have a stale build directory. One of the .o or .so files was linked against an old system library and isn't getting rebuilt. You need to run ccmake again and recreate your config files.
by spikethehobbit
Sat Jul 01, 2017 3:38 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 1249

Re: Too many empty systems

I play trunk. The only private mod is a custom species. I don't have the random seeds anymore. Sorry. I'll keep an eye out for if (when) this happens again. Systems:150 Galaxy Shape:Random Galaxy Age:Random Starlane Frequency:Low Planet Density:High Specials Frequency:Medium Monster Frequency:High N...
by spikethehobbit
Fri Jun 30, 2017 2:28 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 1249

Too many empty systems

I just quit a game where my home world was in the middle of a block of fourteen empty systems. There wasn't a single planet (let alone inhabitable) within supply range. The game before that had a single system within supply range, but nothing inhabitable.
by spikethehobbit
Wed Oct 26, 2016 2:35 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 24
Views: 12530

Re: Potential replacement of FOCS with Python

em3 wrote:
spikethehobbit wrote:Effects groups could be made callable. That would eliminate any special handling or typing requirements.

Code: Select all

[...]
I think the whole point is for effects to not be executed in python, just constructed from python scripts (compiled into already existing engine structures).
Fair enough.