Search found 96 matches
- Fri Mar 17, 2017 10:44 pm
- Forum: Compile
- Topic: build error git
- Replies: 11
- Views: 10155
Re: build error git
I Think I found it, it were old GiGi includes from 2013 when this was a seperate project (iirc) up until march3 these were never picked up
- Fri Mar 17, 2017 10:16 pm
- Forum: Compile
- Topic: build error git
- Replies: 11
- Views: 10155
Re: build error git
ok I'll look into it, may be a stale file, though my install logger says it's part of 1.60
/usr/local is my correct prefix
/usr/local/include/boost/signal.hpp
/usr/local/include/boost/signals2/signal.hpp
signals 2 is in its own subdir, your includes and cmake procedure should take this into account
/usr/local is my correct prefix
/usr/local/include/boost/signal.hpp
/usr/local/include/boost/signals2/signal.hpp
signals 2 is in its own subdir, your includes and cmake procedure should take this into account
- Fri Mar 17, 2017 9:39 pm
- Forum: Compile
- Topic: build error git
- Replies: 11
- Views: 10155
Re: build error git
/usr/local/include/boost/signal.hpp:17:4: warning: #warning "Boost.Signals is no longer being maintained and is now deprecated. Please switch to Boost.Signals2. To disable this warning message, define BOOST_SIGNALS_NO_DEPRECATION_WARNING." [-Wcpp] # warning "Boost.Signals is no longer...
- Fri Mar 17, 2017 9:36 pm
- Forum: Compile
- Topic: build error git
- Replies: 11
- Views: 10155
Re: build error git
upgraded cmake from cmake-3.6.1 to cmake-3.7.2 , still get the error
it's a clean build outside of the source tree
it's a clean build outside of the source tree
- Fri Mar 17, 2017 8:47 pm
- Forum: Compile
- Topic: build error git
- Replies: 11
- Views: 10155
Re: build error git
bisected to: 0a6f858ad8d10069e3f1d7ef3be9c890bccb80b8 is the first bad commit commit 0a6f858ad8d10069e3f1d7ef3be9c890bccb80b8 Author: Marcel Metz <mmetz@adrian-broher.net> Date: Fri Mar 3 23:39:31 2017 +0100 Use CMake target_include_directories for all targets :100644 100644 d4396dedb3e85467a3c468a0...
- Fri Mar 17, 2017 2:27 pm
- Forum: Compile
- Topic: build error git
- Replies: 11
- Views: 10155
Re: build error git
gcc (GCC) 5.3.0
- Fri Mar 17, 2017 2:18 pm
- Forum: Compile
- Topic: build error git
- Replies: 11
- Views: 10155
build error git
commit 10ad56917beb852ee604d722d7e8ea88366bbc4b
In file included from /home/user/games/freeorion/parse/BuildingsParser.cpp:10:0:
/home/user/games/freeorion/parse/../universe/Enums.h:12:5: error: ‘INVALID_UNIVERSE_OBJECT_TYPE’ has not been declared
In file included from /home/user/games/freeorion/parse/BuildingsParser.cpp:10:0:
/home/user/games/freeorion/parse/../universe/Enums.h:12:5: error: ‘INVALID_UNIVERSE_OBJECT_TYPE’ has not been declared
- Fri May 20, 2016 10:27 am
- Forum: General Discussion
- Topic: Concentration camps
- Replies: 5
- Views: 2161
Re: Concentration camps
Concentration camps were used the world over.
- Fri Mar 11, 2016 5:09 pm
- Forum: Play-Testing Feedback
- Topic: git 4f39646c7c 10/03/2016 no colony ship buildable
- Replies: 2
- Views: 520
Re: git 4f39646c7c 10/03/2016 no colony ship buildable
ps yes this is fixed now thanks
- Fri Mar 11, 2016 12:46 pm
- Forum: Play-Testing Feedback
- Topic: git why bigger fonts?
- Replies: 18
- Views: 2388
git why bigger fonts?
It solves nothing, theres barely enough space on a 1920 * 1200 screen as it is for all the disorganized popup windows.
At 100 ppi the 12 ish fontsize was fine before.
This game is data intensive large fonts don't fit this. Or is this just a transition effect going to scalable ui?
At 100 ppi the 12 ish fontsize was fine before.
This game is data intensive large fonts don't fit this. Or is this just a transition effect going to scalable ui?
- Thu Mar 10, 2016 10:28 am
- Forum: Play-Testing Feedback
- Topic: git 4f39646c7c 10/03/2016 no colony ship buildable
- Replies: 2
- Views: 520
git 4f39646c7c 10/03/2016 no colony ship buildable
git right now can not build colony or battle ships when starting a fresh game as human
only a pod and a scout
only a pod and a scout
- Mon Oct 12, 2015 1:37 pm
- Forum: Programming
- Topic: About freeorion's performance
- Replies: 82
- Views: 17096
Re: About freeorion's performance
Thanks, performance in
f596343b626761021bc7c944cf1a3bf51f3d5e4b
is excellent, 60 fps everywhere now, not far enough in to test late stage turns
f596343b626761021bc7c944cf1a3bf51f3d5e4b
is excellent, 60 fps everywhere now, not far enough in to test late stage turns
- Mon Oct 12, 2015 12:55 pm
- Forum: Strategy Games
- Topic: Lord of Rigel: Oldschool 4x Space Strategy
- Replies: 104
- Views: 61106
Re: Lord of Rigel: Oldschool 4x Space Strategy
I've completely held of commenting on this thread but, well, really? Mammary glands as secondary sexual characteristics are incredibly rare on Earth, TV SF kinda has to have them because, well, actors do, but in a video game? Women have tits, get over it they arent even oversize or exploited like y...
- Tue Aug 25, 2015 2:47 pm
- Forum: Play-Testing Feedback
- Topic: Misshapen Circles
- Replies: 6
- Views: 806
Re: Misshapen Circles
I saw these too in the rc branch , havent retried since
- Thu Aug 20, 2015 9:11 am
- Forum: Support
- Topic: Understanding Planet defenses
- Replies: 7
- Views: 2430
Re: Understanding Planet defenses
Phedens : So if I understand you correctly if I attack with a minimum of 60 troop ships after having defeated the the shields, etc, I would have enough troops to take over all the planets? no, to invade all their colonies after their defenses are down, you need 31 troop ships (for each colony top t...