Search found 55 matches

by Rydra
Sat Sep 28, 2013 1:19 am
Forum: Compile
Topic: Debugging freeorion with gdb
Replies: 8
Views: 1313

Re: Debugging freeorion with gdb

Have you changed your OIS settings? The values in the standard FO OISInput.cfg have x11_mouse_grab=false and for me it does not grab the mouse (but if I change that value to true then it does). If you have a preinstalled OIS it could be that it has it's own settings someplace overriding the FO cfg ...
by Rydra
Fri Sep 27, 2013 11:50 pm
Forum: Compile
Topic: Debugging freeorion with gdb
Replies: 8
Views: 1313

Debugging freeorion with gdb

(Not sure if this subforum is the right place) Hi there, I'm trying to debug freeorion with GDB (across kdevelop), and I have several questions relating to it: 1- gdb takes up to 1 minute by charging symbols before start debugging. Is it normal? I think it's way too much (my company has a way bigger...
by Rydra
Fri Sep 27, 2013 11:43 pm
Forum: General Discussion
Topic: Interested in development. Any advisable reference?
Replies: 4
Views: 1306

Re: Interested in development. Any advisable reference?

thanks a lot :D, I'm on my way.
by Rydra
Thu Sep 26, 2013 8:48 pm
Forum: Compile
Topic: Desperate trying to build the project on Eclipse
Replies: 4
Views: 1039

Re: Desperate trying to build the project on Eclipse

Well, I finally gave up Eclipse in favour of Kdevelop, which has worked straightforward with Cmake and I could perfectly debug without problems. Yet I have some questions about Kdevelop which I will ask in another thread.

Thank you everyone!
by Rydra
Thu Sep 26, 2013 2:56 pm
Forum: Compile
Topic: Desperate trying to build the project on Eclipse
Replies: 4
Views: 1039

Re: Desperate trying to build the project on Eclipse

I've made some achievements. Now I made the console output some text (by inserting a cout with some text) yet the screen of the game doesn't shown. Weird enough, when I execute the Debug option instead of the Run, the screen of the game appears (yet it doesn't seem to stop at breakpoints I define). ...
by Rydra
Thu Sep 26, 2013 2:23 pm
Forum: Compile
Topic: Desperate trying to build the project on Eclipse
Replies: 4
Views: 1039

Desperate trying to build the project on Eclipse

Hi there, I've been for about an entire afternoon and morning trying to compile and run freeorion on eclipse. In order to achieve it, I followed the instruction from adrian_broher at http://www.freeorion.org/forum/viewtopic.php?f=9&t=7626 . Building the executable with those instructions seems fine ...
by Rydra
Wed Sep 25, 2013 2:17 pm
Forum: General Discussion
Topic: Interested in development. Any advisable reference?
Replies: 4
Views: 1306

Re: Interested in development. Any advisable reference?

If you want to gain familiarity with FreeOrion code, you don't need to and shouldn't spend a bunch of time learning libraries before you start. If you really want to learn about a library like OGRE3D, then you should probably consult their website and documentation. So, instead of reading a book, a...
by Rydra
Wed Sep 25, 2013 12:08 pm
Forum: General Discussion
Topic: Interested in development. Any advisable reference?
Replies: 4
Views: 1306

Interested in development. Any advisable reference?

Hi there, I want to spend some time trying to understand how does freeorion work and its overall structure, as I'm aiming to do a future Master on Videogames and I'd wish to acquire some knowledge and be able to contribute a lil bit. As far as I have seen the code, it seems freeorion depends on OGRE...
by Rydra
Thu Jul 11, 2013 4:37 pm
Forum: Other Game Design
Topic: 2 lines of armor: heavy metal and carbon fiber armor
Replies: 4
Views: 1374

2 lines of armor: heavy metal and carbon fiber armor

I have a suggestion to give some more depth to ship design and long term strategy. My idea consists on giving players a choice of armors which will mark their strategies (with 2 separated lines of research): metal armors and carbon fiber armor. - Metal armors are heavy, resilient and cheap armors wh...
by Rydra
Thu Jul 11, 2013 12:46 pm
Forum: Scripting & Balancing
Topic: Balancing and tunning Engines price
Replies: 1
Views: 509

Balancing and tunning Engines price

I've come up with an idea that would definitely deal with the price problem of engines, and probably the problem of "empty slots". Currently, the level 1 engine costs 40PP for 10 speed. Adding this increase of price on a cheap ship is pointless, but... what if the price of the engine could also depe...
by Rydra
Thu Jul 11, 2013 12:32 pm
Forum: Scripting & Balancing
Topic: Balancing armor and weapons
Replies: 5
Views: 950

Balancing armor and weapons

After playing several games, I've come up to the following conclusion: 1- Filling external slots with armor + just 1 weapon is the most efficient way to build a ship in terms of cost and power. 2- Weapons are too expensive. This heavily slows down any dynamism in the first turns where the production...
by Rydra
Thu Jul 11, 2013 12:15 pm
Forum: Scripting & Balancing
Topic: Some premade designs to help newcomers
Replies: 3
Views: 725

Re: Some premade designs to help newcomers

Could you make a version without using the name of a StarCraft race? done Armor is ridiculously strong for its power and price. Either it needs a price increase, or weapons need a price decrease (decreasing weapons price would lead to a more dynamic game IMHO). If the stats for a part are unbalance...
by Rydra
Thu Jul 11, 2013 10:11 am
Forum: Scripting & Balancing
Topic: Some premade designs to help newcomers
Replies: 3
Views: 725

Some premade designs to help newcomers

Hi there, I've been rolling around designs and I'd wish to share a patch that will add several extra ship designs that will help newcomers understand the game and fighting as well as ship roles. All the designs have been created with the purpose of being as cost-efficiently as possible. The methodol...
by Rydra
Wed Jul 10, 2013 10:11 pm
Forum: Scripting & Balancing
Topic: Aren't shields a bit overly expensive?
Replies: 13
Views: 1078

Re: Aren't shields a bit overly expensive?

Conclusion: Shields are only useful on really heavy and expensive ships, and maybe only to fight weapons of 1 level less than the shield (e.g. Deflector to fight lasers, Plasma to fight plasma weapons). On other types of ships (medium-light) are not cost effective. My question: Is that intended? Do...
by Rydra
Tue Jul 09, 2013 10:46 am
Forum: Scripting & Balancing
Topic: Aren't shields a bit overly expensive?
Replies: 13
Views: 1078

Re: Aren't shields a bit overly expensive?

So, I think that we need more internal slots variety and price adjustments of engines in order to not waste internal slots. I would tend to agree with that, but it might also be good to try adding more larger hulls with fewer internal slots, so that the hulls with more internal slots tend to be use...