Search found 100 matches
- Tue Feb 19, 2008 9:22 pm
- Forum: Compile
- Topic: Linker error below WinXP and MSVC++ 2005 EXPRESS
- Replies: 6
- Views: 2482
Re: Linker error below WinXP and MSVC++ 2005 EXPRESS
If google is any indication ( http://www.tech-archive.net/Archive/VisualStudio/microsoft.public.vstudio.development/2004-05/0057.html ) it needs to be linked to user32.lib Don't ask me how to do it however, as I'm using Linux. My guess would be that your compiler doesn't know where the libraries fro...
- Sat Feb 09, 2008 7:02 pm
- Forum: Graphics
- Topic: 0.4 meter icons
- Replies: 36
- Views: 11686
Re: Collection of Theory Icons
Good job. I'd only nitpick on ammo, as for me it doesn't really seem to be related to any kind of ammunition at first glance. (I think I know where you were going with this, but it took me some time to figure it out) I made a quick ammo icon to point out what I had in mind - it didn't come out great...
- Fri Feb 08, 2008 3:30 pm
- Forum: Programming
- Topic: patch for bug #1888849
- Replies: 1
- Views: 1265
patch for bug #1888849
Can someone with CVS access add the patch posted by me here: http://www.freeorion.org/forum/viewtopic.php?f=2&t=1940&p=29495#p29495 It should fix this bug: http://sourceforge.net/tracker/index.php?func=detail&aid=1888849&group_id=75752&atid=544942 (or at least remove any OpenAL -...
- Fri Feb 08, 2008 3:24 pm
- Forum: General Discussion
- Topic: What am I doing wrong?
- Replies: 8
- Views: 2754
Re: What am I doing wrong?
Here is the patch if you want to apply it yourself: diff -u -r -x .svn ./freeorion/FreeOrion/client/human/HumanClientAppSoundOpenAL.cpp ./freeorion-devel/FreeOrion/client/human/HumanClientAppSoundOpenAL.cpp --- ./freeorion/FreeOrion/client/human/HumanClientAppSoundOpenAL.cpp 2008-01-22 13:47:10.0000...
- Fri Feb 08, 2008 1:50 pm
- Forum: General Discussion
- Topic: What am I doing wrong?
- Replies: 8
- Views: 2754
Re: What am I doing wrong?
I've changed the init code a bit so it should be fail-proof this time (but no sound for you at this time, sir - I'll try recoding the whole thing so that the number of sources can be dynamically changed at init instead of being hardcoded) I'll try to compile it today and if it works (as in: initiali...
- Sun Feb 03, 2008 10:05 pm
- Forum: General Discussion
- Topic: What am I doing wrong?
- Replies: 8
- Views: 2754
Re: What am I doing wrong?
There is one possibility: I didn't check for any errors during sources generation, assuming that all soundcards using OpenAL can handle 16 sources (in HumanClientAppSoundOpenAL.h line 23, NUM_SOURCES - has to be at least 2 if you want something beside music) .... still, 16 is stated in OpenAL docume...
- Tue Jan 22, 2008 12:18 pm
- Forum: Audio
- Topic: Sound crackles / solution
- Replies: 3
- Views: 9537
Re: Sound crackles / solution
Actually, this problem appears only with SoundBlaster sound cards (Audigy Ex here) on Linux with ALSA drivers (OSS seems fine... not OSS via ALSA though). Never discovered what exactly caused the problem.
- Tue Jan 22, 2008 12:11 pm
- Forum: General Discussion
- Topic: What am I doing wrong?
- Replies: 8
- Views: 2754
Re: What am I doing wrong?
Error: Fillbuffer: OpenAL ERROR: Invalid name this happens when there is an OpenAL error after trying to copy decoded ogg data to a buffer. This doesn't neccesarily mean that this operation is at fault, as there is no checking for previous errors ( TRANSLATION: I need more info to diagnose the prob...
- Thu Nov 08, 2007 9:09 am
- Forum: Compile
- Topic: Cannot seem to install boost properly in Ubuntu 6.10
- Replies: 10
- Views: 3078
Re: Cannot seem to install boost properly in Ubuntu 6.10
Your problem comes from the fact that anything that goes to /usr/local ISN'T autodetected by default. You installed boost correctly (anything self-compiled by user SHOULD go to /usr/local so it won't overwrite system-installed files). Now you need to tell GG and Freeorion where to look for boost. Th...
- Tue Oct 23, 2007 5:02 pm
- Forum: General Discussion
- Topic: Online Translator for FreeOrion - FOOT
- Replies: 12
- Views: 4144
Re: Polish Translation + Online Translator
Lang=EN Nice idea, though it would be nice if it had more options (3 states for each line: untranslated, primary translation, final translation), and noting which pages have untranslated strings on them would help greatly. But overall this is a great, and makes it easy for people to participate. I ...
- Fri Jul 20, 2007 8:16 pm
- Forum: Other Game Design
- Topic: Aquisition of Language and Language delays.
- Replies: 14
- Views: 4920
Re: Aquisition of Language and Language delays.
I'd go with a translator tech, a psi-like race ability and a random planet bonus of "Babelfish"* The racial ability is straightforward: you understand all other races automatically, get a bonus to counterinteligence, and it gives you a negative bonus to how other races percieve you (on the...
- Tue Jun 12, 2007 8:23 am
- Forum: Compile
- Topic: compilation problems on x86_64 (ubuntu) using revision 2067
- Replies: 32
- Views: 7286
as for OpenAL I did some custom stuff to my SConstruct to allow using it back when I implemented it. As far as I remember it needs a change in chmain.cpp. What I did was add a sound_system option value in SConstruct In SConstruct: options.Add('sound_system','Specify the sound system to be used (fmod...
- Mon Mar 05, 2007 11:09 pm
- Forum: Other Game Design
- Topic: Request for Comments: Ship Design
- Replies: 89
- Views: 17387
I've been playing Eve Online lately and that got me thinking.... Ship Design: - All hull sizes aviable up front - from the ship outfitting standpoint in each hull size class there are individual hull shapes, each defined by a amount of weapon mounts, capacity and mass - weapon mounts are either ship...
- Fri Jan 12, 2007 9:28 am
- Forum: Graphics
- Topic: Two low-poly transport models
- Replies: 5
- Views: 3691
I don't try to be offending, but your >>model<< has much to less detail to talk about it at all. Yup, I know, but that's because: 1) I don't really know what constraints should be put on the amount of polygons, so I go as low as I can. 2) textures change a _LOT_ and these are untextured... All you ...
- Thu Jan 11, 2007 6:07 pm
- Forum: Graphics
- Topic: Two low-poly transport models
- Replies: 5
- Views: 3691
Two low-poly transport models
Okay, just got an idea for a transport ship and well... I just _had_ to make it and post it here, along with my old transport model... that just sort of got forgotten until now. Well, here goes: Transport 01 http://img239.imageshack.us/img239/4038/01perspective2mf2.th.jpg http://img172.imageshack.us...