Search found 100 matches

by MareviQ
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...
by MareviQ
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...
by MareviQ
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 -...
by MareviQ
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...
by MareviQ
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...
by MareviQ
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...
by MareviQ
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.
by MareviQ
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...
by MareviQ
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...
by MareviQ
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 ...
by MareviQ
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...
by MareviQ
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...
by MareviQ
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...
by MareviQ
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 ...
by MareviQ
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...