FreeOrion 0.1 Issues thread
Moderator: Oberlus
I see it in both fullscreen & windowed.Yoghurt wrote:Does this happen in both fullscreen and windowed mode?
The fullscreen mode is a quick hack, and I haven't bothered to set 24bpp-mode explicitely
the url of an example pic is here
OK I have downloaded libgigi-0.5.0.0.tar.gz. I can't see any .dll files in there. I have GiGi*.dll files in the windowskit.zip, but they are too old surely?Yoghurt wrote:Download http://freeorion.sourceforge.net/libgigi-0.5.0.0.tar.gzvorenhutz wrote:-I'm not sure but I don't think the source will compile in dev-cpp with the current windowskit.zip (GiGi needs to be rebuilt, I tried but it's hard for a peon like me).
Copy the include directory from the tarball to the Source-directory as GG/include
Copy the GiGi*.dll files to the source-directory
This should do it
I'm trying to build GG in cygwin on winxp. The configure script sees SDL, freetype, boost and devIL, but damned if I can get log4cpp to work. Which version of log4cpp should I be using? Versions 0.2.7 and 0.3.4b both compile fine, but configure doesn't like the library:
Code: Select all
configure:23173: checking for log4cpp
configure:23198: g++ -o conftest.exe -I/usr/include/SDL -I/usr/include/freetype2 -IF:\apps\boost-1.30.2 -I/usr/local/include -L/usr/lib -LF:\apps\boost-1.30.2\libs -L/usr/local/lib -L/usr/local/include conftest.cc -llog4cpp >&5
/usr/lib/libstdc++.a(tinfo.o)(.rdata$_ZTISt9exception+0x0):tinfo.cc: multiple definition of `typeinfo for std::exception'
/usr/lib/liblog4cpp.a(Priority.o)(.data$_ZTISt9exception+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(tinfo.o)(.rdata$_ZTSSt9exception+0x0):tinfo.cc: multiple definition of `typeinfo name for std::exception'
/usr/lib/liblog4cpp.a(Priority.o)(.text$_ZTSSt9exception+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(eh_exception.o)(.rdata$_ZTVSt9exception+0x0):eh_exception.cc: multiple definition of `vtable for std::exception'
/usr/lib/liblog4cpp.a(Priority.o)(.data$_ZTVSt9exception+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(stdexcept.o)(.rdata$_ZTVSt11logic_error+0x0):stdexcept.cc: multiple definition of `vtable for std::logic_error'
/usr/lib/liblog4cpp.a(Priority.o)(.data$_ZTVSt11logic_error+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(stdexcept.o)(.rdata$_ZTVSt16invalid_argument+0x0):stdexcept.cc: multiple definition of `vtable for std::invalid_argument'
/usr/lib/liblog4cpp.a(Priority.o)(.data$_ZTVSt16invalid_argument+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(stdexcept.o)(.rdata$_ZTISt11logic_error+0x0):stdexcept.cc: multiple definition of `typeinfo for std::logic_error'
/usr/lib/liblog4cpp.a(Priority.o)(.data$_ZTISt11logic_error+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(stdexcept.o)(.rdata$_ZTISt16invalid_argument+0x0):stdexcept.cc: multiple definition of `typeinfo for std::invalid_argument'
/usr/lib/liblog4cpp.a(Priority.o)(.data$_ZTISt16invalid_argument+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(stdexcept.o)(.rdata$_ZTSSt11logic_error+0x0):stdexcept.cc: multiple definition of `typeinfo name for std::logic_error'
/usr/lib/liblog4cpp.a(Priority.o)(.text$_ZTSSt11logic_error+0x0):Priority.cpp: first defined here
/usr/lib/libstdc++.a(stdexcept.o)(.rdata$_ZTSSt16invalid_argument+0x0):stdexcept.cc: multiple definition of `typeinfo name for std::invalid_argument'
/usr/lib/liblog4cpp.a(Priority.o)(.text$_ZTSSt16invalid_argument+0x0):Priority.cpp: first defined here
/usr/lib/liblog4cpp.a(Category.o)(.text+0xa1):Category.cpp: undefined reference to `__Unwind_Resume'
/usr/lib/liblog4cpp.a(Category.o)(.text+0x109):Category.cpp: undefined reference to `__Unwind_Resume'
/usr/lib/liblog4cpp.a(Category.o)(.text+0x255):Category.cpp: undefined reference to `__Unwind_Resume'
/usr/lib/liblog4cpp.a(Category.o)(.text+0x301):Category.cpp: undefined reference to `__Unwind_Resume'
PS sorry if this is a bit OT, but I figure the source code is included in the 0.1 distribution...
(edit) well I am missing the expat library, maybe that will fix this.
(edit2) I see you've updated windowskit.zip. That should solve my problem. btw I think the problem building GG was that log4cpp 0.2.7 wouldn't compile properly in gcc 3.x, I used gcc 2.x instead, but this caused problems with everything else that required gcc 3.x.
Last edited by vorenhutz on Mon Mar 08, 2004 10:30 pm, edited 2 times in total.
Oh geez..... The damn Nvidia driver update I did a couple of days ago set my OpenGL support to "always use 16bpp" while EVERYTHING else was 32bpp.pd wrote:underling: are you sure your display settings are set to 32bit?
your screenshot looks like it's only 16 bit and if i turn my display settings back to 16bit it looks the same like your screenshot.
I never looked there
Corrected & everything looks fine now.
Thanks!
-sitrep-
If you minimise it then end turn, any sitreps generated next turn don't maximise the window first (you get text with no window background). Maximising fixes this.
-save game-
Sometimes the game saves but a popup complains that the save didn't work. I haven't isolated this properly yet. The game can be loaded (doesn't appear to be corrupted).
-server-
processing this turn crashes the server: http://homepages.paradise.net.nz/~gbs1/ ... turn48.zip [edit]fixed by noelte.
If you minimise it then end turn, any sitreps generated next turn don't maximise the window first (you get text with no window background). Maximising fixes this.
-save game-
Sometimes the game saves but a popup complains that the save didn't work. I haven't isolated this properly yet. The game can be loaded (doesn't appear to be corrupted).
-server-
processing this turn crashes the server: http://homepages.paradise.net.nz/~gbs1/ ... turn48.zip [edit]fixed by noelte.
Last edited by vorenhutz on Wed Mar 10, 2004 8:14 pm, edited 1 time in total.
Read the first post in this thread. This is a known issue.utilae wrote:The game generates alot of logs, that take up like 1.75 Mb after 2 turns.
Also, there is no way to figure out which fleet or homeworld is mine.
Again, read the first post. A known issue. You have to escort the ship with a scout.utilae wrote:When I right click on a colony ship, then on an uncolonised planet, the game crashes.
-multiplayer games can be saved but can't be loaded
-AI client should close when the AI player is defeated
-on a new turn, map scrolling seems to be sluggish at high zoom. Zooming out and scrolling about a bit fixes this.
-saved games are pretty huge, but compress really well, could be stored in compressed format?
-(source won't compile in dev-cpp with the windowskit.zip provided with the 0.1 installer) is fixed in CVS.
-there is no visual feedback that research is doing something
-defense bases are invisible
-system doesn't change color when all planets are conquered if player colonised some planets before conquest
-savegame UI: mousewheel should scroll the list
-production should reset to zero when project is changed
-sug: simple defensive AI
if(pop < max) build("mark1")
if(pop = max && ind < max) build("industry")
if(ind = max && tech < "defbase") build("research")
if(tech >= "defbase") build("defbase")
-sug: select next idle fleet button (maybe TAB?)
-sug: autosave every 'n' turns
keep 'm' new autosaves
keep old autosaves every 'p' turns
e.g. I would do something like: autosave every turn, keep three autosaves, keep old saves every 10 turns
-multiple colony ships built in the same turn should be put in different fleets by default
-when going through the sitrep assigning destinations to multiple colony ships, you have to close the fleet window or the colony ship you just sent remains selected and gets sent to the same destination as the second colony ship. Selecting a different fleet should cancel selection of the first fleet.
-text can escape bounds of fleet window (e.g. "En Route to Betelguese System (ETA 10 turns)"
-win/loss: server should let clients know if they've won or lost ... is there a nice victory movie yet?
-AI client should close when the AI player is defeated
-on a new turn, map scrolling seems to be sluggish at high zoom. Zooming out and scrolling about a bit fixes this.
-saved games are pretty huge, but compress really well, could be stored in compressed format?
-(source won't compile in dev-cpp with the windowskit.zip provided with the 0.1 installer) is fixed in CVS.
-there is no visual feedback that research is doing something
-defense bases are invisible
-system doesn't change color when all planets are conquered if player colonised some planets before conquest
-savegame UI: mousewheel should scroll the list
-production should reset to zero when project is changed
-sug: simple defensive AI
if(pop < max) build("mark1")
if(pop = max && ind < max) build("industry")
if(ind = max && tech < "defbase") build("research")
if(tech >= "defbase") build("defbase")
-sug: select next idle fleet button (maybe TAB?)
-sug: autosave every 'n' turns
keep 'm' new autosaves
keep old autosaves every 'p' turns
e.g. I would do something like: autosave every turn, keep three autosaves, keep old saves every 10 turns
-multiple colony ships built in the same turn should be put in different fleets by default
-when going through the sitrep assigning destinations to multiple colony ships, you have to close the fleet window or the colony ship you just sent remains selected and gets sent to the same destination as the second colony ship. Selecting a different fleet should cancel selection of the first fleet.
-text can escape bounds of fleet window (e.g. "En Route to Betelguese System (ETA 10 turns)"
-win/loss: server should let clients know if they've won or lost ... is there a nice victory movie yet?
Last edited by vorenhutz on Tue Mar 09, 2004 7:50 pm, edited 1 time in total.
Hmm, i did this myself and it worked. I will check this again.vorenhutz wrote:-color of the system name should change when system is conquered
<edit> It still work for me!
It's a known todo. At this time after combat it's not calculated if the AI empire is defeated.vorenhutz wrote:-AI client should close when the AI player is defeated
It's good idea.vorenhutz wrote:-saved games are pretty huge, but compress really well, could be stored in compressed format?
Last edited by noelte on Tue Mar 09, 2004 6:41 pm, edited 1 time in total.
Use the GiGi*.dll files from the directory the binary was installed to (Program Files/FreeOrion or Programme/FreeOrion or whatever language your Windows is)vorenhutz wrote:OK I have downloaded libgigi-0.5.0.0.tar.gz. I can't see any .dll files in there. I have GiGi*.dll files in the windowskit.zip, but they are too old surely?
I suppose you used pre-compiled SDL and FreeType libraries. The ABI of GCC was changed recently, and so libraries need to be compiled with the same gcc version. I suppose SDL was compiled with a different version of GCC, causing the linking errors.I'm trying to build GG in cygwin on winxp. The configure script sees SDL, freetype, boost and devIL, but damned if I can get log4cpp to work. Which version of log4cpp should I be using? Versions 0.2.7 and 0.3.4b both compile fine, but configure doesn't like the library:
[...]
(edit2) I see you've updated windowskit.zip. That should solve my problem. btw I think the problem building GG was that log4cpp 0.2.7 wouldn't compile properly in gcc 3.x, I used gcc 2.x instead, but this caused problems with everything else that required gcc 3.x.
I spend 2 days(!) getting GiGi to compile under Windows
But as Gcc 3.2/3 gets the standard, these problems will vanish, and then it might even be possible to link to libraries compiled by a Microsoft or Intel compiler
All C code uses the same standardized ABI. You can use precompiled MSVC C code in gcc windows builds.Yoghurt wrote:Use the GiGi*.dll files from the directory the binary was installed to (Program Files/FreeOrion or Programme/FreeOrion or whatever language your Windows is)vorenhutz wrote:OK I have downloaded libgigi-0.5.0.0.tar.gz. I can't see any .dll files in there. I have GiGi*.dll files in the windowskit.zip, but they are too old surely?
I suppose you used pre-compiled SDL and FreeType libraries. The ABI of GCC was changed recently, and so libraries need to be compiled with the same gcc version. I suppose SDL was compiled with a different version of GCC, causing the linking errors.I'm trying to build GG in cygwin on winxp. The configure script sees SDL, freetype, boost and devIL, but damned if I can get log4cpp to work. Which version of log4cpp should I be using? Versions 0.2.7 and 0.3.4b both compile fine, but configure doesn't like the library:
[...]
(edit2) I see you've updated windowskit.zip. That should solve my problem. btw I think the problem building GG was that log4cpp 0.2.7 wouldn't compile properly in gcc 3.x, I used gcc 2.x instead, but this caused problems with everything else that required gcc 3.x.
I spend 2 days(!) getting GiGi to compile under Windows
But as Gcc 3.2/3 gets the standard, these problems will vanish, and then it might even be possible to link to libraries compiled by a Microsoft or Intel compiler
I had colonised a planet in that system, I think that's the difference. I reproduced this:noelte wrote:Hmm, i did this myself and it worked. I will check this again.vorenhutz wrote:-color of the system name should change when system is conquered
<edit> It still work for me!
Code: Select all
send starting fleet to enemy HW
build mark1 at HW
colonise planet at enemy system
conquer enemy system