%(#*!
OK kids, do NOT do this in your for loops:
CODE
if (alien_match) {
for (int i=0;i<(int)visible_alien_stars.size();i++) {
for (int i=0;i<(int)visible_alien_stars.size();i++) {
I'm seeing some serious radar speed improvements now... :)
EDIT: That mistake was too...
Hey Chip, two questions:
1) I was under the understanding we had to send back what we were refunded. That for me is going to be a closer to $292 (depending on the exchange rate of the minute)
2) Have all the reorder emails gone out? It's possible my university's brand new spam filter ate it...
For the daring:
http://games.randomlynx.net/GalacticArtifa...ct0269-TEST.rar
This is the test of the new threaded network code. It's a toxic mix of Threads and Networking, but I don't think it's crashing anymore.
The real check here is if you get dropped from the server during play (A lost...
Let me turn this whole thing on it's head then. For a dynamic linux compile, is it possible for me to include compiled linux libs (.so files) in the game directory like I do the Windows dynamic binary? I know I did this for SDL_gfx for my first release... but the file had to be placed in a...
OK, let me try to piece through all this properly...
It's deliberate. What's going on is the pan isn't at a constant velocity, so when the pan occurs it takes a short while for it to "snap" into place. I had to do this because if you moved the cursor before the pan was complete all kinds of...
OK, here's my plan at the moment.
Release C of my game will be coming out this week. It will remain closed source, but all binaries will be dynamic and the GPL license clearly displayed for included SDL libraries.
In a subsequent release, hopefully Release D, I will be releasing the game...
benconder may have come up with a solution for German keyboards over on the dev forum.
Can people trying out the new chat feature with non-US keyboards try the following?
http://games.randomlynx.net/GalacticArtifa...ct0253-TEST.rar
Again, hopefully you see yellow debug messages in the message...
OK, this has gotten worse. Apparently German keyboards are identical to US keyboard, just with different letters painted on them. So "Sharp S" (ß) to the right of 0 is intepreted as SDLK_MINUS or '-', and Shift-"Sharp S", which should be ? (for Germans) is really _. Germans need to type Shift...
YES! Someone just hung the beta server...
Ctrl+C... backtrace...
CODE
Program received signal SIGINT, Interrupt.
0xb7c32f1e in send () from /lib/tls/libc.so.6
(gdb) bt
#0 0xb7c32f1e in send () from /lib/tls/libc.so.6
#1 0xb7edd3ac in SDLNet_TCP_Send () from /usr/lib/libSDL_net-1.2.so.0
#2...
Don't spend time on my game when you've got other stuff to do! :)
Cheats should be working... Shift-B, F9 are the big ones.
I obviously need to look at the radar. Could you (when you have time!) also test zooming in.. the frame rates DURING the zooming, Level 0,1,2 might be slower than...
I had a close look at FPS with max radar in the center of the galaxy and it's atrocious for me too, perhaps 7fps when using super radar zoomed out at the center. On my super fast machine it's taking 50ms to render *just* the radar with each frame.
The rest of it looks tolerable, even for...
While discussing my game with a programming buddy of mine a while back, he suggested placing the code to blit my game surface to the screen in a different thread. Presently it's taking me several milliseconds to blit my screen, and I'm trying to eek out all the performance I can get.
Pandora...
I've started to add chat to my game, and started to hit a major headache.
EDIT: Should have mentioned I'm using C++/SDL, if anyone wasn't following along.
When I was checking for individual keys, using SDL Keydown events worked just fine. But now that I'm looking to use the entire keyboard...
SDL is just fine. SDL actually checks for unicode characters, so I'd presume non-US 104 key keyboards would send unicode to the system.
The primitive bit here is SDL_gfx, which has onboard monospaced fonts. I'm uncertain if it has foreign language characters. I'd need to check. The other...
OK, time for a big old math breakdown.
I had done this math in the prototyping, trying to balance the different types, but along the way the Ancient stuff got gimped up. I had intended to tune these at some point but hadn't gotten around to it.
Here's the actual math on the information types...
I'll get back to the artifact tuning in great detail in a minute. I agree it's way too rough at the moment for ancient stuff.
I'm working on tuning ship speed, with an eye to not really affect the early game, but slow things down in the late game.
The old formula for ship speed was:
Distance...
Very quickly...
This screams out that the Ancient artifacts need to be tuned to be more useful. Though I've often found Ancient $$$ + Industrialist $$$ to be very useful.
I could also tune proportions. At the moment:
Every 11th star in the galaxy has an artifact.
Exactly one third have...
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