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From: SourceForge.net <no...@so...> - 2006-06-10 20:14:08
|
Bugs item #1496647, was opened at 2006-05-28 18:07 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1496647&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 5 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Repeated Planet Name in Home System Initial Comment: In both RC4 and SVN, after starting a game with an otherwise default-settings 10 star galaxy, in the player's home system, there are two planets named "SystemName I". This doesn't seem to happen in any other systems, including other empires' home systems, though I didn't check thoroughly. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-10 13:14 Message: Logged In: YES user_id=913462 Nonrandomness in SVN versions is not a bug. See 1293761 : http://sourceforge.net/tracker/index.php?func=detail&aid=1293761&group_id=75752&atid=544942 ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-10 13:08 Message: Logged In: YES user_id=1536944 Well, i the same error happened with Cluster type, but with 11+ systems. :( Also, resigning then recreating the game: Sometimes it gives exactly the same planets and have the duplicate name, too. ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-10 11:28 Message: Logged In: YES user_id=1536944 After some checking, it seems that the problem only occurs when the galaxy type is set to spiral and the number of systems is 10. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1496647&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-10 20:08:44
|
Bugs item #1496647, was opened at 2006-05-29 03:07 Message generated for change (Comment added) made by guardian24 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1496647&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 5 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Repeated Planet Name in Home System Initial Comment: In both RC4 and SVN, after starting a game with an otherwise default-settings 10 star galaxy, in the player's home system, there are two planets named "SystemName I". This doesn't seem to happen in any other systems, including other empires' home systems, though I didn't check thoroughly. ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-10 22:08 Message: Logged In: YES user_id=1536944 Well, i the same error happened with Cluster type, but with 11+ systems. :( Also, resigning then recreating the game: Sometimes it gives exactly the same planets and have the duplicate name, too. ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-10 20:28 Message: Logged In: YES user_id=1536944 After some checking, it seems that the problem only occurs when the galaxy type is set to spiral and the number of systems is 10. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1496647&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-10 18:28:21
|
Bugs item #1496647, was opened at 2006-05-29 03:07 Message generated for change (Comment added) made by guardian24 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1496647&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 5 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Repeated Planet Name in Home System Initial Comment: In both RC4 and SVN, after starting a game with an otherwise default-settings 10 star galaxy, in the player's home system, there are two planets named "SystemName I". This doesn't seem to happen in any other systems, including other empires' home systems, though I didn't check thoroughly. ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-10 20:28 Message: Logged In: YES user_id=1536944 After some checking, it seems that the problem only occurs when the galaxy type is set to spiral and the number of systems is 10. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1496647&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-09 15:02:12
|
Bugs item #1500294, was opened at 2006-06-03 20:39 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 3 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Fleet Arrival Sitrep ERROR if Fleet Lost Initial Comment: If a fleet arrives in a system where another empire's combat fleet is waiting, and the arriving fleet is destroyed, the destroyed fleet's player gets a sitrep message about the fleet arriving, but since the fleet was destroyed, the listed fleet is "ERROR" ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-09 08:02 Message: Logged In: YES user_id=913462 Addendum: The combined arriving & destroyed fleet sitrep suggestion wouldn't help, because you'd still need to reference the fleet as an object for the sitrep about it to be generated. If the fleet is destroyed by the server and not sent to the player, then there's no way the player's client can (presently) know anything about that fleet. By adding the deleted items map, it will be possible to have a sitrep that refers to a deleted / destroyed object; right now it's not even possible to have a "fleet X was destroyed" sitrep, let alone a "fleet X moved here and then was destroyed" combination one... ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-09 07:58 Message: Logged In: YES user_id=913462 Yes, that's the initial part of what's happening... The sitrep gets generated on the server with a reference to a fleet, and is then sent to and decoded by the client. If the fleet is destroyed after the sitrep is generated, then the universe that the server sends to the client does not contain that fleet. Then, when the sitrep's text is generated by the client, it searches for the fleet referenced in the sitrep, but can't find it because it's not in the client's local universe. To resolve this, I'm in the midst of adding to the Universe class a map of "deleted objects" that is sent to players. This will have a few benefits, including fixing this sitrep bug, and also making it possible for clients ot have a list of all UniverseObjects that they know have been destroyed, such as their own fleets, ships, planets, etc. ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-09 07:50 Message: Logged In: YES user_id=1536944 It is possible, as the Sitrep entry is added at the Movement phase, which is before the Combat phase. This Sitrep is added at line 1766 in ServerApp.cpp. I suggest adding a new Sitrep: "Fleet A arrived at sytem B, but was destroyed by the C empire's fleet." :)) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-09 14:58:52
|
Bugs item #1500294, was opened at 2006-06-03 20:39 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 3 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Fleet Arrival Sitrep ERROR if Fleet Lost Initial Comment: If a fleet arrives in a system where another empire's combat fleet is waiting, and the arriving fleet is destroyed, the destroyed fleet's player gets a sitrep message about the fleet arriving, but since the fleet was destroyed, the listed fleet is "ERROR" ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-09 07:58 Message: Logged In: YES user_id=913462 Yes, that's the initial part of what's happening... The sitrep gets generated on the server with a reference to a fleet, and is then sent to and decoded by the client. If the fleet is destroyed after the sitrep is generated, then the universe that the server sends to the client does not contain that fleet. Then, when the sitrep's text is generated by the client, it searches for the fleet referenced in the sitrep, but can't find it because it's not in the client's local universe. To resolve this, I'm in the midst of adding to the Universe class a map of "deleted objects" that is sent to players. This will have a few benefits, including fixing this sitrep bug, and also making it possible for clients ot have a list of all UniverseObjects that they know have been destroyed, such as their own fleets, ships, planets, etc. ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-09 07:50 Message: Logged In: YES user_id=1536944 It is possible, as the Sitrep entry is added at the Movement phase, which is before the Combat phase. This Sitrep is added at line 1766 in ServerApp.cpp. I suggest adding a new Sitrep: "Fleet A arrived at sytem B, but was destroyed by the C empire's fleet." :)) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-09 14:50:08
|
Bugs item #1500294, was opened at 2006-06-04 05:39 Message generated for change (Comment added) made by guardian24 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 3 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Fleet Arrival Sitrep ERROR if Fleet Lost Initial Comment: If a fleet arrives in a system where another empire's combat fleet is waiting, and the arriving fleet is destroyed, the destroyed fleet's player gets a sitrep message about the fleet arriving, but since the fleet was destroyed, the listed fleet is "ERROR" ---------------------------------------------------------------------- Comment By: guardian24 (guardian24) Date: 2006-06-09 16:50 Message: Logged In: YES user_id=1536944 It is possible, as the Sitrep entry is added at the Movement phase, which is before the Combat phase. This Sitrep is added at line 1766 in ServerApp.cpp. I suggest adding a new Sitrep: "Fleet A arrived at sytem B, but was destroyed by the C empire's fleet." :)) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-05 22:07:03
|
Bugs item #1500667, was opened at 2006-06-04 17:06 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: v0.3.1-RC4 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: MSVCR80.dll error Initial Comment: When ever I try to start up Freeorion a little balck dos window pops up and then I get a generic windows error message that says "Freeorion has casued an error in MSVCR80.dll Freeorion will now close". Please assist if you can, since I realy want to play this game. I can provide detailed computer stats if you want. I am running a windows ME (arg!!!) on a pentium 3 with a 64 MB geforce 4 and 256 MB of ram. I had no problems installing the program, but I did do it from an external HD. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 15:07 Message: Logged In: YES user_id=913462 Can you be more explicit? Copy and paste the line where you run "freeorion" and anything after from the DOS window. Is the error message still a popup, or does it appear in the DOS window as well? Have you tried replacing MSVCR80.dll? http://www.dll-files.com/dllindex/dll-files.shtml?msvcr80 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-06-05 13:59 Message: Logged In: NO same error message "Freeorion has casued an error in MSCVR80.ddl" ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:47 Message: Logged In: YES user_id=913462 I guess WinME doesn't have "cmd" then... Try "command" instead. Or any other way you know to get a dos window opened, if that doesn't work. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-06-05 02:42 Message: Logged In: NO It says it cannot find "cmd" ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:38 Message: Logged In: YES user_id=913462 Could you run freeorion from a command line, rather than the shortcut? Go to Start->Run... and run "cmd". Then cd to your FreeOrion installation directory, and run "freeorion". Any error messages generated will then be shown in the text window, rather than disappearing before they can be seen as happens when run from the windows shortcut. Please post any error messages you get. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-05 20:59:53
|
Bugs item #1500667, was opened at 2006-06-04 17:06 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: v0.3.1-RC4 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: MSVCR80.dll error Initial Comment: When ever I try to start up Freeorion a little balck dos window pops up and then I get a generic windows error message that says "Freeorion has casued an error in MSVCR80.dll Freeorion will now close". Please assist if you can, since I realy want to play this game. I can provide detailed computer stats if you want. I am running a windows ME (arg!!!) on a pentium 3 with a 64 MB geforce 4 and 256 MB of ram. I had no problems installing the program, but I did do it from an external HD. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-06-05 13:59 Message: Logged In: NO same error message "Freeorion has casued an error in MSCVR80.ddl" ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:47 Message: Logged In: YES user_id=913462 I guess WinME doesn't have "cmd" then... Try "command" instead. Or any other way you know to get a dos window opened, if that doesn't work. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-06-05 02:42 Message: Logged In: NO It says it cannot find "cmd" ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:38 Message: Logged In: YES user_id=913462 Could you run freeorion from a command line, rather than the shortcut? Go to Start->Run... and run "cmd". Then cd to your FreeOrion installation directory, and run "freeorion". Any error messages generated will then be shown in the text window, rather than disappearing before they can be seen as happens when run from the windows shortcut. Please post any error messages you get. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-05 20:15:05
|
Bugs item #1500294, was opened at 2006-06-03 20:39 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 3 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Fleet Arrival Sitrep ERROR if Fleet Lost Initial Comment: If a fleet arrives in a system where another empire's combat fleet is waiting, and the arriving fleet is destroyed, the destroyed fleet's player gets a sitrep message about the fleet arriving, but since the fleet was destroyed, the listed fleet is "ERROR" ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500294&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-05 09:47:49
|
Bugs item #1500667, was opened at 2006-06-04 17:06 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: v0.3.1-RC4 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: MSVCR80.dll error Initial Comment: When ever I try to start up Freeorion a little balck dos window pops up and then I get a generic windows error message that says "Freeorion has casued an error in MSVCR80.dll Freeorion will now close". Please assist if you can, since I realy want to play this game. I can provide detailed computer stats if you want. I am running a windows ME (arg!!!) on a pentium 3 with a 64 MB geforce 4 and 256 MB of ram. I had no problems installing the program, but I did do it from an external HD. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:47 Message: Logged In: YES user_id=913462 I guess WinME doesn't have "cmd" then... Try "command" instead. Or any other way you know to get a dos window opened, if that doesn't work. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-06-05 02:42 Message: Logged In: NO It says it cannot find "cmd" ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:38 Message: Logged In: YES user_id=913462 Could you run freeorion from a command line, rather than the shortcut? Go to Start->Run... and run "cmd". Then cd to your FreeOrion installation directory, and run "freeorion". Any error messages generated will then be shown in the text window, rather than disappearing before they can be seen as happens when run from the windows shortcut. Please post any error messages you get. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-05 09:42:09
|
Bugs item #1500667, was opened at 2006-06-04 17:06 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: v0.3.1-RC4 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: MSVCR80.dll error Initial Comment: When ever I try to start up Freeorion a little balck dos window pops up and then I get a generic windows error message that says "Freeorion has casued an error in MSVCR80.dll Freeorion will now close". Please assist if you can, since I realy want to play this game. I can provide detailed computer stats if you want. I am running a windows ME (arg!!!) on a pentium 3 with a 64 MB geforce 4 and 256 MB of ram. I had no problems installing the program, but I did do it from an external HD. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-06-05 02:42 Message: Logged In: NO It says it cannot find "cmd" ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:38 Message: Logged In: YES user_id=913462 Could you run freeorion from a command line, rather than the shortcut? Go to Start->Run... and run "cmd". Then cd to your FreeOrion installation directory, and run "freeorion". Any error messages generated will then be shown in the text window, rather than disappearing before they can be seen as happens when run from the windows shortcut. Please post any error messages you get. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-05 09:38:39
|
Bugs item #1500667, was opened at 2006-06-04 17:06 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: v0.3.1-RC4 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: MSVCR80.dll error Initial Comment: When ever I try to start up Freeorion a little balck dos window pops up and then I get a generic windows error message that says "Freeorion has casued an error in MSVCR80.dll Freeorion will now close". Please assist if you can, since I realy want to play this game. I can provide detailed computer stats if you want. I am running a windows ME (arg!!!) on a pentium 3 with a 64 MB geforce 4 and 256 MB of ram. I had no problems installing the program, but I did do it from an external HD. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-05 02:38 Message: Logged In: YES user_id=913462 Could you run freeorion from a command line, rather than the shortcut? Go to Start->Run... and run "cmd". Then cd to your FreeOrion installation directory, and run "freeorion". Any error messages generated will then be shown in the text window, rather than disappearing before they can be seen as happens when run from the windows shortcut. Please post any error messages you get. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-05 00:06:44
|
Bugs item #1500667, was opened at 2006-06-04 17:06 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: v0.3.1-RC4 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: MSVCR80.dll error Initial Comment: When ever I try to start up Freeorion a little balck dos window pops up and then I get a generic windows error message that says "Freeorion has casued an error in MSVCR80.dll Freeorion will now close". Please assist if you can, since I realy want to play this game. I can provide detailed computer stats if you want. I am running a windows ME (arg!!!) on a pentium 3 with a 64 MB geforce 4 and 256 MB of ram. I had no problems installing the program, but I did do it from an external HD. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1500667&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-04 11:05:30
|
Bugs item #1498436, was opened at 2006-05-31 12:20 Message generated for change (Settings changed) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1498436&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Interface Group: Latest Subversion Status: Open Resolution: None Priority: 7 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) >Summary: Sidepanel Widgets Occasionally Nonfunctional Initial Comment: Due to some recent changes in the production screen code, the planet Colonize button on the sidepanel is sometimes nonfunctional. It doesn't work if the regular sidepanel is open, but does seem to work when the production screen is open. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-04 04:05 Message: Logged In: YES user_id=913462 It's not just the Colonize button; the focus selector is sometimes nonfunctional as well. Also, the widgets aren't consistently functional or not. Sometimes they'll work when the production screen isn't open, though I'm not sure when or when not precisely. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1498436&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 13:34:40
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Bugs item #1499769, was opened at 2006-06-02 14:57 Message generated for change (Settings changed) made by maelstrom512 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion >Status: Closed Resolution: Works For Me Priority: 8 Submitted By: maelstrom512 (maelstrom512) Assigned to: Nobody/Anonymous (nobody) Summary: Directory & Include capitalization mismatch Initial Comment: Some include directives use improper capitalization. The most common offender seems to be the "Empire" directory... I've made a list of all such that I ran across in my compile: .../util/Order.cpp:#include "../empire/EmpireManager.h" .../util/Order.cpp:#include "../empire/Empire.h" .../UI/TurnProgressWnd.cpp:#include "../empire/Empire.h" .../UI/TechTreeWnd.cpp:#include "../empire/Empire.h" .../UI/FleetWnd.cpp:#include "../empire/Empire.h" .../UI/SitRepPanel.cpp:#include "../empire/Empire.h" .../UI/SystemIcon.cpp:#include "../empire/Empire.h" .../UI/MapWnd.cpp:#include "../empire/Empire.h" .../UI/BuildDesignatorWnd.cpp:#include "../empire/Empire.h" .../UI/SidePanel.cpp:#include "../empire/Empire.h" .../Empire/ClientEmpireManager.cpp:#include "../empire/Empire.h" .../server/ServerApp.cpp:#include "../empire/Empire.h" .../client/human/HumanClientApp.cpp:#include "../empire/Empire.h" .../universe/TopLevelParsers.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/EmpireManager.h" .../universe/ShipDesign.cpp:#include "../empire/Empire.h" .../universe/ShipDesign.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/Empire.h" .../universe/Building.cpp.svn-base:#include "../empire/Empire.h" .../universe/Building.cpp:#include "../empire/EmpireManager.h" .../universe/System.cpp:#include "../empire/Empire.h" .../universe/System.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/EmpireManager.h" And one offender for the directory Universe .../util/Order.h:#include "../Universe/Enums.h" ---------------------------------------------------------------------- Comment By: maelstrom512 (maelstrom512) Date: 2006-06-03 08:34 Message: Logged In: YES user_id=1509889 Yup, that got them all. Thanks. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 03:29 Message: Logged In: YES user_id=913462 I've just committed some relevant changes, which I think were all of the miscapitalized #includes. Please let me know if I missed any... ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 02:19 Message: Logged In: YES user_id=913462 My fault. Am working in Windows, so capitalization doesn't affect me, so didn't notice. Will update to fix shortly... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 13:34:18
|
Bugs item #1499769, was opened at 2006-06-02 14:57 Message generated for change (Settings changed) made by maelstrom512 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion >Status: Open Resolution: Works For Me Priority: 8 Submitted By: maelstrom512 (maelstrom512) Assigned to: Nobody/Anonymous (nobody) Summary: Directory & Include capitalization mismatch Initial Comment: Some include directives use improper capitalization. The most common offender seems to be the "Empire" directory... I've made a list of all such that I ran across in my compile: .../util/Order.cpp:#include "../empire/EmpireManager.h" .../util/Order.cpp:#include "../empire/Empire.h" .../UI/TurnProgressWnd.cpp:#include "../empire/Empire.h" .../UI/TechTreeWnd.cpp:#include "../empire/Empire.h" .../UI/FleetWnd.cpp:#include "../empire/Empire.h" .../UI/SitRepPanel.cpp:#include "../empire/Empire.h" .../UI/SystemIcon.cpp:#include "../empire/Empire.h" .../UI/MapWnd.cpp:#include "../empire/Empire.h" .../UI/BuildDesignatorWnd.cpp:#include "../empire/Empire.h" .../UI/SidePanel.cpp:#include "../empire/Empire.h" .../Empire/ClientEmpireManager.cpp:#include "../empire/Empire.h" .../server/ServerApp.cpp:#include "../empire/Empire.h" .../client/human/HumanClientApp.cpp:#include "../empire/Empire.h" .../universe/TopLevelParsers.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/EmpireManager.h" .../universe/ShipDesign.cpp:#include "../empire/Empire.h" .../universe/ShipDesign.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/Empire.h" .../universe/Building.cpp.svn-base:#include "../empire/Empire.h" .../universe/Building.cpp:#include "../empire/EmpireManager.h" .../universe/System.cpp:#include "../empire/Empire.h" .../universe/System.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/EmpireManager.h" And one offender for the directory Universe .../util/Order.h:#include "../Universe/Enums.h" ---------------------------------------------------------------------- >Comment By: maelstrom512 (maelstrom512) Date: 2006-06-03 08:34 Message: Logged In: YES user_id=1509889 Yup, that got them all. Thanks. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 03:29 Message: Logged In: YES user_id=913462 I've just committed some relevant changes, which I think were all of the miscapitalized #includes. Please let me know if I missed any... ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 02:19 Message: Logged In: YES user_id=913462 My fault. Am working in Windows, so capitalization doesn't affect me, so didn't notice. Will update to fix shortly... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 12:43:16
|
Bugs item #1497505, was opened at 2006-05-30 05:17 Message generated for change (Settings changed) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1497505&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion Status: Open >Resolution: Postponed >Priority: 4 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Zach Laine (tzlaine) Summary: Tech Zoom Crash Initial Comment: After zooming out on the tech screen, the client crashed, and left this error message on the console: GG exception (subclass GG::Font::BadGlyph) caught in GUI::Run(): GG::Font::GetGlyphBitmap : Freetype could not render the glyph for character '^'Initiating Exit (code 1 - error termination)1148991316 DEBUG : SDLQuit() complete. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 05:43 Message: Logged In: YES user_id=913462 I've fixed this by tweaking the MIN_SCALE parameter for the tech view zoom. I'd like tzlaine to take a look at it when he gets back though, so I'll leave the bug report open for now... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1497505&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 10:01:10
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Bugs item #1499949, was opened at 2006-06-03 00:32 Message generated for change (Settings changed) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499949&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion >Status: Closed Resolution: None Priority: 4 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Incorrect PP use calc for low stockpile mineral shortage Initial Comment: If there is a minerals shortfall, and a low stockpile, such that the shortage is more than the available minearls, incorrect and inconsistent PP use numbers are given. In the attached saved, after two turns, the empire is seen (on the production screen) to be spending more PP on the partially funded project than it is producing total. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 03:01 Message: Logged In: YES user_id=913462 fixed in SVN ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 00:53 Message: Logged In: YES user_id=913462 Also happens in RC4 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499949&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 08:29:41
|
Bugs item #1499769, was opened at 2006-06-02 12:57 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion >Status: Pending >Resolution: Works For Me Priority: 8 Submitted By: maelstrom512 (maelstrom512) Assigned to: Nobody/Anonymous (nobody) Summary: Directory & Include capitalization mismatch Initial Comment: Some include directives use improper capitalization. The most common offender seems to be the "Empire" directory... I've made a list of all such that I ran across in my compile: .../util/Order.cpp:#include "../empire/EmpireManager.h" .../util/Order.cpp:#include "../empire/Empire.h" .../UI/TurnProgressWnd.cpp:#include "../empire/Empire.h" .../UI/TechTreeWnd.cpp:#include "../empire/Empire.h" .../UI/FleetWnd.cpp:#include "../empire/Empire.h" .../UI/SitRepPanel.cpp:#include "../empire/Empire.h" .../UI/SystemIcon.cpp:#include "../empire/Empire.h" .../UI/MapWnd.cpp:#include "../empire/Empire.h" .../UI/BuildDesignatorWnd.cpp:#include "../empire/Empire.h" .../UI/SidePanel.cpp:#include "../empire/Empire.h" .../Empire/ClientEmpireManager.cpp:#include "../empire/Empire.h" .../server/ServerApp.cpp:#include "../empire/Empire.h" .../client/human/HumanClientApp.cpp:#include "../empire/Empire.h" .../universe/TopLevelParsers.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/EmpireManager.h" .../universe/ShipDesign.cpp:#include "../empire/Empire.h" .../universe/ShipDesign.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/Empire.h" .../universe/Building.cpp.svn-base:#include "../empire/Empire.h" .../universe/Building.cpp:#include "../empire/EmpireManager.h" .../universe/System.cpp:#include "../empire/Empire.h" .../universe/System.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/EmpireManager.h" And one offender for the directory Universe .../util/Order.h:#include "../Universe/Enums.h" ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 01:29 Message: Logged In: YES user_id=913462 I've just committed some relevant changes, which I think were all of the miscapitalized #includes. Please let me know if I missed any... ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 00:19 Message: Logged In: YES user_id=913462 My fault. Am working in Windows, so capitalization doesn't affect me, so didn't notice. Will update to fix shortly... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 07:53:19
|
Bugs item #1499949, was opened at 2006-06-03 00:32 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499949&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 4 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Incorrect PP use calc for low stockpile mineral shortage Initial Comment: If there is a minerals shortfall, and a low stockpile, such that the shortage is more than the available minearls, incorrect and inconsistent PP use numbers are given. In the attached saved, after two turns, the empire is seen (on the production screen) to be spending more PP on the partially funded project than it is producing total. ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 00:53 Message: Logged In: YES user_id=913462 Also happens in RC4 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499949&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 07:32:22
|
Bugs item #1499949, was opened at 2006-06-03 00:32 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499949&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 4 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Incorrect PP use calc for low stockpile mineral shortage Initial Comment: If there is a minerals shortfall, and a low stockpile, such that the shortage is more than the available minearls, incorrect and inconsistent PP use numbers are given. In the attached saved, after two turns, the empire is seen (on the production screen) to be spending more PP on the partially funded project than it is producing total. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499949&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-03 07:19:28
|
Bugs item #1499769, was opened at 2006-06-02 12:57 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None >Priority: 8 Submitted By: maelstrom512 (maelstrom512) Assigned to: Nobody/Anonymous (nobody) Summary: Directory & Include capitalization mismatch Initial Comment: Some include directives use improper capitalization. The most common offender seems to be the "Empire" directory... I've made a list of all such that I ran across in my compile: .../util/Order.cpp:#include "../empire/EmpireManager.h" .../util/Order.cpp:#include "../empire/Empire.h" .../UI/TurnProgressWnd.cpp:#include "../empire/Empire.h" .../UI/TechTreeWnd.cpp:#include "../empire/Empire.h" .../UI/FleetWnd.cpp:#include "../empire/Empire.h" .../UI/SitRepPanel.cpp:#include "../empire/Empire.h" .../UI/SystemIcon.cpp:#include "../empire/Empire.h" .../UI/MapWnd.cpp:#include "../empire/Empire.h" .../UI/BuildDesignatorWnd.cpp:#include "../empire/Empire.h" .../UI/SidePanel.cpp:#include "../empire/Empire.h" .../Empire/ClientEmpireManager.cpp:#include "../empire/Empire.h" .../server/ServerApp.cpp:#include "../empire/Empire.h" .../client/human/HumanClientApp.cpp:#include "../empire/Empire.h" .../universe/TopLevelParsers.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/EmpireManager.h" .../universe/ShipDesign.cpp:#include "../empire/Empire.h" .../universe/ShipDesign.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/Empire.h" .../universe/Building.cpp.svn-base:#include "../empire/Empire.h" .../universe/Building.cpp:#include "../empire/EmpireManager.h" .../universe/System.cpp:#include "../empire/Empire.h" .../universe/System.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/EmpireManager.h" And one offender for the directory Universe .../util/Order.h:#include "../Universe/Enums.h" ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2006-06-03 00:19 Message: Logged In: YES user_id=913462 My fault. Am working in Windows, so capitalization doesn't affect me, so didn't notice. Will update to fix shortly... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-06-02 19:57:52
|
Bugs item #1499769, was opened at 2006-06-02 14:57 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: Latest Subversion Status: Open Resolution: None Priority: 5 Submitted By: maelstrom512 (maelstrom512) Assigned to: Nobody/Anonymous (nobody) Summary: Directory & Include capitalization mismatch Initial Comment: Some include directives use improper capitalization. The most common offender seems to be the "Empire" directory... I've made a list of all such that I ran across in my compile: .../util/Order.cpp:#include "../empire/EmpireManager.h" .../util/Order.cpp:#include "../empire/Empire.h" .../UI/TurnProgressWnd.cpp:#include "../empire/Empire.h" .../UI/TechTreeWnd.cpp:#include "../empire/Empire.h" .../UI/FleetWnd.cpp:#include "../empire/Empire.h" .../UI/SitRepPanel.cpp:#include "../empire/Empire.h" .../UI/SystemIcon.cpp:#include "../empire/Empire.h" .../UI/MapWnd.cpp:#include "../empire/Empire.h" .../UI/BuildDesignatorWnd.cpp:#include "../empire/Empire.h" .../UI/SidePanel.cpp:#include "../empire/Empire.h" .../Empire/ClientEmpireManager.cpp:#include "../empire/Empire.h" .../server/ServerApp.cpp:#include "../empire/Empire.h" .../client/human/HumanClientApp.cpp:#include "../empire/Empire.h" .../universe/TopLevelParsers.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/Empire.h" .../universe/Fleet.cpp:#include "../empire/EmpireManager.h" .../universe/ShipDesign.cpp:#include "../empire/Empire.h" .../universe/ShipDesign.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/EmpireManager.h" .../universe/Effect.cpp:#include "../empire/Empire.h" .../universe/Building.cpp.svn-base:#include "../empire/Empire.h" .../universe/Building.cpp:#include "../empire/EmpireManager.h" .../universe/System.cpp:#include "../empire/Empire.h" .../universe/System.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/EmpireManager.h" .../universe/ValueRef.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/Empire.h" .../universe/Condition.cpp:#include "../empire/EmpireManager.h" And one offender for the directory Universe .../util/Order.h:#include "../Universe/Enums.h" ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1499769&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-05-31 19:43:18
|
Bugs item #1498436, was opened at 2006-05-31 12:20 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1498436&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Interface Group: Latest Subversion Status: Open Resolution: None Priority: 7 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Nobody/Anonymous (nobody) Summary: Colonize Button Initial Comment: Due to some recent changes in the production screen code, the planet Colonize button on the sidepanel is sometimes nonfunctional. It doesn't work if the regular sidepanel is open, but does seem to work when the production screen is open. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1498436&group_id=75752 |
From: SourceForge.net <no...@so...> - 2006-05-30 13:26:55
|
Bugs item #1497541, was opened at 2006-05-30 06:26 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1497541&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion Status: Open Resolution: None Priority: 3 Submitted By: Geoff Topping (geoffthemedio) Assigned to: Zach Laine (tzlaine) Summary: Production Screen Planet Autoselection Nonfunctional Initial Comment: May not be a bug, but seems like it is, so: -Start new game -Click on map on home system to open sidepanel to that system -Click on Production button to open Production screen Homeworld is outlined flashing green, whereas from the commit notes it sounds like it should be autoselected and white. Clicking the homeworld on the Production screen map resets the planet rotation and does do the autoselection as expected. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1497541&group_id=75752 |