User Activity

  • Created ticket #1497 on TightVNC

    "Error in TightVNC Viewer: Unsupported protocol: GET /shell?c"

  • Posted a comment on ticket #3118 on FreeCol

    I can confirm that problems 2+3+4 are indeed fixed! (for my mod as well) Nice job! Yes, the settlements have no fog of war now. :)

  • Posted a comment on ticket #3118 on FreeCol

    I have just discovered one more bug about this. (during making my theme) When you start a new game, almost all of the map is unexplored, so resources/images/terrain/unexplored/center0.png and ...1.png are used drawing the map. However, where all of the surrounding tile (of an unexplored tile) is also unexplored, resources/images/terrain/unexplored/border_*.png are also drawn on to resources/images/terrain/unexplored/center*.png! This is happens only in the case of unexplored tile. Since the basic...

  • Posted a comment on ticket #3118 on FreeCol

    I think, that can be fixed with splitting the old darkening off into another map traversal. As the commit message says its buggy/half-done. ;) Oh, super, then go ahead when you can. Thank you for the tip on using the alternative constructor. You're welcome! Weekend is over sadly, not sure when I get around to continueing. Yeah, I can work on it only on weekends (mostly) as well. If you got time, could you try if it looks good when the terrain/territory borders or map grids are active? It seems they...

  • Posted a comment on ticket #3118 on FreeCol

    Oh, you are making a new theme? Yeah, I am working on it for several months now. I hope I can work on it even more in the winter/xmas vacation, and maybe I can finish it this year (not so much chance though, still a lot to do). Thats nice. You are probably aware, but some code assumes overlays can't be higher than 1.5 times a tiles size. I am using the exact same size as in the base ruleset. :) If you could find a way to make the color rescaling work I'd work on the other half, Try this: RescaleOp...

  • Posted a comment on ticket #3118 on FreeCol

    I just lost a large explanation through a browser glitch. :( This is why I always start typing on a notepad, and copy-paste when done. :) Ok, I understand that the actual memory usage by the tile images is around 6 times bigger because it stores all zoom level at the same time. In this case we are talking about 109 MBytes as an additional. We are living in an age when even a smartphone has several GBytes of memory, I think even 110 MByte additional is acceptable. How the code complication can be...

  • Posted a comment on ticket #3118 on FreeCol

    Look. Obviously, there are two main choices to resolve this. 1) Store a darkened version of every tile overlay in the memory and use the correct one every time. Or: 2) Darken every tile overlay just before copying its contents to the map. The first one doubles the memory usage for tile overlays, the second one increses CPU time during gaming (slower code). I vote for the first version, because I think a faster game with bigger memory usage is better than a slower game with smaller memory usage. But...

  • Posted a comment on ticket #3118 on FreeCol

    Ok. Suppose I make the necessary refactoring to work the way I described. (which solves both problem) Is there a chance that it will be merged?

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fenyo1
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2010-01-30 21:23:29

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