Search found 77 matches

by jpab
Tue Jan 14, 2014 5:25 pm
Forum: Projects
Topic: Existing PR's
Replies: 7
Views: 6073

Re: Existing PR's

(I'm sorry, this post is going to jump around quite a bit -- I don't have time to structure it properly). I think there are several reasons that PRs sit in the queue for ages, but fundamentally they all come down to looking at the PR and being hit by that sinking feeling that "this is a mess and it'...
by jpab
Sat Dec 28, 2013 5:00 pm
Forum: Pioneer development
Topic: Web-based translations
Replies: 48
Views: 21344

Re: Web-based translations

walterar wrote:"%{population}000" ALSO works.

If you prefer, I'll use that.
Yes, please do.

John B
by jpab
Sat Dec 28, 2013 2:43 pm
Forum: Pioneer development
Topic: Web-based translations
Replies: 48
Views: 21344

Re: Web-based translations

Control characters are widely used in Pioneer I'm sorry, I should have been more specific. Only the line-feed character ('\n', U+000A) and the NUL ('\0' U+0000) character are interpreted (NUL indicates the end of the string). All other control characters are ignored. You can verify this easily by i...
by jpab
Sat Dec 28, 2013 1:49 pm
Forum: Pioneer development
Topic: Web-based translations
Replies: 48
Views: 21344

Re: Web-based translations

Json (and Pioneer) does support control characters, in fact is working well and does exactly what I expected to do, as you can see on the screenshot of the medium. Pioneer has never interpreted control codes in its text rendering. It looks like all you're trying to do is to make sure there's no spa...
by jpab
Mon Dec 23, 2013 12:06 am
Forum: Pioneer development
Topic: Mouse Follow flight model
Replies: 4
Views: 1878

Re: Mouse Follow flight model

It'll be much easier for people to test this if you put your changes in a branch on your github fork.
by jpab
Sat Dec 14, 2013 4:49 pm
Forum: Pioneer development
Topic: Hyperspace Jump Rules
Replies: 2
Views: 1716

Re: Hyperspace Jump Rules

Whatever happened to the hyperspace jump rules? Was there a reason they weren't merged in? You mean #2399 ? It was putting too many details of the rules on the C++ side. It could have been merged, but then we would have had to rip it out again later to put the rules into Lua. There's more discussio...
by jpab
Sun Dec 01, 2013 6:14 pm
Forum: Pioneer development
Topic: Optimisations
Replies: 2
Views: 1254

Re: Optimisations

Could you confirm that with some other method? Probably the easiest thing (if the stall is long enough) is to run the game, and manually break into the game with the debugger when you're in a stall. If LuaEvent::Emit is taking such a high proportion of the stall time then the game will probably be i...
by jpab
Wed Nov 27, 2013 7:40 pm
Forum: Pioneer development
Topic: Shaders & disabling shaders
Replies: 24
Views: 7418

Re: Shaders & disabling shaders

FluffyFreak wrote:This means that if you're having trouble running the game then the best option at the moment is to set the line `DisableEclipse=0` to `DisableEclipse=1` and lower the other detail options.
Maybe we should expose that option in the settings GUI?
by jpab
Wed Nov 27, 2013 7:38 pm
Forum: Pioneer development
Topic: C++11
Replies: 3
Views: 1646

Re: C++11

Ok. In the relevant issue ( #2330 ), we said we'd support VC2012+. However, VC2012 and up don't run on Windows XP, so I'm inclined to say we should continue to support VC2010 until we get the Code::Blocks build working, as long as that support isn't too onerous. My vote would be to hide the differen...
by jpab
Tue Nov 26, 2013 12:09 pm
Forum: Pioneer development
Topic: Web-based translations
Replies: 48
Views: 21344

Re: Web-based translations

Actually, sort alphanumerically files only improves things a bit. The real solution is to sort the following manner, for example in the delivery module The easiest way for us to do this is to change the translation keys for flavour text so that they are of the form 'FLAVOUR_n_xxx' (e.g., 'FLAVOUR_0...