CariElf

CariElf

Joined Last seen Member # 43920
9 Posts 95 Replies 2,542 Reputation

I was reading posts on their forum, and it sounded like the Matrox drivers that support DirectX 9.0c are a bit buggy. The driver developers were promising updates so that people could play World of Warcraft, but I don't know if that ever came about. You may want to check their website to see if they ever did post new drivers, and the forums for a status report if they haven't.

9 Replies 6,101 Views

Jack, possibly. Also, check your debug.err file to see if there are a bunch of debug messages. It could be that the AI threads are printing out messages that are slowing things down, or if you're getting errors flipping the primary buffer to the back buffer, that could slow it down.

5 Replies 4,070 Views

James, Unless you know something that we don't, in VS.Net 2003, you have to navigate through the odd hierarchy in the container classes to view the contents of the vector. It's not as quick as just putting aShipsInFleet[0] in the watch window. As I said earlier, Visual Studio .Net 2005 is supposed to have better tools for debugging with the STL. I love the convenience of the STL, but I am looking forward to the new debugging tools in VS.Net 2005.

23 Replies 38,997 Views

Ray, thanks for the good word. James, Isn't that how _CrtCheckMemory works? It knows if someone did something bad if the bytes are overwritten, and it throws an exception? It sounds like your advice would work well for buffer overruns, which BoundsChecker detects, but we were dealing with memory being modified after it was deleted, so the memory was always junk when I looked

11 Replies 28,141 Views

Strange, it didn't post my reply the first time around. LDiCesare, Because most of the time when it was crashing, the stack was all STL code, and I had read an article about previous versions of the STL not being threadsafe. There wasn't anything specific in either the MSDN or on Dinkum's site that said that these issues had been resolved for the newer versions of Visual Studio. I hadn't heard about Purify before, but it sounds like BoundsChecker. Th

11 Replies 28,141 Views

The crashes and memory errors made it impossible for me to test to see if the AI was building starbases, so my main priority this week was debugging the crashes and memory errors. I did some multi-tasking and worked on the fleets in a clean copy of the project while running the game in the AI test mode and waiting for it to crash, but more on that later. A

11 Replies 28,141 Views

This article is really not whether we are physically capable of killing the terrorist or child molester, it's about our mental/emotional ability. I've been thinking about it, and I suppose that I would decide to do it. I would have to deal with taking a life, emotionally, and I would grieve for doing it, but at the same time, I would rather that a terrorist or a child killer die than worry about them walking out the door and killing my lov

61 Replies 18,390 Views

Changing the built in types from C are not the problem. It's debugging the classes that are the problem. If Brad need to step through the code where the AI designs its ships, an array of the current ship designs would be much easier to debug in Visual Studio.net 2003 than a container class from the STL. Visual Studio.net 2005 is supposed to have a lot better debugging tools, particularly for the STL, but it won't be released until November and that's a little long to put off de

23 Replies 38,997 Views

Hmm, sounds like the ship didn't deselect itself before it was destroyed. I added code to to force objects to deselect themselves when they set themselves as destroyed.

5 Replies 5,525 Views

Scott finished the rest of the starbase graphics, so I was able to get them all into the game. We have a different graphic for each of the four kinds of starbases that you can build: military, economy, culture, and resource starbases. (If we manage to fit asteroid mining in, it will use the resource starbase gfx). I also tweaked some of the behavior of the starbase

0 Replies 8,890 Views

Did you do the re-install before or after you got beta 2? Maybe there's something wrong with the font. Do any of the other screens exhibit this problem?

8 Replies 6,519 Views

The lines should be drawing on the minimap, but they're hard to see against the ZOC on the minimap. I changed them to use white lines here yesterday. It wouldn't be a lot of work to make them show on the main map, but we already show the trade routes on the main map, and I think that it would get really confusing it you had all these lines going all over the place. It would also cause a slowdown and increase the amount of memory being used.

5 Replies 7,368 Views

Actually, the quote I always use is "You never finish a game; you just quit working on it." That's from Game Design: Secrets of the Sages. Scott is right, though, you have to know when to stop. Would you really want us to put that much time and effort (and therefore money) into something that you would say "hey, that's really cool!" the first time that you saw it and took for grant

29 Replies 23,480 Views

kpars, can you please install SmartException from https://www.stardock.com/products/smartexception so that if you experience a crash again, you can submit a crash report? If you have a save game that can reproduce this bug, please e-mail it to [email protected]

5 Replies 5,525 Views

- Still no way to determine what ship is "auto-piloting" to what spot on the main map… This can be extremely frustrating when you have multiple ships heading to the same general vicinity. The ship context window will list the destination of a ship on autopilot. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Bo

2 Replies 3,963 Views

The main menu is still way to dark… It is sometimes "impossible" to find an anomaly or similarly dark item in the map unless you zoom out to tactical view… Very annoying. Have you tried adjusting the brightness from under the video options? <

2 Replies 3,963 Views