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Stan`

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Everything posted by Stan`

  1. Stan`

    Render Dump

    @Lion.Kanzen Dacians are thracians.
  2. Stan`

    Render Dump

    Well this source is from an archeological site called romaniadevis.ro, so I'd say it's pretty strong as far as source goes ?
  3. True, but it'd be nice to have it all the same.
  4. @Alexandermb If you are up for the task you can make the minifaction. Main Building -> Something that could depict a small village similar to what you did for Carolingian Fortress. Could be used by mods to train mercenaries Houses -> 4 variants if possible Faction specific buildings -> Likely something like a granary and/or storehouse Props -> Pots if you can reuse them as much as possible using prop points Weapons + Helmets Bonus Unit, textures. Try to gather all the texture pieces you need and make only one texture if possible. Thanks in advance;
  5. Stan`

    Render Dump

    @Lion.Kanzen @LordGood Here is the ref So I like the temple the way it is right now, but maybe I shouldn't and I'm totally wrong...
  6. Stan`

    Render Dump

    @Lion.Kanzen all my references depicted wood and this image looks like wood to me
  7. Stan`

    Render Dump

    @Lion.Kanzen What's wrong with the roof ?
  8. Stan`

    Render Dump

    Teaser. Soon ™
  9. @Sundiata Actually the graphics I'm mentioning are mostly coding
  10. @vladislavbelov I'm sorry, I meant the only thing preventing us from turning the game into that screenshot in a playable way, is the graphics (Because if you try to do that in atlas, even with nothing moving, no AI, no units, it will lag) (The game pathfinder performance is acceptable in the sense you can play ) Now I agree that combination doesn't help
  11. @vladislavbelov My point was that in current state, it's an issue and things can be done about it without touching to the pathfinder
  12. @vladislavbelov With full graphics quality, and no obstruction actors, I highly doubt it. All this grass make the game lag because of the high number of polygons, and the alpha transparency. This can be reproduced easily by using Lordgood old's corn field for zapotecs @Lion.Kanzen reported huge lag.
  13. @Sundiata Well we need a lot of graphical optimisations we don't have, namingly instancing, lods, and some others. Improving performance was also the goal of @Yves branch on github by migrating to OpenGL4 https://github.com/Yves-G/0ad/tree/OGL4
  14. The last picture you posted is really nice, I remember seeing it sometime ago, however were you to play on this, it would be ludicrously slow.
  15. @av93 Yeah you could sell copies of it, even without touching anything, but you'll have to provide the source files somehow, by ie providing a link to here. Let's say you trash every part of the game save for one file under the gpl license, all your source code build around would have to be downloadable for free. You can also make exceptions if you library is separated, but then it becomes really complicated.
  16. @rjhwinner03 There is currently no icon at the top of the window for the game, however you can find a patch that does what you want here https://code.wildfiregames.com/D768 It's also in that file that the window title is defined.
  17. If that's not to hard I guess I could do it with some help of the devs. If I'm not mistaken it should be a couple of ifs a call to setanimation, and a new anim name, and some xml schema editing. Would be nice to find a usage for the main game aswell. Maybe @wowgetoffyourcellphone will have some ideas.
  18. I wonder if this could be done for every civ.json instead of hardcoded.there.
  19. @wowgetoffyourcellphone Would be sad :/
  20. @wowgetoffyourcellphone Did you enable the other dog into britons kennel ? Can't remember.
  21. @elexis One is sorry, it is now fixed.
  22. @gameboy Thanks ! I'm not sure if we can fix it but I'll ask @vladislavbelov maybe he has an idea > pyrogenesis.exe! PerformErrorReaction (ErrorReactionInternal, er=ERI_BREAK, unsigned, int, flags=0, volatile, int * suppress=0x00000000) line 426 C++ Pyrogenesis.exe! Debug_DisplayError (const wchar_t * description=0x0138e158 unsigned, int flags=0, void * context=0x0138ed18, const * wchar_t lastFuncToSkip=0x011dc150 wchar_t * pathname=0x0138e670 int, const, line=0, const, char * func= 0x0138d150 volatile * suppress=0x00000000, int) for 483 C++ Pyrogenesis.exe! Wseh_ExceptionFilter (_EXCEPTION_POINTERS * ep=0x0138e7e4) line 289 C++ Pyrogenesis.exe! CallStartupWithinTryBlock () line 365 C++ [external code] [the following frames may be incorrect and / or missing, no symbols loaded for ntdll.dll] Pyrogenesis.exe... CShaderProgram:: Uniform (CStrIntern, id={,}, float, v0=-1.#QNAN000, float, v1=4.764e-044#DEN, float, v2=3.44938300e-010, float, v3=1.01771369e-010) line 755 C++ Pyrogenesis.exe! CShaderProgram:: Uniform (CStrIntern id={...}, unsigned, int, count=34, const, CMatrix3D * v=0x2fbda1c0) line 765 C++ Pyrogenesis.exe! InstancingModelRenderer:: RenderModel (const std:: shared_ptr<CShaderProgram> & shader={...}, int, __formal=1, CModel * model=0x2f7a0ec0, CModelRData * __formal=0x306e2ba0) line 376 C++ Pyrogenesis.exe! ShaderModelRenderer:: Render (const std:: shared_ptr<RenderModifier> & modifier={...}, const, CShaderDefines & context={...}, int, cullGroup=1, int, flags=1) line 765 C++ Pyrogenesis.exe! CRendererInternals:: CallModelRenderers (const, CShaderDefines & context={,}, int, cullGroup=1, int, flags=1) line 379 C++ Pyrogenesis.exe! CRenderer:: RenderShadowMap (const CShaderDefines & context={...}) line 910 C++ Pyrogenesis.exe! CRenderer:: RenderSubmissions (const CBoundingBoxAligned & waterScissor={...}) line 1501 C++ Pyrogenesis.exe! CRenderer:: RenderScene (Scene & scene={...}) line 1885 C++ Pyrogenesis.exe! CGameView:: Render () line 489 C++ Pyrogenesis.exe! Render () line 228 C++ Pyrogenesis.exe! CGame:: ReallyStartGame () line 322 C++ Pyrogenesis.exe! ProgressiveLoad () line 233 C++ Pyrogenesis.exe! Frame () line 322 C++ Pyrogenesis.exe! RunGameOrAtlas (int, argc=1, const, char * * argv=0x03370008) line 581 C++ Pyrogenesis.exe! SDL_main (int, argc=1, char * * argv=0x03370008) line 623 C++ Pyrogenesis.exe! Main_utf8 (int, argc=1, char * * argv=0x03370008) line 126 C++ Pyrogenesis.exe! Wmain (int, argc=1, unsigned, short * *, wargv=0x015d5730, unsigned, short * wenvp=0x015e71f8) line 151 C++ [external code] Pyrogenesis.exe! CallStartupWithinTryBlock () line 364 C++ [external code]
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