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Everything posted by Stan`
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user1 is the last person. Dunedan was supposed to be a new one but I never managed to get him enough rights to make a change.
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DDOS protection one more topic on it, why not?
Stan` replied to Emperior's topic in General Discussion
You only give your IP when joining a match, because you need to connect to the host computer. In A23B you would give it when joining the lobby. -
See
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DDOS protection one more topic on it, why not?
Stan` replied to Emperior's topic in General Discussion
Well sure but if no one works on it that means you'll never have A27. I believe there is even a100$ bounty on that feature. -
All my attempts to increase or change the lobby management have failed so far. But I keep on trying.
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Hey, what OS are you on? From the date of the build I suspect linux. You might have something to do to make OpenAL use Pulse Audio or Jack or something
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Don't you really have much on your plate? Also it's a 800 MB mess with files all over...
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I actually now have all the assets just didn't find the time to put them back together
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What is in the boonGUI folder?
- 455 replies
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- 1
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- hotkeys
- autoassign civ
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I must say I'm really fond of it. The width of the logo border seems smaller than the other border. You might also make the top square extend to the top instead of a closed box.
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The crash Unhandled exception at 0x00C94273 (pyrogenesis.exe) in crashlog.dmp: 0xC0000005: Access violation reading location 0x00000410. void CFont::CalculateStringSize(const wchar_t* string, int& width, int& height) const { width = 0; -> height = m_Height; // height = 21104592 for (const wchar_t* c = string; *c != '\0'; c++) { const GlyphData* g = m_Glyphs.get(*c); if (!g) g = m_Glyphs.get(0xFFFD); // Use the missing glyph symbol if (g) width += g->xadvance; // Add the character's advance distance } } > pyrogenesis.exe!CFont::CalculateStringSize(const wchar_t * string, int & width, int & height) Line 64 C++ [Inline Frame] pyrogenesis.exe!CTextRenderer::PutAdvance(const wchar_t *) Line 120 C++ pyrogenesis.exe!CTextRenderer::PrintfAdvance(const wchar_t * fmt, ...) Line 96 C++ pyrogenesis.exe!CLogger::Render() Line 249 C++ pyrogenesis.exe!Render() Line 284 C++ pyrogenesis.exe!Frame() Line 445 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 685 C++ pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 737 C++ pyrogenesis.exe!main_getcmdline() Line 74 C [Inline Frame] pyrogenesis.exe!invoke_main() Line 90 C++ pyrogenesis.exe!__scrt_common_main_seh() Line 288 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Line 365 C++ kernel32.dll!75d16739() Unknown kernel32.dll![Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Unknown ntdll.dll!77cf8aff() Unknown ntdll.dll!77cf8acd() Unknown Pinging @vladislavbelov in case he has an idea.
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He meant russian or asian chars. In an old game of mine they'd have all the art assets ready and it'd change depending on the locale.
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Delenda Est: An overhaul mod for 0 A.D.
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
@Silier, @Freagarach, @JCWasmx86 , are from time to time. -
Missing the dots in 0 A.D. But it's looking really nice. I miss not seeing EMPIRES ASCENDANT somewhere though.
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What happened to the cheat to place down units?
Stan` replied to GeneralKong's topic in General Discussion
I don't remember seeing any such menu. You have the structure tree by clicking the civ icon at the top and the salad bowl cheat allows you to spawn units. -
Authentic healing icons reskin.
Stan` replied to Akira Kurosawa's topic in Game Development & Technical Discussion
Which one? -
Authentic healing icons reskin.
Stan` replied to Akira Kurosawa's topic in Game Development & Technical Discussion
I mean I would take it if someone made it, but it's a lot of work for little benefit IMHO. -
Authentic healing icons reskin.
Stan` replied to Akira Kurosawa's topic in Game Development & Technical Discussion
Yeah ^ -
There is no open for you in that list
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Just need to get in touch with Alexandermb. So far no luck...
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lag investigation thread
Stan` replied to maroder's topic in Game Development & Technical Discussion
Range queries are done in C++ through the CCmpRangeManager class. That class component is attached to what we call the SYSTEM_ENTITY. Those calls can be made from JavaScript and C++ by creating a range query. The issue is when 1 000 units start a range query at the same time. As far as I know the processing is sequential. From my recent testing of wraitii's patch to unthread the ai though not having to copy the whole simulation over to the AI makes a huge improvement on performance. https://code.wildfiregames.com/D3769 -
I thought I fixed it... I suppose I'm missing a variant
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Attack-ground: include in A26 or not?
Stan` replied to real_tabasco_sauce's topic in Gameplay Discussion
From https://trac.wildfiregames.com/roadmap *Due date is for feature freeze, actual release might happen a month later. (Hopefully not) I did my best to advertise it a bit (on Discord mostly), but I can't post it on social media, because it's highly experimental. -
lag investigation thread
Stan` replied to maroder's topic in Game Development & Technical Discussion
The problem with the death part is the number of messages it generates. And all those messages need and are copied for the AI. Sometimes sending those messages can take more than 500ms per frame. See yesterday's discussion on #0ad-dev. https://irclogs.wildfiregames.com/%230ad-dev/2022-01-11-QuakeNet-%230ad-dev.log