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Stan`

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Everything posted by Stan`

  1. Do you want criticism on the model itself?
  2. No crashlog no cookie.
  3. Actually <DisablePushing>true</DisablePushing> Seems to work for me, whether it's in template_unit or a specific template. And it make sense, I just misread the code.
  4. Can you try the counterproductive <DisablePushing>false</DisablePushing> Thoughts behind it // Original code for disabling pushing SetParticipateInPushing(!paramNode.GetChild("DisablePushing").IsOk() || !paramNode.GetChild("DisablePushing").ToBool()); // No tag auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // true auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // true SetParticipateInPushing(true); // Tag present <DisablePushing>true</DisablePushing> auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // false auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // false SetParticipateInPushing(false); // Tag present <DisablePushing>false</DisablePushing> auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // false auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // true SetParticipateInPushing(true);
  5. We don't support model scaling IIRC If we want to animate it we do?
  6. To generate beams we need some way to draw it X) Js can only make object pop, not draw laser beam using a shader from point a to point b. Or am I misunderstanding you? I want this, the game supports the damage but not the VFX.
  7. Not really because the projectile manager supports in theory constant damage (no reload time) but we have no way to draw it.
  8. Line must be continuous It's like a lightning beam.
  9. How hard would it be to make a shader or something? It would be really nice. Is it a technical limitation?
  10. Have you tried the DEL key? For some you might have to do alt select + DEL.
  11. One cannot stretch the quad to join the mesh and the enemy though... At least if there is code for it I don't know how it works.
  12. Meant to answer, and forgot sorry. It's not possible. Art and simulation are separated, https://code.wildfiregames.com/D1989 once planned to do what you want but it ended being a slippery slope. Maybe @Freagarach has an idea how to implement your feature through code though.
  13. Do note however that they are considering dropping subversion as mentioned by @s0600204 here. Source: https://d.i10o.ca/tmp/phabricator-future/ Also, that ironically, our git repo is about 10GB (5GB .git and 5GB actual files uncompressed for a given revision) while Phabricator is currently taking 138GB and growing. Last time I deleted 10GB worth of logs. As for migration, here is something from Trac to Gitlab https://github.com/tracboat/tracboat For links maybe we could have a redirection from https://trac.wildfiregames.com/ticket/6394 to https://gitlab.com/undyingnephalim/hyrule-conquest/-/issues/64 Phabricator will however be more tricky we currently have: (Maybe @vv221 has some ideas) Pastes https://code.wildfiregames.com/paste/ Commit Comments Concerns Diffs (Could just be exported as diff file for posterity) Links (those are tricky because in commit messages) Jenkins Migrating Jenkinsfile to YAML.
  14. Explosions, yes Missile we have flaming projectiles Lasers, no would be fun to have but not sure what we need @vladislavbelov
  15. Well all the stats are on the internet, a lot of the buildings are in the pureref file You can also watch a game on the internet I doesn't have to be Startcraft, but it has to play similarly.
  16. You can be disconnected from your own server. In fact it was very common before A24 because it wasn't threaded. You just had to lag enough. In this case it's a bit weird though, because it seems someone tried to rejoin, while the game hadn't started. When did the crash occur exactly?
  17. Unhandled exception thrown: read access violation. this->m_ClientTurnManager was nullptr. pyrogenesis.exe!CNetClient::HandleMessage(CNetMessage * message) Line 563 C++ pyrogenesis.exe!CNetClientSession::ProcessPolledMessages() Line 197 C++ pyrogenesis.exe!CNetClient::Poll() Line 361 C++ pyrogenesis.exe!Frame() Line 422 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 701 C++ pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 753 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!76b6fa29() Unknown kernel32.dll![Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Unknown ntdll.dll!77467a9e() Unknown ntdll.dll!77467a6e() Unknown Second crashlog Unhandled exception thrown: read access violation. this->m_ClientTurnManager was nullptr. pyrogenesis.exe!CNetClient::HandleMessage(CNetMessage * message) Line 563 C++ pyrogenesis.exe!CNetClientSession::ProcessPolledMessages() Line 197 C++ pyrogenesis.exe!CNetClient::Poll() Line 361 C++ pyrogenesis.exe!Frame() Line 422 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 701 C++ pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 753 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!76b6fa29() Unknown kernel32.dll![Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Unknown ntdll.dll!77467a9e() Unknown ntdll.dll!77467a6e() Unknown The line in question if (message->GetType() == NMT_FILE_TRANSFER_REQUEST) { CFileTransferRequestMessage* reqMessage = static_cast<CFileTransferRequestMessage*>(message); // TODO: we should support different transfer request types, instead of assuming // it's always requesting the simulation state std::stringstream stream; -> LOGMESSAGERENDER("Serializing game at turn %u for rejoining player", m_ClientTurnManager->GetCurrentTurn()); u32 turn = to_le32(m_ClientTurnManager->GetCurrentTurn()); stream.write((char*)&turn, sizeof(turn)); bool ok = m_Game->GetSimulation2()->SerializeState(stream); ENSURE(ok); // Compress the content with zlib to save bandwidth // (TODO: if this is still too large, compressing with e.g. LZMA works much better) std::string compressed; CompressZLib(stream.str(), compressed, true); m_Session->GetFileTransferer().StartResponse(reqMessage->m_RequestID, compressed); return true; } I suppose we're missing a check for m_ClientTurnManager. @wraitii would know I suppose. StunClient: Using STUN server lobby.wildfiregames.com:3478 StunClient: external IP address is ---.---.---.---:---- NetClient: connecting to server at ---.---.---.---:---- Net client: Connected to ---.---.---.---:---- Messaggio di rete: ({status:"connected", type:"netstatus"}) Net client: Received message CSrvHandshakeMessage { m_Magic: 1349714239, m_ProtocolVersion: 16842776, m_SoftwareVersion: 16842776 } of size 15 from server Net client: Received message CSrvHandshakeResponseMessage { m_UseProtocolVersion: 16842776, m_Flags: 1, m_GUID: CE004EBBD8A5CE03 } of size 31 from server Messaggio di rete: ({meanRTT:429, warntype:"server-latency", type:"netwarn"}) Net client: Received message CAuthenticateMessage { m_Name: , m_Password: [secret], m_ControllerSecret: [secret] } of size 13 from server Net client: Received message CAuthenticateResultMessage { m_Code: 1, m_HostID: 22, m_IsController: 0, m_Message: Logged in } of size 30 from server Net: Authentication result: host=22, Logged in Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: 00C51875BADFB944, m_Name: Bakixeddu (1417), m_PlayerID: 1, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 }, { m_GUID: F7B5EF56A8DF2F37, m_Name: Cedric_O (1548), m_PlayerID: 7, m_Status: 0 } } } of size 159 from server Messaggio di rete: ({rejoining:true, status:"authenticated", type:"netstatus"}) Messaggio di rete: ({newAssignments:{'00C51875BADFB944':{status:0, player:1, name:"Bakixeddu (1417)"}, CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}, F7B5EF56A8DF2F37:{status:0, player:7, name:"Cedric_O (1548)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: 00C51875BADFB944, m_Name: Bakixeddu (1417), m_PlayerID: 1, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 } } } of size 105 from server Messaggio di rete: ({newAssignments:{'00C51875BADFB944':{status:0, player:1, name:"Bakixeddu (1417)"}, CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: 00C51875BADFB944, m_Name: Bakixeddu (1417), m_PlayerID: 1, m_Status: 0 }, { m_GUID: 0ACC05EBF77D0A0E, m_Name: ali_96 (1473), m_PlayerID: 4294967295, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 } } } of size 155 from server Messaggio di rete: ({newAssignments:{'00C51875BADFB944':{status:0, player:1, name:"Bakixeddu (1417)"}, '0ACC05EBF77D0A0E':{status:0, player:-1, name:"ali_96 (1473)"}, CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: 00C51875BADFB944, m_Name: Bakixeddu (1417), m_PlayerID: 1, m_Status: 0 }, { m_GUID: 0ACC05EBF77D0A0E, m_Name: ali_96 (1473), m_PlayerID: 4294967295, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 }, { m_GUID: F14221D29F75D51A, m_Name: Gladiator_7050 (1352), m_PlayerID: 4, m_Status: 0 } } } of size 221 from server Messaggio di rete: ({newAssignments:{'00C51875BADFB944':{status:0, player:1, name:"Bakixeddu (1417)"}, '0ACC05EBF77D0A0E':{status:0, player:-1, name:"ali_96 (1473)"}, CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}, F14221D29F75D51A:{status:0, player:4, name:"Gladiator_7050 (1352)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: 00C51875BADFB944, m_Name: Bakixeddu (1417), m_PlayerID: 1, m_Status: 0 }, { m_GUID: 0ACC05EBF77D0A0E, m_Name: ali_96 (1473), m_PlayerID: 4294967295, m_Status: 0 }, { m_GUID: 1E3F435B702950A5, m_Name: Cedric_O (1548), m_PlayerID: 7, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 }, { m_GUID: F14221D29F75D51A, m_Name: Gladiator_7050 (1352), m_PlayerID: 4, m_Status: 0 } } } of size 275 from server Messaggio di rete: ({newAssignments:{'00C51875BADFB944':{status:0, player:1, name:"Bakixeddu (1417)"}, '0ACC05EBF77D0A0E':{status:0, player:-1, name:"ali_96 (1473)"}, '1E3F435B702950A5':{status:0, player:7, name:"Cedric_O (1548)"}, CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}, F14221D29F75D51A:{status:0, player:4, name:"Gladiator_7050 (1352)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: 00C51875BADFB944, m_Name: Bakixeddu (1417), m_PlayerID: 1, m_Status: 0 }, { m_GUID: 1E3F435B702950A5, m_Name: Cedric_O (1548), m_PlayerID: 7, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 }, { m_GUID: F14221D29F75D51A, m_Name: Gladiator_7050 (1352), m_PlayerID: 4, m_Status: 0 } } } of size 225 from server Messaggio di rete: ({newAssignments:{'00C51875BADFB944':{status:0, player:1, name:"Bakixeddu (1417)"}, '1E3F435B702950A5':{status:0, player:7, name:"Cedric_O (1548)"}, CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}, F14221D29F75D51A:{status:0, player:4, name:"Gladiator_7050 (1352)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: 1E3F435B702950A5, m_Name: Cedric_O (1548), m_PlayerID: 7, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 }, { m_GUID: F14221D29F75D51A, m_Name: Gladiator_7050 (1352), m_PlayerID: 4, m_Status: 0 } } } of size 169 from server Messaggio di rete: ({newAssignments:{'1E3F435B702950A5':{status:0, player:7, name:"Cedric_O (1548)"}, CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}, F14221D29F75D51A:{status:0, player:4, name:"Gladiator_7050 (1352)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 }, { m_GUID: F14221D29F75D51A, m_Name: Gladiator_7050 (1352), m_PlayerID: 4, m_Status: 0 } } } of size 115 from server Messaggio di rete: ({newAssignments:{CE004EBBD8A5CE03:{status:0, player:8, name:"alre (1454)"}, F14221D29F75D51A:{status:0, player:4, name:"Gladiator_7050 (1352)"}}, type:"players"}) Net client: Received message CPlayerAssignmentMessage { m_Hosts: { { m_GUID: BFD53CD07A29F0EE, m_Name: Bakixeddu (1417), m_PlayerID: 1, m_Status: 0 }, { m_GUID: CE004EBBD8A5CE03, m_Name: alre (1454), m_PlayerID: 8, m_Status: 0 }, { m_GUID: F14221D29F75D51A, m_Name: Gladiator_7050 (1352), m_PlayerID: 4, m_Status: 0 } } } of size 171 from server Net client: Received message CFileTransferRequestMessage { m_RequestID: 1 } of size 7 from server
  18. As long as it's a reasonable equivalent to Star Craft i'm fine with it
  19. Why would it be better to have a text document in another place? I guess you can do all that in an orderly fashion in issues, or here ?
  20. Dealing with some stuff. Trying to make the best of it. Well technically such a windows pc doesn't exist But for the same characteristics i think the mac is alright. Dedicated gpu would help. Well I can't say for sure.
  21. It will work. It will however not be as optimized as it could but it should run okay (It's using an x64 build not an ARM build)
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