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Everything posted by Stan`
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What is in the boonGUI folder?
- 510 replies
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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 -
Weird. I suppose you can also use the change perspective option?
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Did you enable cheats?
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To debug it I need the crash files. For both A25b and the christmas bundle.
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What nwtour said, also welcome and thanks for trying the game on FreeBSD
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@Esteve Can you upload the crashlog files with that option? Can you try this version ?
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Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Can you upload the log, please? -
Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
@Yekaterina what's the error? -
Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
The syntax <Entity parent="civ/han|template_unit_infantry_melee_spearman"> is valid. In that case civ/han is a mixin, in other terms it's a partial template. We have to understand why we added it in the first place before removing it. Maybe the person who added it wanted Han units to have common properties. -
@Esteve can you try to disable fullscreen? https://trac.wildfiregames.com/wiki/GameDataPaths Open the user.cfg file and add windowed = true.
