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Posts
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Everything posted by Stan`
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Looks like a nvtt crash. Can't show the full callstack cause it's a custom build and I don't have the exe and pdb. > nvtt.dll!nvtt::Surface::setImage(nvtt::InputFormat format, int w, int h, int d, const void * data) Line 682 C++ nvtt.dll!nvtt::Compressor::Private::compress(const nvtt::InputOptions::Private & inputOptions, const nvtt::CompressionOptions::Private & compressionOptions, const nvtt::OutputOptions::Private & outputOptions) Line 263 C++ nvtt.dll!nvtt::Compressor::process(const nvtt::InputOptions & inputOptions, const nvtt::CompressionOptions & compressionOptions, const nvtt::OutputOptions & outputOptions) Line 115 C++ pyrogenesis.exe!0056b9fc() Unknown pyrogenesis.exe![Frames below may be incorrect and/or missing, no symbols loaded for pyrogenesis.exe] Unknown pyrogenesis.exe!0056bc72() Unknown pyrogenesis.exe!003baaea() Unknown pyrogenesis.exe!003ba8ea() Unknown ucrtbase.dll!76b84f9f() Unknown kernel32.dll!776bfa29() Unknown ntdll.dll!77ba7a9e() Unknown ntdll.dll!77ba7a6e() Unknown
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A25 Feedbacks from testing
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
cc @wraitii sounds like we missed some cases ? ^ -
art.zip
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Yes and no. You can play around with the lock cull camera option and see that some shadows are rendered outside.
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@vladislavbelov asked me to create this poll to discuss the new cascade shadow feature. The goal of this poll is to determine whether it's better to have a good performance and good quality shadows BUT a visible line of shadows. or whether it's better to have a lower shadow quality, a bigger distance, and worse performance You can check this by setting the shadow cutoff distance to 500. https://trac.wildfiregames.com/ticket/6221#comment:3
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How to Give units 2 attack types
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
See: https://code.wildfiregames.com/D368 for a possible implementation. -
0 A.D. Social Media Accounts (We need you!)
Stan` replied to Sundiata's topic in Announcements / News
I pinged @psypherium -
A25 Feedbacks from testing
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Fixed in https://code.wildfiregames.com/rP25773 thanks. -
You're welcome! Hope the kids still enjoy it!
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Alt + G
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Funny that's like the original concept
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===[TASK]=== Ptolemaic Tarantine Cavalry (Mercenary Tarantine Settler)
Stan` replied to Hidan's topic in Official tasks
Yeah cause they have that peltast shield with a wave in the middle . -
===[TASK]=== Ptolemaic Tarantine Cavalry (Mercenary Tarantine Settler)
Stan` replied to Hidan's topic in Official tasks
Should be easy to fix by changing the shield orientation slightly I suppose. -
Actually no. I implemented that feature for @wowgetoffyourcellphone All you have to do is define points on the fortress template. No art required.
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Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
If you have played the last bundled you've tested pathfinder threadings. But yeah there are a few other things we might thread or make use the new threadpool. I'm not sure we batch paths although maybe when you use formations. -
A25 Feedbacks from testing
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Can you upload your interestinglog.html? -
What's the precolonial period ?
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A25 Feedbacks from testing
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
What error? -
A25 Feedbacks from testing
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Looks like @wowgetoffyourcellphone's bugfeature exploited :/