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Stan`

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Everything posted by Stan`

  1. We usually you'd take a cc0 reference, or try to reuse one of the game's textures / models and then make it a transparent prop prop_garrisoned and prop_projectile
  2. I think it's because of screen scaling. He can try :
  3. Mmmh, sound detection is only done once, at the game start. if it picks the wrong soundcard then you will get no sound. There is a ticket for it but Soundcard hotplug is a bit hard to do.
  4. 1. Yes it's cool, and in theory could be done, problems would arise when attacking other animals. 2. What time? Depleted could be done just like health damage. Maybe something for @Freagarach 3. Mines need an upgrade, I just need more artists 4. ^ 5. Not sure what to do there 6. Could be modded using variants (e.g. something like cmpVisual.SetVariant("Ripe"))
  5. Stan`

    Game Crash

    > ig9icd32.dll!5f5c97ad() Inconnu ig9icd32.dll![Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour ig9icd32.dll] Inconnu ig9icd32.dll!5f03ecfb() Inconnu ig9icd32.dll!5f732e40() Inconnu ig9icd32.dll!5f82d4fb() Inconnu pyrogenesis.exe!CShaderProgramGLSL::Bind() Ligne 515 C++ pyrogenesis.exe!CShaderProgramGLSL::Link() Ligne 390 C++ pyrogenesis.exe!CShaderProgramGLSL::Reload() Ligne 494 C++ pyrogenesis.exe!CShaderManager::NewProgram(const char * name=0x005820e4, const CShaderDefines & baseDefines, std::shared_ptr<CShaderProgram> & program={...}) Ligne 272 C++ pyrogenesis.exe!CShaderManager::LoadProgram(const char * name=0x005820e4, const CShaderDefines & defines) Ligne 69 C++ pyrogenesis.exe!`anonymous namespace'::GetOverlayLineShader(const CShaderDefines & defines) Ligne 53 C++ pyrogenesis.exe!OverlayRenderer::RenderTexturedOverlayLines() Ligne 448 C++ pyrogenesis.exe!OverlayRenderer::RenderOverlaysAfterWater() Ligne 425 C++ pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor={...}) Ligne 1399 C++ pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Ligne 1714 C++ pyrogenesis.exe!CGameView::Render() Ligne 240 C++ pyrogenesis.exe!Render() Ligne 240 C++ pyrogenesis.exe!CGame::ReallyStartGame() Ligne 319 C++ pyrogenesis.exe!ProgressiveLoad() Ligne 309 C++ pyrogenesis.exe!Frame() Ligne 394 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00b3bd10) Ligne 692 C++ pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00b3bd10) Ligne 743 C++ pyrogenesis.exe!___delayLoadHelper2@8() C [Cadre en ligne] pyrogenesis.exe!invoke_main() Ligne 90 C++ pyrogenesis.exe!__scrt_common_main_seh() Ligne 288 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Ligne 365 C++ kernel32.dll!7769fa29() Inconnu ntdll.dll!77d47c7e() Inconnu ntdll.dll!77d47c4e() Inconnu Something for @vladislavbelov according to disabling glsl should fix it.
  6. > ig9icd32.dll!7261644d() Inconnu ig9icd32.dll![Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour ig9icd32.dll] Inconnu ig9icd32.dll!7208ce0b() Inconnu ig9icd32.dll!7277f890() Inconnu ig9icd32.dll!7287a13b() Inconnu pyrogenesis.exe!CShaderProgramGLSL::Bind() Ligne 515 C++ pyrogenesis.exe!CShaderProgramGLSL::Link() Ligne 390 C++ pyrogenesis.exe!CShaderProgramGLSL::Reload() Ligne 494 C++ pyrogenesis.exe!CShaderManager::NewProgram(const char * name=0x004f20e4, const CShaderDefines & baseDefines, std::shared_ptr<CShaderProgram> & program={...}) Ligne 272 C++ pyrogenesis.exe!CShaderManager::LoadProgram(const char * name=0x004f20e4, const CShaderDefines & defines) Ligne 69 C++ pyrogenesis.exe!`anonymous namespace'::GetOverlayLineShader(const CShaderDefines & defines) Ligne 53 C++ pyrogenesis.exe!OverlayRenderer::RenderTexturedOverlayLines() Ligne 448 C++ pyrogenesis.exe!OverlayRenderer::RenderOverlaysAfterWater() Ligne 425 C++ pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor={...}) Ligne 1399 C++ pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Ligne 1714 C++ pyrogenesis.exe!CGameView::Render() Ligne 240 C++ pyrogenesis.exe!Render() Ligne 240 C++ pyrogenesis.exe!CGame::ReallyStartGame() Ligne 319 C++ pyrogenesis.exe!ProgressiveLoad() Ligne 309 C++ pyrogenesis.exe!Frame() Ligne 394 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x009cc028) Ligne 692 C++ pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x009cc028) Ligne 743 C++ pyrogenesis.exe!___delayLoadHelper2@8() C [Cadre en ligne] pyrogenesis.exe!invoke_main() Ligne 90 C++ pyrogenesis.exe!__scrt_common_main_seh() Ligne 288 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Ligne 365 C++ kernel32.dll!75b7fa29() Inconnu ntdll.dll!77077c7e() Inconnu ntdll.dll!77077c4e() Inconnu Given the above callstack, I think it's for @vladislavbelov
  7. Looks like a bug with gcc. What version do you have ?
  8. The callstack we need to know what crashed Could be anything. Try disabling GLSL and postprocessing in the game options (first postproc then glsl)
  9. No textures aren't kept. One texture per dae only. You need to create xml files to match textures and dae
  10. I'm adding @Freagarach @wraitii who worked on them. As far as I know it's not possible to add an actor on the fly so you won't be able to make particles pop (please note that particles are not displayed on all computers (if they have them disabled)) so it might give some players an unfair advantage; We currently do not support multiple states at the same time, so you can't be burnt+poisoned without hacking stuff around. And the code currently doesn't do anything actor wise. <group> <variant frequency="1" name="idle"/> <!-- None of this currently works but that's how it should be done. --> <variant frequency="1" name="poisoned"> <props> <prop actor="poison.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <!-- The two things below would be a hack --> <variant frequency="1" name="burnt+poisoned"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="poisoned+burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> </group>
  11. He's been there for longer than you and probably I. Snaps aren't hard to install.
  12. The “WFG” PPA is maintained solely by ricotz an Ubuntu maintainer. He has problems compiling the game (Mostly spidermonkey) with Ubuntu's special hardening flags and as of three weeks ago he still hasn't found a solution. Fabio's ppa works because he doesn't use those flags. So, until this is resolved with the Spidermonkey developpers it is unlikely it will get updated. Sorry for the inconvenience.
  13. Textures I asked like 10 times. Maybe he has a plan
  14. Sure... It sucks to redo the work
  15. Lordgood made fancy ones... Will break the CI. Missing files.
  16. Yayoi would be better, if only we had their buildings We could but some stuff like rally points need a "meta" mod
  17. terra magna > han_china > xiongnu > public > mod. But technically you could do terra magna > xiongnu > han_china > public > mod.
  18. They are, I'm just not sure about how to package terra magna because of it. We could upload three mods on mod.io and use the dependency system, but I'm afraid that's too techy. Especially since the order of mods matter.
  19. Extracting assets is harder when it's mixed with other civilizations
  20. The goal was for them to be in Vanilla. But it's almost impossible to do it while it's deeply nested in a mod.
  21. Mostly I need help. MilleniumAD broke the AI, because of all the techs changes, and at this point I suppose the safest would be to make it play like vanilla which isn't so great. Ponies Ascendant is mostly good, need a release announcement. There are some little graphic bugs but nothing too serious Terra Magna, Now that's a tough one, since I split the han I'm not sure what to do with it. Pyrogenesis 1866 - Need more buildings/units to be playable Pyrogenesis 1944 - Need more buildings/units to be playable Stella Artis - Need more buildings/units to be playable Dwarves - Need more buildings/units to be playable Aristeia - Needs heavy testing and probably some fixes.
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