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Posts
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Everything posted by Stan`
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===[COMMITTED]=== Siege Artillery Rework
Stan` replied to Alexandermb's topic in Completed Art Tasks
@Alexandermb In case you didn't know the engine also supports animations variants for packing and unpacking. Thanks @Angen for noticing. Pack.prototype.Pack = function() { if (this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": true }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("packing", true, 1.0, "packing"); }; Pack.prototype.Unpack = function() { if (!this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": false }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("unpacking", true, 1.0); }; -
Heh! Not nice
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Unfortunately, we are in so many location that it'd be difficult for us to gather in one place. In february it will be the most of us in one place since ever...
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Do you think people would show up for a Q&A livestream? I could consider doing something like that. I'm afraid people would only come to troll or complain about lag... And we'd end up looking like this
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Tell them we are doing the best we can to release another version but that it might take a few more months...
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@Beise I created the remaining pages. keep up the great work! https://trac.wildfiregames.com/wiki/Translation_DE/Manual_Quickstart_PlayedRTS https://trac.wildfiregames.com/wiki/Translation_DE/Manual_MainMenu https://trac.wildfiregames.com/wiki/Translation_DE/Manual_Buildings https://trac.wildfiregames.com/wiki/Translation_DE/Manual_Units https://trac.wildfiregames.com/wiki/Translation_DE/HotKeys https://trac.wildfiregames.com/wiki/Translation_DE/Manual_Terminology https://trac.wildfiregames.com/wiki/Translation_DE/Manual_Settings https://trac.wildfiregames.com/wiki/Translation_DE/Manual_Cheats
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Trying to compile game on Mac
Stan` replied to codefisher's topic in Game Development & Technical Discussion
Given that Mac OS Catalina was released afterwards I'd have a tendency to say we should go for the latest in this case. -
===[COMMITTED]=== Siege Artillery Rework
Stan` replied to Alexandermb's topic in Completed Art Tasks
@Sundiata Is this worth a facebook share? -
Trying to compile game on Mac
Stan` replied to codefisher's topic in Game Development & Technical Discussion
@asterix how do you know? Did you try a more recent version? -
Trying to compile game on Mac
Stan` replied to codefisher's topic in Game Development & Technical Discussion
I thinks that's a SDL bug :/ We need to change the script to download a more recent version >= 2.0.9 glad you got it working @codefisher have you tried fullscreen ? -
Okay will do tomorrow.
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Trying to compile game on Mac
Stan` replied to codefisher's topic in Game Development & Technical Discussion
@codefisher can you try to add --disable-guile in the configure part of the script line 563 then try to rebuild the libs ? -
@Itms is a bit busy but I haven't been able to reach @Doktoreus... I guess there are no guidelines for the documentation though maybe one could create a page if needed. As a general note I'd say stick with whatever is currently done.
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Trying to compile game on Mac
Stan` replied to codefisher's topic in Game Development & Technical Discussion
Okay, it must have failed before, because that usually means ./build-osx-libs.sh failed. You can try uncomenting line 22 and commenting line23 -
I don't know about economic prizes that would have to be approved by the treasury committee but if you are in Europe and want to meet us, People can do so at FOSDEM in 2020 https://fosdem.org/2020/
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Trying to compile game on Mac
Stan` replied to codefisher's topic in Game Development & Technical Discussion
If you are on a mac you should use darwin ssl. You could try those scripts. I made them when I was compiling the game on mac Os My SVN folder is called 0ad and the scripts are at the root build-0ad-dmg.sh does the following cleans clear and revert the repo. then patches SVN using patch-libs-osx.patch (It should be tweaked to only change the version) because I hadn't installed curl with brew, and SSL would break...* then it runs the build bundle script then copies the python file used to create the dmg into the generated 0ad-export folder then renames the file from 0ad.app to 0 A.D.app because the script can't do that directly then runs the python script (you need to install https://pypi.org/project/dmgbuild/) After that step you should get a fully working dmg for release with only one command. The 0AD-build-script.sh file is just so that I don't have to remember where to cd everytime when not building a bundle. You should use that one @codefisher Archive.zip -
Comment récupéré le mot de passe ou le changer
Stan` replied to Pompeinus's topic in Help & Feedback
Ca va prendre un peu de temps, sorry. Il n'y a que user1 qui peut t'aider :/ -
Comment récupéré le mot de passe ou le changer
Stan` replied to Pompeinus's topic in Help & Feedback
@Pompeinus Bonjour et bienvenue sur le forum @user1 This user wants to change his username and or password. Can you help him? -
> atioglxx.dll!0842a2dd() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll] pyrogenesis.exe!CPostprocManager::ApplyBlurDownscale2x(unsigned int inTex, unsigned int outTex, int inWidth, int inHeight) Line 249 C++ pyrogenesis.exe!CPostprocManager::ApplyBlur() Line 351 C++ pyrogenesis.exe!CPostprocManager::ApplyPostproc() Line 502 C++ pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor) Line 1591 C++ pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Line 1897 C++ pyrogenesis.exe!CGameView::Render() Line 489 C++ pyrogenesis.exe!Render() Line 223 C++ pyrogenesis.exe!CGame::ReallyStartGame() Line 319 C++ pyrogenesis.exe!ProgressiveLoad() Line 279 C++ pyrogenesis.exe!Frame() Line 364 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 634 C++ pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 680 C++ pyrogenesis.exe!main_utf8(int argc, char * * argv) Line 126 C pyrogenesis.exe!wmain(int argc, unsigned short * * wargv, unsigned short * wenvp) Line 151 C [External Code] pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ kernel32.dll!759c343d() Unknown Can you disable GLSL in the game options?
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Well I guess the same as the total war series.
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It's committed thanks.
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Usually they are (Actually most of the time), but our engine supports using the color channel and the alpha channel to do stuff.
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Does it work as well if the specular has actual color? Thanks a lot for testing