Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.038
  • Joined

  • Last visited

  • Days Won

    525

Everything posted by Stan`

  1. @Genava55 I thought Alésia was kind of hard to locate ?
  2. Hello, Thanks for the report. Looking at the call stack I'd say this is the GLSL bug again. Try disabling GLSL and postprocessing in the game's option, and try to launch a game. That should work. For further reference here is the call stack. > pyrogenesis.exe!PerformErrorReaction(ErrorReactionInternal er=ERI_BREAK, unsigned int flags=0, volatile int * suppress=0x00000000) Line 426 C++ Symbols loaded. pyrogenesis.exe!debug_DisplayError(const wchar_t * description=0x007dd798, unsigned int flags=0, void * context=0x007ddfa8, const wchar_t * lastFuncToSkip=0x016a3f38, const wchar_t * pathname=0x007ddcb0, int line=0, const char * func=0x007dc790, volatile int * suppress=0x00000000) Line 483 C++ Symbols loaded. pyrogenesis.exe!wseh_ExceptionFilter(_EXCEPTION_POINTERS * ep=0x007dde1c) Line 289 C++ Symbols loaded. pyrogenesis.exe!CallStartupWithinTryBlock() Line 365 C++ Symbols loaded. msvcr120.dll!60bd2aa5() Unknown Non-user code. Cannot find or open the PDB file. [Frames below may be incorrect and/or missing, no symbols loaded for msvcr120.dll] Unknown No symbols loaded. msvcr120.dll!60bd2b33() Unknown Non-user code. Cannot find or open the PDB file. pyrogenesis.exe!_except_handler4(_EXCEPTION_RECORD * ExceptionRecord, _EXCEPTION_REGISTRATION_RECORD * EstablisherFrame, _CONTEXT * ContextRecord, void * DispatcherContext) Line 91 C Non-user code. Symbols loaded. pyrogenesis.exe!CShaderProgramGLSL::Link() Line 380 C++ Symbols loaded.
  3. Thanks @Wijitmaker, @elexis and @(-_-) it will be useful for my presentation, when I get to work on it again...
  4. Well being underrated is actually a good thing, it's better than being overrated
  5. Just double click on Millenniumad save config then relaunch the game
  6. Well LUA is usually the performance choice for scripting. Do you happen to have a link to a thread where we explain why we did choose one over another ? I get that question a lot and I don't have a solid answer. Js is not slow by itself. It's the interfacing that slows things down. Also having multiple ha contexts/threads would help. Currently only the AI and maybe the aGUI are separated. @Sundiata well it does help a lot for static meshes grass trees props. However low poly count LODs and some other tricks might help more. The issue with units is that they are moving so their geometry is different due to variations their textures and props are different so it might not be instanced. But combined with loss and the old mesh one could reduce the performance strain by changing the actor depending on the zoom.
  7. Thank you ! glad you enjoy the mod, and thanks for the screenshots.
  8. @user1 @Hannibal_Barca Can you give us some input ?
  9. Actually there is. Currently we are redacting the Privacy Policy and the terms of service for it. @Itms and @elexis are on it.
  10. So 96% Multithreading → We don't have Navigation Meshes → We don't have Lods → We don't have Advanced Particles → We don't have. Instancing → We don't have
  11. Can you have been temporarily banned because of the following reasons ? Bad language, Multiple accounts,
  12. 200ms SinglePlayer 500ms Multiplayer Those might increase depending on the game load
  13. Well you can change the hotkey by manually editing the config file, switching to a qwerty layout might also work
  14. We use an ECS. Each of the object in the game have a bunch of components. A health component, a UnitAI component a sound Component etc. The title of the video is a bit misleading. What they do is optimize the scene on the fly using LODs (Which we don't have and are also Components (One could add that component to every entity and switch meshes on the fly depending on the zoom level)) GL optimizations (which we can't use because of the old opengl version) Multithreading which we only partially have. And finally they optimize stuff for platforms.
  15. @LordGood Missing file 'art/textures/skins/gaia/cattails.png' referenced by: 'public/art/actors/props/flora/cattails.xml'
  16. No, I know that we won't be able to fix everything that one might want. But asking is the first step. Then you can't blame people for not telling you.
  17. Would you mind to elaborate on the circumstances you'd like to see changing ?
  18. Oh okay, sorry about that. You can still ask questions here then we'll do our best to answer them.
  19. I don't know if @(-_-) still plans to work on the feature https://code.wildfiregames.com/D1642 You can compile it yourself in the meantime to test things for your mod
  20. @ramtzok1 Btw how did it go with the Fork AD developers did you get answer for all your questions ?
×
×
  • Create New...