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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Well it should be in an imperial roman folder so... I don't know.
  2. Well that's a visual effect petra don't actually see the map. But it know where its enemies are
  3. What if you add them to the wallset ?
  4. I think @Itms disabled the autobuild for windows compiler migration.
  5. Well you can keep a copy but I'll move it to old public most probably. The game is getting hug with all the added actors Also nothing's really lost you can just revert
  6. Well currently the AI commands are not written to the replay there is a ticket and a patch for that by @Sandarac. But if you manage to send the commands on the network I guess it can. The only issue is that the ai has a revealed map. Maybe @elexis or @wraitii know more.
  7. Even if it inherits from the wall tower template ? In the dwarves mod (unreleased tm) I made the fortress around the long wall piece. You can upgrade the wall into a fortress for a fee. I need to change the foot print code and manage to offset the obstruction and it would work
  8. I'm not doing the basillica I'm doing the other one the basilica looks too much like the current building...
  9. Well they did make massive walls
  10. Yeah, maybe one day we will have navmeshes when @wraitii is finished with the pathfinder, so we can have bridges, and we can also reuse the celt sloped walls
  11. GLSL BUG > ig8icd32.dll!5de0caa1() Unknown Non-user code. No matching binary found. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Unknown No symbols loaded. pyrogenesis.exe!CShaderProgramGLSL::Link() Line 380 C++ Symbols loaded. pyrogenesis.exe!CShaderProgramGLSL::Reload() Line 465 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::NewProgram(const char * name=0x004fec3c, const CShaderDefines & baseDefines={...}, std::shared_ptr<CShaderProgram> & program={...}) Line 271 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadProgram(const char * name=0x004fec3c, const CShaderDefines & defines={...}) Line 68 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::NewEffect(const char * name=0x00576da0, const CShaderDefines & baseDefines={...}, std::shared_ptr<CShaderTechnique> & tech={...}) Line 545 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadEffect(CStrIntern name={...}, const CShaderDefines & defines1={...}, const CShaderDefines & defines2={...}) Line 369 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadEffect(CStrIntern name={...}) Line 351 C++ Symbols loaded. pyrogenesis.exe!SkyManager::RenderSky() Line 262 C++ Symbols loaded. pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor={...}) Line 1538 C++ Symbols loaded. pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Line 1897 C++ Symbols loaded. pyrogenesis.exe!CGameView::Render() Line 489 C++ Symbols loaded. pyrogenesis.exe!Render() Line 223 C++ Symbols loaded. pyrogenesis.exe!CGame::ReallyStartGame() Line 319 C++ Symbols loaded. pyrogenesis.exe!ProgressiveLoad() Line 279 C++ Symbols loaded. pyrogenesis.exe!Frame() Line 364 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00810008) Line 634 C++ Symbols loaded. pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00810008) Line 680 C++ Symbols loaded. pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00810008) Line 126 C Symbols loaded. pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x0054edf8, unsigned short * wenvp=0x00557d98) Line 151 C Symbols loaded. pyrogenesis.exe!__tmainCRTStartup() Line 623 C Non-user code. Symbols loaded. pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ Symbols loaded. kernel32.dll!76d38494() Unknown Non-user code. No matching binary found. OS : Win8.1 (6.3.9200) CPU : x86, Intel Celeron N3060 @ 1.60GHz (1x2x1), 1.60 GHz Memory : 4096 MiB; 1442 MiB free Graphics Card : Intel Intel(R) HD Graphics 400 OpenGL Drivers : 4.4.0 - Build 20.19.15.4835; OpenGL 4.4.0 - Build 20.19.15.4835 Video Mode : 1366x768:32 Sound Card : OpenAL Soft on Altavoz/Auricular (Realtek High Definition Audio); Sound Drivers : 1.1 ALSOFT 1.17.1
  12. Merged with this thread. @Hannibal_Barca, @user1
  13. Just found this in @Wijitmaker's files maybe there can be some ideas in there.
  14. 2. Yes you can bundle another AI as a mod. That's what @agentx did with his AI a long time ago now.
  15. Stan`

    "DDOS"?

    Well you said the entire lobby so I assumed it was the XMPP server Okay. @elexis Yeah which is why the moderators need to identify them.
  16. Stan`

    "DDOS"?

    Indeed it is not. Since you seem to have information on that person, maybe @user1 @Hannibal_Barca may do something. Would be nice to know if his IP was used to create a DoS on your router. Maybe he didn't use a VPN. Any fix of the sort on the actual lobby @user1, @Dunedan ?
  17. Stan`

    "DDOS"?

    To be pedantic it cannot be a DDoS (distributed denial of service) if there is only one computer doing the deed. It would be nice to have actual proof someone is trying to cause denial of service. Do you have any logs on your router to support your claim ? I'm not saying you are lying, but not much can be done without proof unfortunately.
  18. Stan`

    "DDOS"?

    I believe @ffm has a fix for the network lag maybe he even recompiled the game with some more fixes. Due to the netclient not being threaded if there is too much timeout it might freeze the game and cause disconnection. @elexis has a patch for this.
  19. Well it depends on whether they are domestic or not. But one could make units go wild
  20. some animals ignore all orders no ?
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