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Stan`

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

  1. Yeah. That's what I was hoping for Modmod -> Engine stuff and gui pages and shaders. Public -> Eyecandy art and generic art Empire_Ascendant -> 13 civs + their specific eyecandy. Empire_Besieged aka Part II -> Part 2 stuff.
  2. Yeah hopefully the re-release is not far enough. This release put some strain on the team and I think some people are taking a step back to cool off and some others are just busy with real life. Thanks I agree. The 13 civs assets should be moved to such a folder and the rest ( the code, fauna, flora) could stay in the public mod. Maybe could be part of the engine split @Itms @elexis
  3. Those are good ideas. Maybe @Prodigal Son could consider some of them for the design document. It's missing sockets I wish you had a coding team working on DE as well.
  4. > pyrogenesis.exe!CShaderTechnique::BeginPass(int pass=0) Line 134 C++ Symbols loaded. pyrogenesis.exe!CLogger::Render() Line 215 C++ Symbols loaded. pyrogenesis.exe!Render() Line 263 C++ Symbols loaded. pyrogenesis.exe!Frame() Line 416 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00cb0008) Line 632 C++ Symbols loaded. pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00cb0008) Line 678 C++ Symbols loaded. pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00cb0008) Line 126 C Symbols loaded. pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x0072ac48, unsigned short * wenvp=0x00738f70) 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!74f88484() Unknown Non-user code. Symbol loading disabled by Include/Exclude setting. [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Annotated Frame Looking at the call stack, disabling GLSL and postprocessing should do the trick.
  5. Looking at the code it should.
  6. Also it's worth noting that Pyrogenesis should be a standalone engine. Just because 0 A.D. cannot handle it doesn't mean the engine shouldn't support it. IMHO the engine split would be great for that.
  7. "Ultra" Option maybe ? Well it looks already gorgeous with the campfires. Why not ? Do you have a patch somewhere @aeonios Ping Which one ?
  8. I was going for this when I made the tavern https://www.google.fr/amp/s/amp.usatoday.com/amp/80506030?source=images Original thread ( You can see the old model it replaced) I don't know if you can access those but a few resources from the past Bonus for @Sundiata About the temple I'm not against keeping stuff
  9. Yeah sure. But for that it's good if you exhaust all the sources. There might be other threads on the forums that have some pieces of truth. It's impossible but we will still try our best About the tavern you basically want me to trash it and make a new one correct ?
  10. Okay. Maybe I'll get some motivation this week. What part of the building should the cc be ? Yeah I'm planning that using the previous off. If you have suggestions btw feel free to share
  11. It doesn't look like it on the picture but it's already pretty big. The green walkway was an experiment with the moldy stone texture. I could try with red pillars though I don't know if it would make sense considering we do not do that anywhere else in the gaul civ
  12. @Genava55 have looked at the following threads ? There are some common references to your pdf, nice work btw.
  13. Cause Everything is currently frozen until we are GDPR compliant. Then the public mod hadn't changed much in the past years due to a lot of reasons but mainly lack of manpower. We're not closed to solutions. We just don't always have the capacity to process it.
  14. @wowgetoffyourcellphone Actually I'm not sure they are, look at the image preview, there is a lot of noise on the corners.
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