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Everything posted by Stan`
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Try to put it in 0AD install folder.
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Did they have axemen ?
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Where did you put it ?
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What is the name of your mod folder ?
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Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Well yeah. If simulation scripts are engine so is AI if the AI was cpp the question wouldn't be asked -
Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Splitting means making sure we don't have hardcodings. Scenarios should be in the mods they depend on. AI should not depend on mods. And is part of the engine. -
Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Correct I guess that's why we have mod dependencies ? -
Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Putting stuff in mod could work too. I just wanted a clear separation between engine and optional stuff. You can live without having terrain textures and trees. Harder to live without the code. Worth noting that modmod is not packaged in the windows alpha 23 release (as in not zipped) that would have to be fixed. We shouldn't also include the test folders. -
Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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. -
Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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 -
Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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. -
> 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.
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Looking at the code it should.
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Did they wear hoodies ?
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Additional lighting in engine
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
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. -
Additional lighting in engine
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
"Ultra" Option maybe ? Well it looks already gorgeous with the campfires. Why not ? Do you have a patch somewhere @aeonios Ping Which one ? -
Thank you.
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@feneur Can they be unarchived?
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Oniversalis : Age of Exploration [NEW TOPIC PAGE]
Stan` replied to Dan The Strategist's topic in Game Modification
@Palaiogos first post. -
Oniversalis : Age of Exploration [NEW TOPIC PAGE]
Stan` replied to Dan The Strategist's topic in Game Modification
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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
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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 ?
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That's too big for a Civic Center :/
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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
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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
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