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Stan`

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Everything posted by Stan`

  1. Thanks for the report. Please note that your image link has expired for some reason. The issue comes from the remastered version of the Persian Texture made by @Enrique which, while having a significant number of improvements have some new issues. Notice the (correctly) exported alpha channels are different. I finally found a way to export them correctly which means we can now export the old DDS textures to PNG as needed. The Persian texture will be the first, once it is fixed. Also notice the textures without alpha channels are different. To do the export properly open blender, import the DDS texture, save it as a PNG with Alpha, open it in Gimp, Click on the layer -> Add mask -> Alpha Channel Transfer. You can then copy paste that mask layer as needed to keep the good transparency. @LordGood @wowgetoffyourcellphone Can any of you fix the texture ? keeping the best of both worlds ?
  2. That's weird but maybe you could edit the map XML file to remedy that.
  3. I guess your laptop runs hot. You could probably get a table top cooler for a few bucks. The X200 is an old computer so maybe it needs to be dusted.
  4. @elexis Sadly the string that the game fails to parse is not stored properly in the dump it seems and the only thing I know about it is that it has a length of 101.
  5. Hello @Arctic Song and welcome to the forums. Sorry for the delayed answer. Here is the call stack of the crash: > pyrogenesis.exe!wtruncate(const Path & pathname={...}, __int64 length=101) Line 285 C++ Symbols loaded. pyrogenesis.exe!io::Store<io::DefaultCompletedHook,io::DefaultIssueHook>(const Path & pathname={...}, const void * data=0x10621000, unsigned int size=101, const io::Parameters & p={...}, const io::DefaultCompletedHook & completedHook={...}, const io::DefaultIssueHook & issueHook={...}) Line 315 C++ Symbols loaded. pyrogenesis.exe!RealDirectory::Store(const Path & name={...}, const std::shared_ptr<unsigned char> & fileContents={...}, unsigned int size=101) Line 57 C++ Symbols loaded. pyrogenesis.exe!VFS::CreateFile(const Path & pathname={...}, const std::shared_ptr<unsigned char> & fileContents={...}, unsigned int size=101) Line 145 C++ Symbols loaded. pyrogenesis.exe!CConfigDB::WriteFile(EConfigNamespace ns=CFG_USER, const Path & path={...}) Line 424 C++ Symbols loaded. pyrogenesis.exe!CConfigDB::WriteValueToFile(EConfigNamespace ns=14635124, const CStr8 & name={...}, const CStr8 & value={...}, const Path & path={...}) Line 452 C++ Symbols loaded. pyrogenesis.exe!JSI_ConfigDB::WriteValueToFile(ScriptInterface::CxPrivate * __formal=0x083edcc0, const std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > & cfgNsString={...}, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & name={...}, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & value={...}, const Path & path={...}) Line 112 C++ Symbols loaded. pyrogenesis.exe!ScriptInterface_NativeWrapper<bool>::call<bool __cdecl(ScriptInterface::CxPrivate *,std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const &,std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &,std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &,Path const &),std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,Path>(JSContext * cx=0x03e443c8, JS::MutableHandle<JS::Value> rval={...}, bool(*)(ScriptInterface::CxPrivate *, const std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > &, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > &, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > &, const Path &) fptr=0x00d14030, std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > <params_0>={...}, std::basic_string<char,std::char_traits<char>,std::allocator<char> > <params_1>={...}, std::basic_string<char,std::char_traits<char>,std::allocator<char> > <params_2>={...}, Path <params_3>={...}) Line 75 C++ Symbols loaded. pyrogenesis.exe!ScriptInterface::call<bool,std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,Path,&JSI_ConfigDB::WriteValueToFile>(JSContext * cx=0x03e443c8, unsigned int argc=4, JS::Value * vp=0x0817c068) Line 125 C++ Symbols loaded. mozjs38-ps-release-vc120.dll!58a636a4() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for mozjs38-ps-release-vc120.dll] Annotated Frame Looking at it, I'd say it is because you have spaces in your path. Like in your session username for instance, or some special characters, such as spaces '/' 'é' 'è' 'à' or 'ö' etc. It fails to create the config file, and then it crashes. You could: Create the file manually and see if works Or: Run the game with the -writableRoot flag I'm a bit concerned about your CPU though, it seems very old and not very powerful. Hope it helps.
  6. Let me know if said students do anything or if they need any help. Remember a few consideration though. Can't be done on the students version of 3Dsmax else their models belong to Autodesk and we can't use them. Blender would be nice. Or anything that uses Collada (DAE) without dumb restrictions. Textures should be power of two Pngs use the in-game files for reference. They'll have to get the source or look for files there https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins Or on GitHub. They'll have to sign the legal waiver here. As much as possible it'd be nice to have source files ( blend, psd, xcf) Also they can't use proprietary textures only CC bY SA or CcO or public domain. Wikipedia is a good source for those. If they use ccbysa I'll need the name of the person who made the photograph or texture. (We have to give credit) If they haven't ran off after that it'll be okay Sorry I couldn't answer your first post but it's a pain to quote on a phone. One thing troubles me can you take a screenshot of the rhino using the bear texture ?
  7. @psypherium Have you tried to set gui.scale=1.5 in the user.cfg file located in your Appdata folder if you are using Windows ?
  8. That's right. @Splizard have you seen the file there ?https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/animations_and_meshes_mainfile.blend
  9. Can you try to edit the user.cfg or local.cfg file ?
  10. Could do for one of two but more would be too much work. There are more than 50 anims.
  11. Can you attach crashlogs ? See https://trac.wildfiregames.com/wiki/ReportingErrors In the meantime have you tried disabling GLSL and postprocessing ? Are you running any mods ?
  12. I guess in this case it's just that the reference point is not the origin because someone forgot to set it. Which is why you get those weird results.
  13. Could you share your script ? Maybe the way the coordinates are scripted makes them relative to the scale factor, hence giving you the strange effects.
  14. Maybe the scale modifiier is not 1.1.1 for all meshes ?
  15. You have to tweak unitAI I don't think there is a such a behavior right now. Would work if we had animal babies and cycle of life.
  16. Are you sure you always have the 192.168.0.12 address ? (Did you use fixed IP for your computer)
  17. Using those My little voice, and the lovely one of my friend I started recording voices again. @Samulis Can you do your magic ? Desktop.zip
  18. Thanks for the report. We'll see what we can do for A24. If you could update a document with the list of the bug it'd be easier to fix than looking everywhere on the forums
  19. You can play with unsigned mods you install yourself I think.
  20. Not really. Imagine someone put some really evil code that steal users data and send it somewhere. So passwords etc everything is sent.
  21. Currently only @Itms can sign and review mods. This will probably extend to other people in the future.
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