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Everything posted by Stan`
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Well then that's settled. Could be 231 ^^
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Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Apparently we avoid to add features we do not use :/ at least it was the case for another patch of mine. The reason is the extra maintenance needed. Could probably be another mod as a dependency. -
Not sure. I've seen 0.0.23b and 0.0.23.1
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Apparently @Itms told me that the version should be something like 1.0.0 to fit with mod.io schema (MAJOR.MINOR.PATCH) this will allow mods to be incompatible among versions. Because if you use 0.0.23 there is no way you can know the difference between mods. It seems that some mods should fix this too.
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try naming it user.cfg instead At least that's how mine is named. Make sure the installer is not corrupted. Sometimes when downloading it can get incomplete.
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I don't speak Polish? but I guess it doesn't have the permission to write that file ? Do you have an antivirus running in the background ? Have you tried to install the game somewhere else ?
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Wow's and Wow Jr.'s Awesome Gameplay Wishes
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Well I can see some people wanting to rewrite an AI from scratch but in general you'll probably just want to tweak a few files instead of rewriting the whole thing -
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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