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Posts
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Everything posted by Stan`
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@fcxSanya Were the files uploaded somewhere ? @Shield Bearer posted screenshots but never gave any files.
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Open visual studio, compile, launch the game, load the mods if necessary, reproduce the crash above wait for it to switch to visual studio. In one of the panes in the visual studio window you'll have one named call stack.
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Merged ! @asterix Can you do some debugging for me please ? I need to know where the error is thrown from. Is it -> https://github.com/0ad/0ad/blob/280d600ab2a30b7d1a36f7df6ddfe1f358eba5d9/source/lib/res/graphics/tex_dds.cpp or Is it -> https://github.com/0ad/0ad/blob/6837529cb485b9e68225d3dc4761c9619a0c92be/source/lib/tex/tex_dds.cpp I also need the call stack. This will help me make a patch that throws the image name that fails :)
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Pull request ?:)
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But it's using alpha as that value. So it's basically the same as setting the height map as the alpha channel mask right ?
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Release Candidate 2: With the latest fixes ponies_ascendant.pyromod
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There are reasons on the forums.
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Not really :/
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I don't think so. I couldn't convince them it was a good feature the fact that vanilla doesn't use it doesn't help too. I could probably rebase it but that means you'll have to carry it around which is suboptimal. One could use mod dependency and I could upload it to modio. But meh :/
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@aeonios Any chance you could investigate the weird glitching issue we have on parallax maps on buildings such as the Iberian wonder ?
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I fixed the walls locally. Need to make the gates and add the clouds.
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Cause noone told me ?
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I prefer choosing is giving up on something
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Uh well not really ? No offense but it looks like you just switched the textures which is not looking good
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Yes there is at least 3. I was wondering if he wanted to add more than that. Yeah I'm really looking forward to seeing that. Hope it'll get reviewed in A24, though D13 and 3700 are a priority IMHO. The bird song is hardcoded, which is stupid We already have walking sounds, I just fixed them in last alpha but had to disable them because of side effects. If we don't have sounds for farming and gathering, that's because nobody enabled them in the options.
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You plan to have different territory types ? Mind to elaborate ? I am not sure I'm following your thoughts Well we haven't had much eyecandy (or earcandy) features with regards to the engine in a long time so I thought it'd be nice to have. Ambient sounds will bring much more depth to the biomes Same as walking sounds, If I fix the bug that makes playing too much of them unbearable.
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That will be a really nice feature though. I'd prefer weather and day and night cycle or ambient sounds but that's just me
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Packing and Unpacking Rams and Siege Towers
Stan` replied to LordGood's topic in Gameplay Discussion
I guess the reason behind sele is that it's a very recent civ which unlike Kushites was included before being finished See DE for more units ideas. also see the respective design document -
With sounds no. Else see what's done in DE. Would be nice to be able to specify variation in the templates but it's currently not possible.
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Likely AO maps. I disabled alpha for this. Should be fixed in the respective mods. Else you could just delete the textures.xml file in the so folder. I made this to reduce mod size.
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Ah it's me being a dumbass. I'll fix it later. Oh nice ! thanks, I didn't think to look there.
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You can thank the main developper :P @wowgetoffyourcellphone Can you report those ? :)
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@LordGood Can coup commit them to the com repository ?