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Stan`

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

  1. Hey @Amazigh Thanks for the files I'll have a look. In the meantime you can try disabling glsl and postprocessing in the options
  2. Can you attack the files given in the message ?
  3. Actually it's a filter in gimp like the blur one. Photoshop not sure but I think it's a layer effect.
  4. @Alexandermb Do you have an updated zip with the full blanket ? Also enable parallax, and can you use the new peytral textures ? Some variants to avoid duplicaton would be nice
  5. Looking good but I'm not sure we should continue to add single textures props.
  6. @Alexandermb Sail : Looks really good. Do you think you can fold it ? Net : The drop is a bit weird, I think it should be faster, and the anims is off sync I think. If you fix this it'll be perfect.
  7. All the units should be the same size.
  8. @elexis What are the specs of the computers you are using ?
  9. I still have those icons I didn't commit them because it wasn't obvious to me if they were DE or Vanilla units, maybe some fix the above @Nescio
  10. It's gonna be c++ I can't access the tickets right now for some reason but I'll add the reference soon. One of the main issues is you are gonna have to serialize terrain. Edit : seems to be fixed here is the ticket https://trac.wildfiregames.com/ticket/2264
  11. Then try using an Ethernet cable maybe ? If your WiFi is bad it won't work well
  12. @wowgetoffyourcellphone Thanks for reporting.
  13. If you are on the same network, use the direct IP connect, not the lobby.
  14. There is a LaTeX Python generated manual I worked on some time ago. Unfortunately since the templates schema changed a lot since then the values might be off.
  15. Currently you cannot make walkable meshes. You can make props adapt to terrain like what fields, and certain things blocking (ie walls) like it's done for gate, but if you make the slope in 3D units will go through and not follow the shape. There is currently no way to deform terrain after placing a building. It was planned at some point and there is a trac ticket for it, but I don't know what the current plan is.
  16. Related to sound. Did you disable your sound ? > pyrogenesis.exe!snd_detect() Line 65 C++ Symbols loaded. pyrogenesis.exe!WriteSystemInfo() Line 87 C++ Symbols loaded. pyrogenesis.exe!InitGraphics(const CmdLineArgs & args, int flags) Line 1041 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 579 C++ Symbols loaded. pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 623 C++ Symbols loaded. pyrogenesis.exe!main_utf8(int argc, char * * argv) Line 126 C Symbols loaded. pyrogenesis.exe!wmain(int argc, unsigned short * * wargv, unsigned short * wenvp) Line 151 C Symbols loaded. [External Code] Annotated Frame pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ Symbols loaded. kernel32.dll!7575efac() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Annotated Frame
  17. Just download this mesh -> https://github.com/0ADMods/kushites/blob/master/art/meshes/props/helmet/kush_skull_cap.dae
  18. <?xml version="1.0" encoding="UTF-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="Laconic Sword"> <mesh>props/weapons/spartan_test.dae</mesh> <textures> <texture file="props/weapon/prop_test.png" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> Yeah just like this example you can have no props.
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