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Everything posted by Stan`
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Hello and thanks for the report. Disabling glsl and postprocessing should fix it. > ig8icd32.dll!6a81caa1() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Annotated Frame pyrogenesis.exe!CShaderProgramGLSL::Link() Line 380 C++ Symbols loaded. pyrogenesis.exe!CShaderProgramGLSL::Reload() Line 465 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::NewProgram(const char * name, const CShaderDefines & baseDefines, std::shared_ptr<CShaderProgram> & program) Line 271 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadProgram(const char * name, const CShaderDefines & defines) Line 68 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::NewEffect(const char * name, const CShaderDefines & baseDefines, std::shared_ptr<CShaderTechnique> & tech) Line 545 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadEffect(CStrIntern name, const CShaderDefines & defines1, const CShaderDefines & defines2) Line 369 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadEffect(CStrIntern name) Line 351 C++ Symbols loaded. pyrogenesis.exe!SkyManager::RenderSky() Line 262 C++ Symbols loaded. pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor) Line 1526 C++ Symbols loaded. pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Line 1885 C++ Symbols loaded. pyrogenesis.exe!CGameView::Render() Line 489 C++ Symbols loaded. pyrogenesis.exe!Render() Line 228 C++ Symbols loaded. pyrogenesis.exe!CGame::ReallyStartGame() Line 322 C++ Symbols loaded. pyrogenesis.exe!ProgressiveLoad() Line 233 C++ Symbols loaded. pyrogenesis.exe!Frame() Line 322 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 581 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!75df495d() Unknown No symbols loaded.
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
@wackyserious For clipping, there is not much I can do, It's because @Alexandermb animations move the prop point incorrectly it seems. Lazy fix would be a cavalry special skullcap- 529 replies
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Would likely fix it if you replace xm1 by xml Happy modding
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If they are accurate, they should be put in the game, patches are welcome. Cross references too.
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For actors: binaries/data/mods/public/art/actors/structures/{civ}/building_name.xml For prop actors: binaries/data/mods/public/art/actors/props/structures/{civ}/building_name_propname.xml For meshes binaries/data/mods/public/art/meshes/structural/{civ}/building_name.dae For mesh props binaries/data/mods/public/art/meshes/props/structures/{civ}/building_name.dae Though currently it's a complete mess and is in the following folder. binaries/data/mods/public/art/meshes/props/{civ}_building_name.dae For textures for main buildings binaries/data/mods/public/art/textures/skins/structural/{civ}_struct.png
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Game unplayable low FPS on Nvidia GTX 1050
Stan` replied to SemperPeritus's topic in Game Development & Technical Discussion
Hey @Garry Joshi See the relevant https://trac.wildfiregames.com/wiki/ReportingErrors and https://trac.wildfiregames.com/wiki/GameDataPaths to help us debug your issue. -
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Better if included in the texture.- 529 replies
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What version are you playing ? Capture is by default, you ask units to "attack buildings" and their capture bar will slowly decrease. If you press ctrl + click it will attack instead
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You can use Ensure macros. Not sure there is a function to check write permission. (There should be one)
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Mmh ?
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@Rahcul Your paths were wrong for the mesh and the texture <mesh>props/spartan_test.dae</mesh> Instead of : <mesh>props/weapons/spartan_test.dae</mesh> and <texture file="props/prop_test.png" name="baseTex"/> instead of <texture file="props/weapon/prop_test.png" name="baseTex"/>
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Okay, so this error is not really explicit. It might means different things A ) Your model has more than one blender materials B ) Your model has edges or vertices that are not par of a face, to solve this in blender, go to face mode, press A to select everything, and press h to hide, then switch to vertice mode and you should see the culprits.
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Oh I think I might have confused you sorry. The following actor should do it. <?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>
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Can you show me your xml file ? Where did you put your dae file ? In the past we only had dds for textures, now the engine automatically converts png to dds, so we use png for new textures.
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
@wackyserious @Lion.Kanzen Why do you want to make another rally point banner when there is already one in the game ?- 529 replies
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No problem, always nice to see new modders We do not have armors in the main game but I guess they'd go in something like binaries/data/mods/public/art/meshes/props/units/armors/ helmets would go in binaries/data/mods/public/art/meshes/props/units/helmets swords would go into either binaries/data/mods/public/art/meshes/props/units/weapons/ or something like binaries/data/mods/public/art/meshes/props/units/weapons/swords/ Image you have a roman unit prop gladius which is a sword. with no folder the name would be binaries/data/mods/public/art/actors/prop_unit_weapon_sword_rome_gladius.xml With our last naming convention, the file name would simply be : binaries/data/mods/public/art/actors/props/units/weapons/swords/rome_gladius.xml
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You can create a new folder. I'm trying to organize the art repository, and that's one thing I'm planning to add after the next release.
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Sounds good. @LordGood Input ?
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I don't know, any reason for only specific types to have those anims ?
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That'd be great
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Anyone Remember Norse Wars or Fort Wars?
Stan` replied to pftq's topic in Introductions & Off-Topic Discussion
@Itms @feneur @Jeru would be the ones to contact I guess, make a pm on this forums. -
Yeah it's on my list, having an updated zip with premodifiied variants and actors I could just apply on svn would make it faster to get into public, because i guess you modified it somewhat for DE ?
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Because it's three AM here is a good reason ?- 529 replies
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It looks good to me. I'm committing this as is. See you in the next version. EDIT : Will still check the actors because reasons.
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
- 529 replies
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