Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.471
  • Joined

  • Last visited

  • Days Won

    552

Everything posted by Stan`

  1. Stan`

    GLSL Crash

    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.
  2. @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
  3. Would likely fix it if you replace xm1 by xml Happy modding
  4. If they are accurate, they should be put in the game, patches are welcome. Cross references too.
  5. 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
  6. 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.
  7. 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
  8. You can use Ensure macros. Not sure there is a function to check write permission. (There should be one)
  9. @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"/>
  10. 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.
  11. 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>
  12. 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.
  13. @wackyserious @Lion.Kanzen Why do you want to make another rally point banner when there is already one in the game ?
  14. 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
  15. 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.
  16. I don't know, any reason for only specific types to have those anims ?
  17. @Itms @feneur @Jeru would be the ones to contact I guess, make a pm on this forums.
  18. 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 ?
  19. 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.
×
×
  • Create New...