-
Posts
18.048 -
Joined
-
Last visited
-
Days Won
585
Everything posted by Stan`
-
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
-
Then try using an Ethernet cable maybe ? If your WiFi is bad it won't work well
-
@wowgetoffyourcellphone Thanks for reporting.
-
If you are on the same network, use the direct IP connect, not the lobby.
-
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.
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
I can't work much today got a whole day presentation. That's the finals.- 529 replies
-
- 1
-
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Doing it in Blender you can paint in there.- 529 replies
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
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.
-
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
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Just download this mesh -> https://github.com/0ADMods/kushites/blob/master/art/meshes/props/helmet/kush_skull_cap.dae- 529 replies
-
- 1
-
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
<?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.
-
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.
-
===[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
-
- 1
-
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
Would likely fix it if you replace xm1 by xml Happy modding
- 1 reply
-
- 1
-
-
If they are accurate, they should be put in the game, patches are welcome. Cross references too.
-
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
-
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
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
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
-
You can use Ensure macros. Not sure there is a function to check write permission. (There should be one)
-
Mmh ?
-
@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"/>
-
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.
-
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>
-
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.