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Everything posted by Stan`
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Don't worry, I just have to make sure people do so it's easier to keep track for everyone
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Hey @lukamas PART I : Usual rant about things PART II : Back on topic About the model itself it looks nice but the hears position look a bit weird I think.
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Thanks for doing so !
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Looks like this one http://www.cadnav.com/3d-models/model-21087.html and it was in 3dsmax format when Enrique send it to me for conversion.
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@Tomcelmare yes it's up to @Alexandermb to commit it
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Sure I understand. I'll try to look for the original models as I have no way to contact him. If the license is compatible I'll commit it. If not we'll I'll wait for someone to come up with another version.
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According to Enrique on December 14th 2016 to my question "Did you make them ?" I trust him to have checked the license.
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Unless he somewhat use our stuff or copy. Translating from c++ to Java is considered a breach of gpl if you do not abide by the rules.
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===[COMMITTED]=== Update Camel Units
Stan` replied to wowgetoffyourcellphone's topic in Completed Art Tasks
I like the rein a lot. I'm not an expert so I believe Wow when it says it's too long. You realise though that if camels have reins chariots, horses and ponies should have some too @wackyserious Do you have some free time ? If so could you make an improved version of the texture Alexandermb made for the saddle ? Just the top layer(s) on Photoshop would do. While the current one fits it's purpose it's not looking that good. Bonus : Bump map for it. Can someone enlighten me as to what cross legged is ? Btw the next camel should have transparent planes for hair.- 162 replies
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I think it is since Enrique made it. However I'm not sure where the Max files came from. It's from a PM search is a bit slow though
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Moved to it's own topic. As the art thread states do NOT post references use the task thread. Since I do not know if it should be an official task I moved it to the generic art department section. Thanks for the references.
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Since he wants to make money out of it I do not think it's anywhere close to available. What would be the point ? Take a game using the cryengine or the unity engine. People advertise they are using them not rename it and say it's a weird version of it. If you make significant improvements to pyrogenesis you should submit your code to improve it for two big reasons. First because the license requires you too and second because if it makes things better bringing attention to a RTS game engine will be a good advertisment both for you and for us. In case it wasn't clear. Pyrogenesis is the Engine. 0 A.D. is a game based on this Engine.
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What are the limits that I can go according to the GNU license?
Stan` replied to rjhwinner03's topic in General Discussion
You have to give proper attribution but you also have to make your source code available to everyone. Gpl licence is viral which means it extends to every line of code you write. -
Yeah we could automate the change and commit step by step. Still Dae uses spaces.
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What are the limits that I can go according to the GNU license?
Stan` replied to rjhwinner03's topic in General Discussion
Long and juridiction version. For anything art related https://creativecommons.org/licenses/by-sa/3.0/ For code https://www.gnu.org/licenses/old-licenses/gpl-2.0.html -
@Itms any ideas ? KERNELBASE.dll!759bb760() Inconnu Aucun symbole n'a été chargé. [Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour KERNELBASE.dll] Frame annoté [Code externe] Frame annoté > mozjs38-ps-release.dll!js::Invoke(JSContext * cx, JS::CallArgs args, js::MaybeConstruct construct) Ligne 491 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!js::Invoke(JSContext * cx, const JS::Value & thisv, const JS::Value & fval, unsigned int argc, const JS::Value * argv, JS::MutableHandle<JS::Value> rval) Ligne 554 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!js::jit::DoCallFallback(JSContext * cx, js::jit::BaselineFrame * frame, js::jit::ICCall_Fallback * stub_, unsigned int argc, JS::Value * vp, JS::MutableHandle<JS::Value> res) Ligne 9572 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!EnterBaseline(JSContext * cx, js::jit::EnterJitData & data) Ligne 125 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!js::jit::EnterBaselineAtBranch(JSContext * cx, js::InterpreterFrame * fp, unsigned char * pc) Ligne 210 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!Interpret(JSContext * cx, js::RunState & state) Ligne 1738 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!js::RunScript(JSContext * cx, js::RunState & state) Ligne 448 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!js::Invoke(JSContext * cx, JS::CallArgs args, js::MaybeConstruct construct) Ligne 520 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!js::Invoke(JSContext * cx, const JS::Value & thisv, const JS::Value & fval, unsigned int argc, const JS::Value * argv, JS::MutableHandle<JS::Value> rval) Ligne 554 C++ Les symboles ont été chargés. mozjs38-ps-release.dll!JS_CallFunctionName(JSContext * cx, JS::Handle<JSObject *> obj, const char * name, const JS::HandleValueArray & args, JS::MutableHandle<JS::Value> rval) Ligne 4203 C++ Les symboles ont été chargés. pyrogenesis.exe!ScriptInterface::CallFunction_(JS::Handle<JS::Value> val, const char * name, JS::HandleValueArray argv, JS::MutableHandle<JS::Value> ret) Ligne 578 C++ Les symboles ont été chargés. pyrogenesis.exe!ScriptInterface::CallFunctionVoid<JS::Handle<JS::Value> >(JS::Handle<JS::Value> val, const char * name, const JS::Handle<JS::Value> & <params_0>) Ligne 230 C++ Les symboles ont été chargés. pyrogenesis.exe!CSimulation2::InitGame(JS::Handle<JS::Value> data) Ligne 721 C++ Les symboles ont été chargés. pyrogenesis.exe!CGame::ReallyStartGame() Ligne 308 C++ Les symboles ont été chargés. pyrogenesis.exe!ProgressiveLoad() Ligne 233 C++ Les symboles ont été chargés. pyrogenesis.exe!Frame() Ligne 322 C++ Les symboles ont été chargés. pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Ligne 581 C++ Les symboles ont été chargés. pyrogenesis.exe!SDL_main(int argc, char * * argv) Ligne 623 C++ Les symboles ont été chargés. pyrogenesis.exe!main_utf8(int argc, char * * argv) Ligne 126 C Les symboles ont été chargés. pyrogenesis.exe!wmain(int argc, unsigned short * * wargv, unsigned short * wenvp) Ligne 151 C Les symboles ont été chargés. [Code externe] Frame annoté pyrogenesis.exe!CallStartupWithinTryBlock() Ligne 364 C++ Les symboles ont été chargés. kernel32.dll!77723c45() Inconnu Aucun symbole n'a été chargé.
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===[COMMITTED]=== The next big thing : Helmets
Stan` replied to lucas92's topic in Completed Art Tasks
8. Is the catphract helmet. 15. ... I'll remake some at some point. 16 - 18 were not committed I'll use the 11 instead. 19 - 23 already exist in the game I think Enrique made them look for it. 24 - Thanks. What units should get it ? -
Do you have references from Osprey for those. In the design docs there were descriptions for every unit and every rank can you do that again in a separate thread ?
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True. Now do you really want to to take the responsibility of changing every space indented document in the game including collada ? That would be a huge SVN noise I think. Should I create a staff thread for that ?
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Okay cause that was one of the art tasks so if it's done it can be in the main repository.
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@wowgetoffyourcellphone Any thoughts on this ?
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@s0600204 Thanks so much for maintaining mods up to date. This will come in handy in the future. Changes look good. One thing though I think I saw crossbow stuff in the main repo so maybe it could be used. About tabs and space my policy has changed since it seems 2 spaces are the defacto indent. This is also what python does and what the actor editor does. So I'd say if someone wants to do it each file should be indented like the actor editor would.
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I need the other file (*.dmp)
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You can suggest I don't think so. A lot of things might have been done, but only a few came to us. Me too, though I'm not really up to date on what's missing.... I've done some work, and still got helmets to commit, but I'm not yet sure whose ptol/sele units should get them.