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Everything posted by Stan`
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Asking the stupid questions, are you sure you didn't change the sound options in the game ? Are you sure the game is not muted in the windows mixer ?
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Sorry missed your topic. When you say you have no sound, you mean, in the game, or in windows ?
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@LordGood Thanks for trying to update it a bit. I've cleaned it up a bit and made reference to an other thread for animals. I also removed part of the done stuff. I'm probably missing some of the stuff, but it's a bit cleaner for newcomers now. Hello @trtasarimci and welcome to the forums. Would you mind doing a small introduction there -> https://wildfiregames.com/forum/index.php?/forum/306-applications-and-contributions/ using this model
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@wowgetoffyourcellphone Is this statue the one that's in DE or is that another ?
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What's with it @LordGood made it.
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Have a look at this https://trac.wildfiregames.com/wiki/HotKeys (Some hotkeys might only be available in the new alpha) There is also a button near the minimap to find Idle units. That's a good summary. That's something I want to do, but haven't got around yet. This also a plan, but we have no one working on this at this time
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@LordGood Anything new on your side btw ?
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===[COMMITTED]=== Update Camel Units
Stan` replied to wowgetoffyourcellphone's topic in Completed Art Tasks
I'm not sure it would help, would it ? Feel free to prove me wrong though.- 162 replies
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I'm trying but I'm a bit under fire right now.
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===[COMMITTED]=== Update Camel Units
Stan` replied to wowgetoffyourcellphone's topic in Completed Art Tasks
It can, and it should, else I fail to see the point of new anims. However I'm not sure Alexandermb wants to do it.- 162 replies
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If you used any bit of code that's GPL, so lets say: if (foo) { bar(); } You'll have to release all your source code under the GPL V3 license, which means that yes you'll have to give it for free.
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How do I pack this game into an installer?
Stan` replied to rjhwinner03's topic in Gameplay Discussion
You use the NSIS script in the game files 0ad.nsi or something. or you can also use something like INNOsetup. -
Yes you can. Probably won't have to change much except art.
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Could you attach the file crashlog.dmp ? It's in the same folder as system_info.txt
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Thanks for letting us know.
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===[COMMITTED]=== Update Camel Units
Stan` replied to wowgetoffyourcellphone's topic in Completed Art Tasks
It looks to me like either the merchant would be on another camel and having a rope to tie it or it would walk beside it. Not sure if it could be on a horse. AFAIK the only civilisations using camels for merchants are Chinese (Still waiting for proof on this) Persians, Ptolemaics. @wowgetoffyourcellphone Are camels really walking like horses ?- 162 replies
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===[COMMITTED]=== Update Camel Units
Stan` replied to wowgetoffyourcellphone's topic in Completed Art Tasks
I don't know, maybe the same as horses, to do things like this (TW : ROME II)- 162 replies
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He apparently did, his card is a 8400M which supports Complete DirectX support, including Microsoft DirectX 10 Shader Model 4.0 Full OpenGL® support, including OpenGL 2.1 So maybe the drivers are outdated @delvin https://www.geforce.com/drivers/results/50007
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@wowgetoffyourcellphone How many icons left ?
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The game crashes [when enabling experimental gpuskinning feature].
Stan` replied to gameboy's topic in Bug reports
> pyrogenesis.exe!CShaderProgramARB::Uniform(CShaderProgram::Binding id, unsigned int count, const CMatrix3D * v) Ligne 234 C++ Les symboles ont été chargés. pyrogenesis.exe!CShaderProgram::Uniform(CStrIntern id, unsigned int count, const CMatrix3D * v) Ligne 765 C++ Les symboles ont été chargés. pyrogenesis.exe!InstancingModelRenderer::RenderModel(const std::shared_ptr<CShaderProgram> & shader, int __formal, CModel * model, CModelRData * __formal) Ligne 370 C++ Les symboles ont été chargés. pyrogenesis.exe!ShaderModelRenderer::Render(const std::shared_ptr<RenderModifier> & modifier, const CShaderDefines & context, int cullGroup, int flags) Ligne 765 C++ Les symboles ont été chargés. pyrogenesis.exe!CRendererInternals::CallModelRenderers(const CShaderDefines & context, int cullGroup, int flags) Ligne 379 C++ Les symboles ont été chargés. pyrogenesis.exe!CRenderer::RenderShadowMap(const CShaderDefines & context) Ligne 921 C++ Les symboles ont été chargés. pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor) Ligne 1515 C++ Les symboles ont été chargés. pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Ligne 1899 C++ Les symboles ont été chargés. pyrogenesis.exe!CGameView::Render() Ligne 489 C++ Les symboles ont été chargés. pyrogenesis.exe!Render() Ligne 221 C++ Les symboles ont été chargés. pyrogenesis.exe!CGame::ReallyStartGame() Ligne 322 C++ Les symboles ont été chargés. pyrogenesis.exe!ProgressiveLoad() Ligne 239 C++ Les symboles ont été chargés. pyrogenesis.exe!Frame() Ligne 328 C++ Les symboles ont été chargés. pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Ligne 590 C++ Les symboles ont été chargés. pyrogenesis.exe!SDL_main(int argc, char * * argv) Ligne 632 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. [Code externe] Frame annoté [Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour kernel32.dll] Frame annoté virtual void Uniform(Binding id, size_t count, const CMatrix3D* v) { ENSURE(count == 1); Uniform(id, v[0]); } -
The game crashes [when enabling experimental gpuskinning feature].
Stan` replied to gameboy's topic in Bug reports
Crashdump PLZ -
You can put only your nickname there you're not forced to put your real identity.
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Yeah sorry I know it was just an example That roman example was pretty good though, I wonder why they switched to the other uv version, maybe more space for details ? Do you remember ? Taking pixels and moving them around should not be hard (Though some of those are dds files and they are different in the way they are stored) The issue would be resizing and maybe rotating, maybe alpha transparency too. Another thing would be the UVMap from the meshes
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===[COMMITTED]=== New animations for fishermen
Stan` replied to Stan`'s topic in Completed Art Tasks
Bonus 1:i if you can make land fishing units too that's even better. Bonus 2: fishers for every fishing boat.