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Everything posted by Stan`
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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.
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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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- animations
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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.
