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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. I have always wondered if some civs should not have smaller gates and not allow any siege engines at all. That and having destroyable gates for walls but that's harder to do. Maybe with #2577
  2. Top line CshaderTechnique. Not sure about the later. I think it's access violation.
  3. Updated animations a bit so they look less goofy. @elexis Zip contains ready to play files (Zebu Template, 2 Idle, Death, Walk) @wowgetoffyourcellphone if you want to add them to DE feel free to do so. Blend contains source files. Zebu13.blend zebu.zip
  4. I really think it's time to split this thread. What could be done to keep track of issues is to open some on the github repository so we can keep track of what is to be done
  5. @Servo In the beginning they would disappear at each new click but leper convinced me to do otherwise. @wowgetoffyourcellphone I'm working on it. Father Bushido added some comments but I need to get out of bed first.
  6. Any hopes of them porting it to our engine @fabio
  7. If you can test of the replay of that game crashes and if so upload it.
  8. Scaffolds ? Armatures, and texture damage variation Or another civ Lion has posted refs for Japan and Korea if that inspires you. Wow wants scythian, and I'm working on thracian texture, awfully slowly with substance designer.
  9. Call stack > pyrogenesis.exe!CShaderTechnique::BeginPass(int pass=0) Line 134 C++ pyrogenesis.exe!CLogger::Render() Line 213 C++ pyrogenesis.exe!Render() Line 269 C++ pyrogenesis.exe!Frame() Line 372 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00e60008) Line 581 C++ pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00e60008) Line 623 C++ pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00e60008) Line 126 C pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x00bdf4f8, unsigned short * wenvp=0x00bdeec8) Line 151 C pyrogenesis.exe!__tmainCRTStartup() Line 623 C pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ kernel32.dll!76e48744() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!7744582d() Unknown ntdll.dll!774457fd() Unknown I haven't seen that before @vladislavbelov
  10. I haven't looked at what's broken yet. maybe @s0600204 has ?
  11. Not really, that kind of support will make debugging way harder. So we have to fix some bugs first.
  12. @vladislavbelov 10. Ah I see well I guess they should be removed then. 11. Currently it warns about missing textures. But that was not what I meant. Here is an another exemple. Assuming a material named like player_trans_parallax.xml (I cleaned it up) <?xml version="1.0" encoding="utf-8"?> <material> <define name="USE_PLAYERCOLOR" value="1"/> <define name="USE_PARALLAX" value="1"/> <shader effect="model"/> <required_texture name="baseTex"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.75"/> </material> As needed that material requires a normal map, and a diffuse map. So far so good. But now let's look at this line <uniform name="effectSettings" value="1.0 50.0 0.0075 0.75"/> 1.0 defines diffuse texture power, so far so good. 50.0 defines specular power, which is retarded because we don't have any specular. 0.0075 defines parallax strength which is fine. 0.75 defines AO which then again is not used. So should those useless values be 0 for consistency or should I write the material in another way ? 13 Can we use the effect settings value for USE_SPECULAR so we don't have to add another line ?
  13. A remote server application is planned. @elexis wrote something that is for now a hack but could become what you want in the future. Lag in general is due to a lot of factors notably : Pathfinder Lag (There are a lot of optimization to be made on the pathfinder, and some are on their way to be commited before A23) The game only using a single core whether the processor is an I7 or a P4 doesn't help either as it doesn't use the full processing power. Lag in MP is caused by: Synchronization checks Longer turn length than sp 500ms per turn instead of 200ms
  14. @vladislav Thanks for the answers 5. Some comments in materials are useless as they describe AO effects while the material doesn't use them. 6. Should we use alternative materials where possible to optimise performance ? 9. There is a material called something_bump while it should be something_norm or something_parallax. 10. I'm not sure I understand. 11. How should materials who only have spec and parallax be handled ? ie (basic_trans_parallax_spec) <!-- Settings for effects above: First value: Normal mapping intensity. Second value: Specular power. Third value: Parallax scale. Fourth value: AO amount. --> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> <required_texture name="baseTex"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> Here it doesn't make sense as we specify a value for AO while the is no AO. Should we at least put the values to 0 so that it doesn't look like a stupid copy paste ? 12. What about <define name="USE_PARALLAX" value="1"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> Shouldn't it be this ? <required_texture name="normTex" define="USE_PARALLAX"/> Or does USE_PARALLAX require USE_NORMAL_MAP ?
  15. @sphyrth actually it was made to loop more than once. But I don't now if it's possible to make it not time based. It was the only way I could find to make it work.
  16. Please upload the files in that folder especially if you have one crashing.dmp.
  17. I fixed the model, it was a long process, please try to optimize your polycount and check for overlapping faces. Thanks for your work, it's commited now.
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