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Everything posted by Stan`
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If you can test of the replay of that game crashes and if so upload it.
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
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.- 1.040 replies
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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
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Any special buildings / siege engines ?- 1.040 replies
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I haven't looked at what's broken yet. maybe @s0600204 has ?
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game hosting on external servers
Stan` replied to Pierree's topic in Game Development & Technical Discussion
Not really, that kind of support will make debugging way harder. So we have to fix some bugs first. -
Material Cleanup - Help Needed
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
@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 ? -
game hosting on external servers
Stan` replied to Pierree's topic in Game Development & Technical Discussion
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 -
Material Cleanup - Help Needed
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
@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 ? -
The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Noice.- 1.040 replies
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@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.
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Please upload the files in that folder especially if you have one crashing.dmp.
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(1000) (Carolingian) ====Abbey (School Proposal)===[COMMITED]
Stan` replied to Alexandermb's topic in Art dev
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. -
Sad but understandable.
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Sweet christmas- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Bisect is clean though Well because it gives more ao space and doing it the right way sounds good- 1.040 replies
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I notified @implodedok and he told me to ask @feneur or @Itms
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Hello everyone, The other day I had a look at D94 which purpose is to clean up material files. As @vladislavbelov pointed out there are some other materials with useless tags and some are missing requires like the alpha test. My second purpose is to update the material documentation The third one is to determine what functionalities we support with materials so we can answer more easily one whether something is doable or not natively. My first question is about 'USE_SPECULAR' 1.First does it require specular power and specular Color and does it require a spec texture or does the specular Color tag handle that. 2.Then can it be replaced by USE_SPECULAR_MAP everywhere So we can use <uniform name="effects Settings" value="X X X X "/> everywhere 3. Does it makes sense to use effectsettings on let's say basic trans and set all the unused X params to 0 ? Or should I use define and put it to 0 4 is it better to write <define name='SPECULAR_MAP' value='1'> <required_texture name='specTex'> Or <required_texture name='specTex' define''SPECULAR_MAP"/> 5. Can I remove all the comments and put it in the documentation instead ? 6. What is the purpose of alternative materials ? Is it when switching from glsl to ARB ? 7. What is USE_TRIPLANAR ? 8. How does sim_time work ? 9. Should bump be renamed to parallax ? 10. Should we enable where possible and set quality requirements ? USE_HQ_PARALLAX USE_VHQ_PARALLAX 11. Is wind data required when using Use_wind ? 12. If you see any question with a not obvious answer I forgot to ask to do the doc feel free to add it. And answer it if you can @leper @Itms @wraitii Thanks in advance.
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10. Just add the ".DELETED" suffix to the template file you want to remove. And put it in your mod. I don't see why you would do that since if it can't be recruited in game the unit shouldn't be a problem. 14. You cant easily. Every skirmish map has prebuilt walls. Might want to take a look at the civ.json file for Iberians though
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At least update (Autobuild this morning)
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(1000) (Carolingian) ====Abbey (School Proposal)===[COMMITED]
Stan` replied to Alexandermb's topic in Art dev
Okay I'll have a look and see if it is commitable. Thanks for the zip. -
@Alexandermb Thanks I'll have a look sometime today. Stay safe.
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Thanks @Kimball glad you like what we did