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Stan`

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

  1. About the viking ship, first things first, where are those textures from ? About oars, It's a bit annoying to do them for ships where they are visible as you can't use the trick currently used in game, you have to animate each single one of them.
  2. @Enrique Any hopes to see you come back anytime soon and commit this ?
  3. See my answer here. (pdf files) Please avoid double posts.
  4. Hey nice to see another artist here. How can I help. I'm sorry I don't speak Spanish.
  5. If you are playing in Lan you can use direct connect to play with your wife. See the pdfs files I attached in this topic. Sorry for the imprecise link I'm on my phone. Hope it helps and you have fun
  6. You're welcome have fun
  7. I'd be willing to rewrite it with some help.
  8. Hello and welcome to the forums. Can you try to redownload it ? If it is possible use the torrent download as it will be less likely to be incomplete if it can at all be.
  9. I tend to try to help people enjoy the game as much as possible
  10. Art/textures/skins/props/shield likely. Happy moddint.
  11. See https://trac.wildfiregames.com/ticket/72 and https://trac.wildfiregames.com/ticket/108 That sounds like great news, how many people are working for wyrmsun atm ? I hope you'll succeed migrating your engine. We will all benefit from this. EDIT: Anyway If you need anything you could ask me. I'm sure @Itms might be able to help too / might be interested in that kind of collaboration,
  12. Hey Andrettin, the only animated thing I know that is not a 3d model is water, so i'd say yes, but probably not in the way you want. May I ask why ?
  13. Check it out, how bout dah.
  14. Hello @4rak and welcome to the forums. Due to some performance issues with the pathfinder, and the fact it doesn't use more than one core, when many units are moving, game starts to "lag" because the computation become intensive. Unfortunately, there is not much you can do. Some of the devs are working hard to fix this, but this is not something you can fix in one day.
  15. I don't think so, Maybe using a VPN that allows that port, but unless you have a computer somewhere else that can act as such it's not really easy to come by one.
  16. Can you try to reduce the visibilty of the veins ? It still look like a bit like they are bodybuilt. Also maybe make the sleeves delimitations a bit more obvious. Not sure but I think there is a slight glitch in the skirt. Anyways, it's good work. Any hopes for a tutorial ?
  17. Should look better now.
  18. After a quick look for some reason it seems to be linked to some kind of bug in the way we detect soundcards. Extended stack trace: pyrogenesis.exe!PerformErrorReaction(ErrorReactionInternal er, unsigned int flags, volatile int * suppress) Line 426 C++ pyrogenesis.exe!debug_DisplayError(const wchar_t * description, unsigned int flags, void * context, const wchar_t * lastFuncToSkip, const wchar_t * pathname, int line, const char * func, volatile int * suppress) Line 483 C++ pyrogenesis.exe!wseh_ExceptionFilter(_EXCEPTION_POINTERS * ep) Line 289 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Line 365 C++ [External Code] [Frames below may be incorrect and/or missing, no symbols loaded for msvcr120.dll] pyrogenesis.exe!ModuleInit(volatile int * initState, __int64(*)() init) Line 47 C++ pyrogenesis.exe!wmi_GetClassInstances(const wchar_t * className, std::vector<std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,tagVARIANT,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,tagVARIANT> > >,std::allocator<std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,tagVARIANT,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,tagVARIANT> > > > > & instances) Line 108 C++ pyrogenesis.exe!win_get_snd_info() Line 130 C++ pyrogenesis.exe!WriteSystemInfo() Line 87 C++ pyrogenesis.exe!InitGraphics(const CmdLineArgs & args, int flags) Line 1029 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 525 C++ pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 567 C++ pyrogenesis.exe!main_utf8(int argc, char * * argv) Line 126 C pyrogenesis.exe!wmain(int argc, unsigned short * * wargv, unsigned short * wenvp) Line 151 C [External Code] pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ kernel32.dll!751862c4() Unknown
  19. Stack trace : > pyrogenesis.exe!PerformErrorReaction(ErrorReactionInternal er, unsigned int flags, volatile int * suppress) Line 426 C++ pyrogenesis.exe!debug_DisplayError(const wchar_t * description, unsigned int flags, void * context, const wchar_t * lastFuncToSkip, const wchar_t * pathname, int line, const char * func, volatile int * suppress) Line 483 C++ pyrogenesis.exe!wseh_ExceptionFilter(_EXCEPTION_POINTERS * ep) Line 289 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Line 365 C++ [External Code] [Frames below may be incorrect and/or missing, no symbols loaded for msvcr120.dll] pyrogenesis.exe!ModuleInit(volatile int * initState, __int64(*)() init) Line 47 C++ pyrogenesis.exe!wmi_GetClassInstances(const wchar_t * className, std::vector<std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,tagVARIANT,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,tagVARIANT> > >,std::allocator<std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,tagVARIANT,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,tagVARIANT> > > > > & instances) Line 108 C++
  20. Wonder: Weiyang Palace. Perfect suggestion from @Lion.Kanzen. Would make nice challenge for a modelier. Not sure I'll start it as it is a big task, but I don't know Fix helmets and other props for new head meshes. Done. Animations for the crossbowmen and their crossbows. Same as 1) Redesign for the Blacksmith. It is way too big. I'm going to make a new one it's on its way. Done. Minor redesign of the Market. It's kind of big. The tarps could use some kind of nice player color design on them. Not sure about this. A model for the Civic Center without the two side towers. I'd like to add a defensive tech to the Han cc that adds the towers to the structure. This should be rather easy. Done. Maybe make that gate thing their glory statue instead of the Buddha. A Páifāng? Sacred Gate? Please advise.
  21. @mrben Thanks, it will probably help us to narrow the problem to that computer at least.
  22. Mmmh One thing you could try is deleting your settings file.
  23. @Alekusu No crashlog.dmp ?
  24. @Alekusu Hi, would you mind to do the following ? "Could you attach your system_info.txt, crashdump.dmp interestinglog.html, and mainlog.html please ? See GameDataPaths and ReportingErrors Also upload the crash dump.dmp if it exists. Thanks in advance. Meanwhile try disabling GLSL and postprocessing in the options."
  25. If you need anything else, let me know. pouch_big.7z
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