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Stan`

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Everything posted by Stan`

  1. 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.
  2. 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.
  3. 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 ?
  4. Should look better now.
  5. 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
  6. 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++
  7. 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.
  8. @mrben Thanks, it will probably help us to narrow the problem to that computer at least.
  9. Mmmh One thing you could try is deleting your settings file.
  10. @Alekusu No crashlog.dmp ?
  11. @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."
  12. If you need anything else, let me know. pouch_big.7z
  13. I'm not sure anyone would carry a huge bag of stones but I don't know. I'll make another variation tomorrow.
  14. @wackyserious it should be good to go. Haven't had time to test it. Attach it to the "sheath_L" prop point. Feel free to edit the texture. pouch.7z
  15. @FeXoR Yes. @wowgetoffyourcellphone Indeed but you'd have to do that for every scale.
  16. Have you tried to change the ingame language @soloooy0 ?
  17. That would be a way. But the issue would then be the passability of the gate.
  18. I think what he wants is the mod to be translated, but I'm not sure we have that much things to translate. Maybe techs ?
  19. Is there a way you could use IPV4 ? Else unless you code IpV6 support for the game I'm afraid there isn't much to be done
  20. Sounds reasonnable. In the meantime, if you need any helmet for your models, or your school project, I'll be glad to assist.
  21. Hello @padmahas and welcome to the forums, To answer your question no lobby isn't deprecated. Did you by any chance change your router ? If so are you using IPV6 ? That feature isn't supported yet.
  22. Both could work IMHO, do you need a mesh ? Only issue would be the leather part that holds it.
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