-
Posts
18.233 -
Joined
-
Last visited
-
Days Won
593
Everything posted by Stan`
-
===[COMMITTED]=== Order move indicator[Visual]
Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
I'm going to make animated arrows. (Actually I already started) I guess what I need to know, is how to make object pop and disappear, is it the same code that the foundations ? And also, how to make sure it only happens, when unit move, I guess that's in command.js and just a call to the same function to display the thing for each type of movement; -
===[COMMITTED]=== Order move indicator[Visual]
Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
I wonder if we can use an animated model and make it pop on each click. -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
@feneur Can you ask the team artists ? -
You can't really trust goodl. Because it relies on some stuff on the webpages. Better double check each time by for instance using google's reverse image Search. It can also help finding higher resolution versions
-
Thanks @Andrettin for clarification
-
Hey @Alexandermb If you can speak english it is going to make things easier About the boat from what I can see license is not okay sadly... Which is against the CC-BY-SA 3.0 / 4.0 license all our art is licensed under. Possible solutions are → Remake the thing entirely. Not sure about the texture, as whatever program he used shouldn't have the same license issue. → Add in the readme the name of the files and state explicitely they cannot be used commercially. Maybe @niektb can tell more about this. About the wall I think the concerns are with the ingame wall placement code, where a player wouldn't be able to rotate the walls.
-
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.
-
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
@Enrique Any hopes to see you come back anytime soon and commit this ? -
See my answer here. (pdf files) Please avoid double posts.
-
Hey nice to see another artist here. How can I help. I'm sorry I don't speak Spanish.
-
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
-
You're welcome have fun
-
I'd be willing to rewrite it with some help.
-
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.
-
I tend to try to help people enjoy the game as much as possible
-
Art/textures/skins/props/shield likely. Happy moddint.
-
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,
-
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 ?
-
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.
-
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.
-
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
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 ? -
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
