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Everything posted by Stan`
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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
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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++
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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.
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@mrben Thanks, it will probably help us to narrow the problem to that computer at least.
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Mmmh One thing you could try is deleting your settings file.
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@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."
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Sure -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Oh okay I see. -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
I'm not sure anyone would carry a huge bag of stones but I don't know. I'll make another variation tomorrow. -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
@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 -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Okay will look into it soon. -
@FeXoR Yes. @wowgetoffyourcellphone Indeed but you'd have to do that for every scale.
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Have you tried to change the ingame language @soloooy0 ?
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That would be a way. But the issue would then be the passability of the gate.
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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 ?
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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
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Sounds reasonnable. In the meantime, if you need any helmet for your models, or your school project, I'll be glad to assist. -
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.
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
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@mrben If you are on windows, do you happen to have a crashlog.dmp ?
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@fritzmyname Sorry for the delayed answer Here is the call stack for your crash: Looking at it and your graphics card (AMD Radeon HD 6650M) I'd suggest you update you graphic drivers and disable postprocessing and or GLSL, as it seems to be the reason for the crash. Hope it helps.
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void CShaderTechnique::BeginPass(int pass) { ENSURE(0 <= pass && pass < (int)m_Passes.size()); m_Passes[pass].Bind(); } @Lion.Kanzen I opened the crashlog.dmp it crashes in that file (Source\Graphics\ShaderTechnique.cpp:132) Here is the call stack: The crashlog.txt looks completely broken, I think he has some issues with his drivers. He could try to open the devmgmt.msc program and fix the relevant bugs, at least graphics and sound drivers because that file says there an issue with that. If that still doesn't work, he could try to disable postprocessing, and GLSL.
