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Stan`

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Everything posted by Stan`

  1. It started out as a project of mine, although in the end they did not end up using my assets. The main menu of my mod https://github.com/0adMods/stella_artis Here is a screenshot of their mod.
  2. In theory yes but ideally you'd reduce the number by making compromises and using a texture set as much as possible. I mean the round roof has all its faces and some subdivisions in the cylindrical part. Can probably remove some. You need to split the part that needs to be round from the rest using the Y key. You can import other existing models to compare
  3. I'm working with a school in rennes for a Sci-fi mod. They are making some progress yeah, but no planet mapping.
  4. On the model 12k tris is way too high. Maybe 4k-6k would be acceptable. Congrats on removing the unseen faces, it's usually where stuff goes wrong. You forgot to remove those from the inner roof though... Your building is way too round with faces, you should use smooth shading instead. There might be a way to get away with less faces on the front porch.
  5. Usually the best workflow is to use one texture, maybe two for props.
  6. I'm talking about compatibility issues, and SDK problems, what do we use 7.0, 8.1, 10.***(Win10) 10.22000+(Win11) I have no idea what works on which version of Windows
  7. There is an option in the game menu mouse drag delta. You can try bigger values than 4
  8. It's basically that. It requires rebuilding all the libraries one by one and we did not do that yet. I also do not know the consequences of not using it. Will it still work on W7 for example. Then there is the CI to update too.
  9. pyrogenesis.exe!CFont::CalculateStringSize(const wchar_t * string, int & width, int & height) Line 68 C++ [Inline Frame] pyrogenesis.exe!CTextRenderer::PutAdvance(const wchar_t *) Line 120 C++ pyrogenesis.exe!CTextRenderer::PrintfAdvance(const wchar_t * fmt, ...) Line 96 C++ pyrogenesis.exe!CLogger::Render(CCanvas2D & canvas) Line 250 C++ pyrogenesis.exe!CRenderer::RenderFrame2D(const bool renderGUI, const bool renderLogger) Line 521 C++ pyrogenesis.exe!CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger) Line 478 C++ pyrogenesis.exe!CRenderer::RenderFrame(bool needsPresent) Line 431 C++ pyrogenesis.exe!Frame() Line 446 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 687 C++ pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 739 C++ pyrogenesis.exe!main_getcmdline() Line 74 C > [Inline Frame] pyrogenesis.exe!invoke_main() Line 90 C++ pyrogenesis.exe!__scrt_common_main_seh() Line 288 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Line 363 C++ kernel32.dll!770700f9() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!771e7bbe() Unknown ntdll.dll!771e7b8e() Unknown
  10. The SPIR-V mod is now available in the A27 ingame mod downloader. It was recently updated to 0.27.12
  11. Hello, and welcome to the forums. The reason AI doesn't build walls is that this behavior is not implemented. Same reason for the stone towers. There has been limited activity on its development in the past 4 years.
  12. The community mod contains a fix for this bug. It will be fixed in the upcoming alpha. The issue is having enabled the regicide option.
  13. Hey guys any opinions on https://code.wildfiregames.com/D4908 ?
  14. There are multiple factors to take into account. Some updates require a lot of changes on our end, so that takes time, some have unintended side effects, some are okay, but distributions changed in the meantime. And since the whole game relies on it, and all Oses must have the same version it can be a bit tricky to get it right.
  15. They would, graphic backends do not affect replays. (The mod you have to install maybe)
  16. @Ceres Do you know how many sound cards the NU PC has ? You could try setting different ones as default and see what happens.
  17. Maybe that could be computed by using the report of the players, e.g if you get half the reports the other guy loses honor points?
  18. Sorry X) http://docs.wildfiregames.com/templatesanalyzer/
  19. We might not have a macOS Vulkan build for A27 it depends on whether we manage to compile or find binaries for MoltenVK. Selecting two hundred units is slow. You can try moving them and keeping them selected, and moving them and deselecting them. You'll see it's faster. When selected, we gather a lot of information about all the buttons, things they can build etc, and that's slow.
  20. If you run into cases where vulkan doesn't work with the game yeah running it into the docker could be nice
  21. The person who tested was on arch. Maybe you can request an updated package ?
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