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Stan`

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

  1. Thanks this is a known bug. Bugs should be reported here #3866 ([PATCH] When a ship sinks/building destroys without space to unload units aren't lost in summary) – Wildfire Games
  2. Hello, Please look at this video. Or install the community mod.
  3. Hello @Rafael.arom Thanks for the report. It seems the game does not have the permission to create certain files. Could you check your antivirus software? > pyrogenesis.exe!CreateDirectories(const Path & path, unsigned int mode, bool breakpoint) Line 157 C++ pyrogenesis.exe!CreateDirectories(const Path & path, unsigned int mode, bool breakpoint) Line 150 C++ pyrogenesis.exe!createDateIndexSubdirectory(const Path & parentDir) Line 199 C++ pyrogenesis.exe!CReplayLogger::StartGame(JS::MutableHandle<JS::Value> attribs) Line 84 C++ pyrogenesis.exe!CGame::StartGame(JS::MutableHandle<JS::Value> attribs, const std::string & savedState) Line 378 C++ pyrogenesis.exe!JSI_Game::StartGame(const ScriptInterface & guiInterface, JS::Handle<JS::Value> attribs, int playerID, bool storeReplay) Line 59 C++ [Inline Frame] pyrogenesis.exe!std::_C__Invoker_functor::_Call(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 330 C++ [Inline Frame] pyrogenesis.exe!std::_C_invoke(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 330 C++ [Inline Frame] pyrogenesis.exe!std::_Apply_impl(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 1233 C++ [Inline Frame] pyrogenesis.exe!std::apply(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 1241 C++ [Inline Frame] pyrogenesis.exe!ScriptFunction::call(void *) Line 195 C++ pyrogenesis.exe!ScriptFunction::ToJSNative<&JSI_Game::StartGame,0>(JSContext * cx, unsigned int argc, JS::Value * vp) Line 336 C++ mozjs78-ps-release.dll!js::InternalCallOrConstruct(JSContext * cx, const JS::CallArgs & args, js::MaybeConstruct construct, js::CallReason reason) Line 585 C++ mozjs78-ps-release.dll!InternalCall(JSContext * cx, const js::AnyInvokeArgs & args, js::CallReason reason) Line 648 C++ mozjs78-ps-release.dll!js::CallFromStack(JSContext * cx, const JS::CallArgs & args) Line 652 C++ mozjs78-ps-release.dll!js::jit::DoCallFallback(JSContext * cx, js::jit::BaselineFrame * frame, js::jit::ICCall_Fallback * stub, unsigned int argc, JS::Value * vp, JS::MutableHandle<JS::Value>) Line 0 C++ 0ede269d() Unknown [Frames below may be incorrect and/or missing] mozjs78-ps-release.dll!js::jit::EnterBaselineInterpreterAtBranch(JSContext * cx, js::InterpreterFrame * fp, unsigned char * pc) Line 187 C++ mozjs78-ps-release.dll!Interpret(JSContext * cx, js::RunState & state) Line 2222 C++ mozjs78-ps-release.dll!js::RunScript(JSContext * cx, js::RunState & state) Line 465 C++ mozjs78-ps-release.dll!js::InternalCallOrConstruct(JSContext * cx, const JS::CallArgs & args, js::MaybeConstruct construct, js::CallReason reason) Line 620 C++ mozjs78-ps-release.dll!InternalCall(JSContext * cx, const js::AnyInvokeArgs & args, js::CallReason reason) Line 648 C++ mozjs78-ps-release.dll!js::Call(JSContext * cx, JS::Handle<JS::Value> fval, JS::Handle<JS::Value> thisv, const js::AnyInvokeArgs & args, JS::MutableHandle<JS::Value> rval, js::CallReason reason) Line 665 C++ mozjs78-ps-release.dll!js::jit::InvokeFunction(JSContext * cx, JS::Handle<JSObject *> obj, bool argc, bool argv, unsigned int) Line 269 C++ mozjs78-ps-release.dll!js::jit::InvokeFromInterpreterStub(JSContext * cx, js::jit::InterpreterStubExitFrameLayout * frame) Line 289 C++ 0ede0dda() Unknown mozjs78-ps-release.dll!js::jit::MaybeEnterJit(JSContext * cx, js::RunState & state) Line 196 C++ mozjs78-ps-release.dll!js::RunScript(JSContext * cx, js::RunState & state) Line 450 C++ mozjs78-ps-release.dll!js::InternalCallOrConstruct(JSContext * cx, const JS::CallArgs & args, js::MaybeConstruct construct, js::CallReason reason) Line 620 C++ mozjs78-ps-release.dll!InternalCall(JSContext * cx, const js::AnyInvokeArgs & args, js::CallReason reason) Line 648 C++ mozjs78-ps-release.dll!js::Call(JSContext * cx, JS::Handle<JS::Value> fval, JS::Handle<JS::Value> thisv, const js::AnyInvokeArgs & args, JS::MutableHandle<JS::Value> rval, js::CallReason reason) Line 665 C++ mozjs78-ps-release.dll!JS_CallFunctionValue(JSContext * cx, JS::Handle<JSObject *> obj, JS::Handle<JS::Value> fval, const JS::HandleValueArray & args, JS::MutableHandle<JS::Value> rval) Line 2777 C++ pyrogenesis.exe!IGUIObject::ScriptEventWithReturn(const CStr8 & eventName, const JS::HandleValueArray & paramData) Line 417 C++ [Inline Frame] pyrogenesis.exe!IGUIObject::ScriptEventWithReturn(const CStr8 &) Line 398 C++ [Inline Frame] pyrogenesis.exe!IGUIObject::ScriptEvent(const CStr8 &) Line 388 C++ pyrogenesis.exe!IGUIObject::SendEvent(EGUIMessageType type, const CStr8 & eventName) Line 352 C++ pyrogenesis.exe!IGUIButtonBehavior::HandleMessage(SGUIMessage & Message) Line 100 C++ pyrogenesis.exe!CButton::HandleMessage(SGUIMessage & Message) Line 80 C++ pyrogenesis.exe!IGUIObject::SendMouseEvent(EGUIMessageType type, const CStr8 & eventName) Line 366 C++ pyrogenesis.exe!CGUI::HandleEvent(const SDL_Event_ * ev) Line 210 C++ pyrogenesis.exe!CGUIManager::HandleEvent(const SDL_Event_ * ev) Line 338 C++ pyrogenesis.exe!gui_handler(const SDL_Event_ * ev) Line 61 C++ pyrogenesis.exe!in_dispatch_event(const SDL_Event_ * ev) Line 63 C++ pyrogenesis.exe!PumpEvents() Line 264 C++ pyrogenesis.exe!Frame() Line 407 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!76e900f9() Unknown ntdll.dll!770b7bbe() Unknown ntdll.dll!770b7b8e() Unknown
  4. To all that contributed, please state how you'd like to be credited in the balancing credits. Options are full name, nickname, or both.
  5. @vv221 has started looking into porting patch today. You can talk to him on IRC.
  6. Probably need some rounding but we don't choose the representation.
  7. try to add xres=1920 and yres=1080 with the borderless fullscreen option
  8. No that's multiplied by 0.00000000000001 It's a way to represents powers. e.g. 1e-3 is 0.001
  9. Up Even older ubuntu, could really be a SDL bug
  10. That's really weird, what does windows say that screen resolution is?
  11. Yeah I don't know if you plan to keep "everything" also will allow us to address minor issues like identation etc. maybe also check if some tooltips were forgotten.
  12. Can you try to add highdpi=true in the user.cfg file? Or borderless.fullscreen = false
  13. When we hold a booth at FOSDEM or give presentations, since it's such a big event, it's nice to have a new release to show for it. Makes it more enjoyable for everyone.
  14. It's 1080p (The game uses your desktop resolution) Unfortunately, the game uses pre-rendered fonts so you won't get very sharp letters.
  15. Maybe the SDL version you are using is too old 2.0.10.
  16. Feature Freeze has been moved to the January 10th in order to give more time to some patches, and because we no longer have the hard FOSDEM deadline. It might be nice to have some balancing changes as well.
  17. You can also play with a bigger dragdelta in user.cfg. default is 4
  18. I think it might be a space problem. There can be only 6 icons on that panel.
  19. @Frederick_1 @BeTe Thanks for the report. Can you give us more information about your system(s)? OS Name + userreport_hwdetect.txt? See https://trac.wildfiregames.com/wiki/GameDataPaths Do you have 2k 4k, or widescreen monitors?
  20. Maybe Ishtar wall could be a nice tech upgrade for the stone walls. And the actual Ishtar gate an editor entity.
  21. There have been some issues with the Continuous integration, but I do not know if it was directly correlated.
  22. Nice, did you make this ? It would be fun to be able to update the wall gates of the persians to this ^^
  23. @wowgetoffyourcellphone Does it happen with other fruit trees as well? Might be https://code.wildfiregames.com/D3868
  24. Wildfire Games would like to thank to all the members of this awesome community and thank you for the continued support and patience. To continue spreading the word about 0 A.D. we designed this best wishes card, you can find the XCF template at the bottom for printing. zeroad-best-wishes_03.zip
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