MadaFizzle
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Posts
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Posts posted by MadaFizzle
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Ok, understood. So the only way is to read the code line by line. Is there a way to see just the pathfinder code, so who is able to program can read it without the rest of the code and work on it?
Maybe mine are just stupid questions for you, but i really want to see this problem solved.
Can't wait to see a big army moving around those beautiful maps....
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This game is getting better and better! Thanks to everyone!
Speaking about the lag problem, could it be helpful to create a discussion about it?So everyone can put ideas to solve this issue... Does it already exist?
And, what does it mean:
We hope to get someone working on the pathfinder in the near future
What "pathfinder" stands for?
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Thanks for the info. The Mac's graphics card (Radeon X1600) is fairly low end by today's standards, so maybe we just pushed it beyond its limits, or as wraitii said, it could be a lingering driver bug. I would simply leave that option disabled in your config, and if everything else works, be happy Or if possible, consider upgrading the graphics card, but on very old systems, that may not be worth it.
Ok, i wrote it here because i thought it was a bug for every mac...
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Do you have the error? Without actual message, we're just shooting in the dark.
Well, i just get this when i try to load:
"Loading aborted - Failed to load saved game state. It might have been saved with an incompatible version of the game."
But i created this file with this version. If you need a more detailed error explain me how to get it.
I think you need to recompile. On windows, you could take the latest svn which had an autobuild today
Recompile?
Hi, can you post the system_info.txt for that Mac? It's in the game's log folder.
I don't know why that option is enabled by default anyway
Ok i'll copy here:
OS : Darwin 11.4.2 (Darwin Kernel Version 11.4.2: Thu Aug 23 16:26:45 PDT 2012; root:xnu-1699.32.7~1/RELEASE_I386)
CPU : i386, Intel Core2 T7600 @ 2.33GHz (1x2x1), 2.33 GHz
Memory : 2048 MiB; 1855 MiB free
Graphics Card : ATI ATI Radeon X1600 OpenGL Engine
OpenGL Drivers : 2.1 ATI-7.4.1; OpenGL 2.1 ATI-7.4.1
Video Mode : 1440x900:32
Sound Card : Unknown
Sound Drivers : Unknown
OpenGL Extensions:
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_bgra
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_APPLE_aux_depth_stencil
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_float_pixels
GL_APPLE_flush_buffer_range
GL_APPLE_flush_render
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer
GL_APPLE_rgb_422
GL_APPLE_row_bytes
GL_APPLE_specular_vector
GL_APPLE_texture_range
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422
GL_ATI_blend_equation_separate
GL_ATI_blend_weighted_minmax
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_IBM_rasterpos_clip
GL_NV_blend_square
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_texgen_reflection
GL_SGI_color_matrix
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
SMBIOS:
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Hi everyone,
i tried the last version of this game on windows 7 and mac os x lion and i found those bugs:
- w7 64bit - if i play a random map saving as usual and turn off, when i want to resume the game it gives an error, like the save files comes from another version.
- w7 64bit - when i resume a skirmish, the enemy doesn't move anymore. They don't attack and move, they just keep collecting resources and defend at least when i attack. them.
- mac osx lion - i can't see water, while i see fishes flyng in circles. To see water i have to disable "water - use actual depth".
Hope this helps to improve your job.
[Suggestions] on: "differences that could be made between civs" and "more.."
in General Discussion
Posted
The stamina idea is interesting, i think it would give a lot of new possibilities.
Speaking about horsemen, perhaps we will be able to charge the infantry (literally sweeping units) with the use of stamina, and the charge will not be available until we have recovered the stamina required.
I get really depressed when i see horses that can just "walk"...