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gameboy

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Posts posted by gameboy

  1. I have a problem:the problem is that the army in the wall can attack the enemy outside the wall from the wall, and they should go out of town to attack the enemy outside the wall. The enemy outside the city wall can attack the army and unit within the walls of the city. The enemy outside the wall should destroy the wall to attack the army and the units in the wall.

    This is a problem for a Pathfinder. Please repair it. Thank you.

    • Like 1
  2. Yes, I found a problem. Every time when I built the fence, when the enemy attacked, they could attack the walls of my army and civilians outside the stone wall.            

    Every time they play games they (AI) never build walls to defend them, don't they build a wall?

  3. Description of the problem:

    The enemy outside the city wall can use bows and arrows, javelin and other projectile weapons that can hurt the soldiers inside the wall, the villagers.                 My solution is:

           The enemy outside the walls can only harm the walls of the city by projecting weapons, and can not cause harm to soldiers and buildings and other objects in the wall. Soldiers inside the wall attacked the soldiers outside the city wall with two choices: 1. out of the city gate to attack them (enemy soldiers).            2. our soldiers climbed to the wall and stood on the wall to attack the enemy soldiers.

  4. @stanislas69 

    crashlog.dmp

    @vladislavbelov

    ShaderProgram.cpp(234): Assertion failed: "count == 1"

    'pyrogenesis.exe' (Win32): Loaded 'C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.16299.125_none_5d79065fa7de350f\comctl32.dll'. Cannot find or open the PDB file.
    ShaderProgram.cpp(775): Assertion failed: "0 && ("Shader type doesn't support VertexAttribPointer")"

  5. @niektb Today, I tested the latest terra_magna, and when I played the game, I found that a cavalry on the horse's back was missing a cavalry.

    https://github.com/0ADMods/terra_magna

    ERROR: Could not load animation 'art/animation/quadraped/horse_idle_a.psa'

    ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_a.psa): Failed loading, marked file as bad

    ERROR: Could not load animation 'art/animation/quadraped/horse_attack_a.psa'

    ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_a.psa): Failed loading, marked file as bad

    ERROR: Could not load animation 'art/animation/quadraped/horse_attack_b.psa'

    ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_b.psa): Failed loading, marked file as bad

    ERROR: Could not load animation 'art/animation/quadraped/horse_death.psa'

    ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_death.psa): Failed loading, marked file as bad

    ERROR: Could not load mesh 'art/meshes/skeletal/m_pants_celt.dae'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/m_pants_celt.dae failed to load

    ERROR: Failed to build prop model "units/china/cavalry_archer_b_r.xml" on actor "cavalry_archer_b"

    ERROR: Could not load mesh 'art/meshes/skeletal/m_tunic_short.dae'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/m_tunic_short.dae failed to load

    ERROR: Failed to build prop model "units/china/cavalry_spearman_b_r.xml" on actor "cavalry_spearman_b"

    ERROR: Could not load mesh 'art/meshes/skeletal/m_tunic_short.dae'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/m_tunic_short.dae failed to load

    ERROR: Failed to build prop model "units/china/cavalry_spearman_b_r.xml" on actor "cavalry_spearman_b"

    ERROR: Could not load mesh 'art/meshes/skeletal/m_tunic_short.dae'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/m_tunic_short.dae failed to load

    ERROR: Failed to build prop model "units/china/cavalry_spearman_b_r.xml" on actor "cavalry_spearman_b"

     

    6.png

  6. I tried your way, and this crashes still appear. I think this skeletal animation function has not been realized. The annotation seems to have explained that maybe we should realize this function.

    ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk

     

    I wrote a piece of code, can you help me apply this code to this function? Thank you

     

    attribute vec4 bone;
    None.gifattribute vec4 weight;
    None.gifuniform mat4 boneMatrices[
    32];
    None.gif
    None.gifvoid main()
    None.gif{    
    None.gif    vec4 blendVertex 
    = vec4(0000);
    None.gif    
    None.gif    
    for(int i = 0; i < 4; i++)
    None.gif    {    
    None.gif    blendVertex 
    += boneMatrices[int(bone)] * gl_Vertex * weight;
    None.gif    }
    None.gif    
    None.gif    gl_Position 
    = gl_ModelViewProjectionMatrix * blendVertex;
    None.gif    gl_TexCoord[
    0= gl_MultiTexCoord0;
    None.gif    gl_FrontColor 
    = gl_Color;
    None.gif    
    None.gif    vec4 ecPos 
    = gl_ModelViewMatrix * blendVertex;
    None.gif    gl_FogFragCoord 
    = abs(ecPos.z);
    None.gif}

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