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Everything posted by gameboy
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Alt + Enter key combination still does not work, can not return to window mode by pressing this key combination seems to be ineffective! Might be a bug!
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GeForce 331.65 Driver does not support 0ad from full screen mode to windowed mode! error report: Assertion failed: "ret == DISP_CHANGE_SUCCESSFUL" Location: wsdl.cpp:834 (OnActivate) Call stack: OnActivate (wsdl.cpp:834) hWnd = 0x000C0576 (..) state = 0 (0x00000000) __formal = 0x0023F3DC (..) fMinimized = (unavailable) OnMessage (wsdl.cpp:1286) hWnd = 0x000C0576 (see above) uMsg = 6 (0x00000006) wParam = 0 (0x00000000) lParam = 0 (0x00000000) GetWindowLongW (:0) GetWindowLongW (:0) CallWindowProcW (:0) CallWindowProcW (:0) wglSwapBuffers (:0) GetWindowLongW (:0) GetWindowLongW (:0) ReleaseDC (:0) WCSToMBEx (:0) KiUserCallbackDispatcher (:0) PeekMessageW (:0) SDL_PumpEvents (wsdl.cpp:1335) msg = hwnd = 0x00000000 message = 0 (0x00000000) wParam = 2356992 (0x0023F700) lParam = 4002842 (0x003D141A) time = 30 (0x0000001E) pt = { x = 1 (0x00000001), y = 1039677386 (0x3DF837CA) } SDL_PollEvent (wsdl.cpp:1347) ev = 0x0023F75C -> type = "&)Ê4?Áz@HÆh" active = { type = 38 (0x26), gain = 41 (0x29), state = 202 (0xCA) } key = type = 38 (0x26) keysym = { sym = 1081786687, unicode = 50760 (0xC648) } motion = { type = 38 (0x26), x = 13514 (0x34CA), y = 49471 (0xC13F) } button = type = 38 (0x26) button = 41 (0x29) state = 202 (0xCA) x = 49471 (0xC13F) y = 16506 (0x407A) resize = { type = 38 (0x26), w = 1081786687 (0x407AC13F), h = 6866504 (0x0068C648) } expose = { type = 38 (0x26) } quit = { type = 38 (0x26) } user = { type = 38 (0x26), code = 1081786687 (0x407AC13F), data1 = 0x0068C648 } PumpEvents (main.cpp:183) profile2__ = m_Name = 0x0068C6F0 -> "dispatch events" ev = ev = type = 38 (0x26) active = { type = 38 (0x26), gain = 41 (0x29), state = 202 (0xCA) } key = type = 38 (0x26) keysym = { sym = 1081786687, unicode = 50760 (0xC648) } motion = { type = 38 (0x26), x = 13514 (0x34CA), y = 49471 (0xC13F) } button = type = 38 (0x26) button = 41 (0x29) state = 202 (0xCA) x = 49471 (0xC13F) y = 16506 (0x407A) resize = { type = 38 (0x26), w = 1081786687 (0x407AC13F), h = 6866504 (0x0068C648) } expose = { type = 38 (0x26) } quit = { type = 38 (0x26) } user = { type = 38 (0x26), code = 1081786687 (0x407AC13F), data1 = 0x0068C648 (see above) } profile2__ = m_Name = 0x005E7868 -> [8] { 51 ('3'), 192, 93 (']'), 195, (uninitialized), (uninitialized), (uninitialized), (uninitialized) } data = (unsupported basic_string<char,char_traits<char> >) Frame (main.cpp:321) realTimeSinceLastFrame = 0.012489 (0x3C4C9F07) need_update = true time = 428.078 (0x407AC13F1E4E901E) profile2__ = m_Name = 0x0068C864 -> "frame" need_render = true profile2__ = m_Name = 0x407AC13F -> (unavailable - internal error) profile2__ = m_Name = 0x407AC13F (see above) RunGameOrAtlas (main.cpp:473) argc = 1 (0x00000001) argv = (unavailable) args = m_Args = (unsupported vector<pair<CStr8,CStr8> >) m_Arg0 = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 92 ('\') res = 0 (0x0000000000000000) paths = m_root = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 54744 m_rdata = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_gameData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 63832 m_userData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 4 m_config = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_cache = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 27868 m_logs = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 617 replay = m_Stream = 0x77E4B7C2 -> (basic_istream<char,char_traits<char> >) mod = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 63900 zip = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 1843 paths = m_root = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 54744 m_rdata = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_gameData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 63832 m_userData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 4 m_config = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_cache = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 27868 m_logs = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 617 builder = m_VFS = px = 0x020A0000 -> (IVFS) pn = pi_ = 0x00000000 m_Files = (unsupported vector<Path >) m_TempDir = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 63736 main (main.cpp:516) argc = 1 (0x00000001) argv = 0x011BE170 -> 0x020A9700 -> "D:\trunk\binaries\system\pyrogenesis.exe" wmain (wseh.cpp:380) argc = 1 (0x00000001) argv = 0x011BE780 -> 0x011BE788 -> "D:\trunk\binaries\system\pyrogenesis.exe" utf8_argv = (unsupported vector<char * >) ret = 18605952 (0x011BE780) utf8 = (unsupported basic_string<char,char_traits<char> >) CallStartupWithinTryBlock (wseh.cpp:397) ret = 0 (0x00000000) RtlInitializeExceptionChain (:0) RtlInitializeExceptionChain (:0) errno = 0 (No error reported here) OS error = 0 (no error code was set)
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Alternative lobby TCP port
gameboy replied to fabio's topic in Game Development & Technical Discussion
I also want to set up such a server, but does not provide built inside svn server files! thank you! -
@historic_bruno: main menu and during a game. thank you! @Gallaecio: My operating system is: win7 32bit! My graphics card is NVIDIA 9800gt I am using in the game is the latest svn version. (14104 autobuild) thank you!
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When I press alt + enter key, the game screen appears blank!
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Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
I think wraitii in the near future to provide a test version of the Aegis AI! -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
I do not know wraitii see our conversation in the forum on the new error I've posted in the forum (Please click on the link address), I hope he can solve this problem! Find a new Error: http://trac.wildfire...com/ticket/2180# -
Add "Back to Work" button : patch testing
gameboy replied to Itms's topic in Game Development & Technical Discussion
This is a very nice feature, well, I hope can be uploaded to SVN! -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
More Aegis AI optimization Maybe he can finish this year, I hope he can have in his spare time to continue to improve his AI, thank you! -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
@wraitii: save game support is still not achieved, I ask you: When can achieve this function, we are all really looking forward to the early arrival of this feature, thank you! Find a new Error: http://trac.wildfiregames.com/ticket/2180# -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
This is a great change, very grateful to these good programmers. Lag (I use Aegis AI): I built a 266 combat units to attack the enemy, when the troops lined up to attack, the game's frame rate from 35 frames dropped seven straight frames, the game screen became lag Oh, my God, maybe too much quantity? I think this requires further optimized, thank you! BTW: I really hope the game is no longer able to save and load error (Aegis AI) -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
haha,good joke! Lion -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
My buddy, serialization will be your research direction, I wish you luck and hope you can help bring good Aegis Bot. -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
As you said, these projects can be completed within the year, well, let's at Christmas is approaching, I saw a very good version is available! -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
I do not know why so difficult to solve this problem, but I believe that now the game team to solve this problem, I believe wraitii, he will be able to solve this problem! -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
ok, my friend, I hope you come back soon start 0 AD's work on the preservation of the game whether the problem can be solved loads of it? I want to know about this problem has been solved or already have the solution? Please forgive me anxious mood! :hi: -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
Today is September 25, okay, let us continue to wait for its arrival! -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
This week released a new AI, why did not it? :unknw: -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
Nice job, I have a question: whether the new release of Aegis AI can save and load archive files? -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
Over a long period of time, the new Aegis AI can released? -
User Interface concepts
gameboy replied to Pureon's topic in Game Development & Technical Discussion
Very nice, what time it will publish, publish it right now? -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
@wraitii: About the next beta release at what time will you? Thank you! BTW:I tested you at the forum released a beta version of AI, I have reported errors you will in the next release of the beta version Fix it? -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
@wraitii: My God, this error can fix it? What about the new AI when released? Thank you! -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
How do we use it? -
Further AI development
gameboy replied to wraitii's topic in Game Development & Technical Discussion
Maybe it takes a few days to complete it, and hope you will soon come back together to solve this problem!