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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. That added UV texture coordinates automatically, which might have been the problem
  2. Just so you know, Blender is going through some dramatic changes right now. The new version (2.5 dev version on way to 2.6 final) is very different from the 2.4 series, but it's not stable yet.
  3. I suppose they could use more of the "fuzzy" factor, but they aren't too bad. (They are lower poly, but that's just the way they were designed. It is a fairly "solid" tree if you know what I mean.)
  4. Well, shouldn't that actually happen sometimes?
  5. One thing I would really like in a conquest mode is army persistence between battles.
  6. I'm really surprised Photoshop would have any issues with png. Considering how common png and Photoshop are, I would have thought they would work well together.
  7. I really like png. I don't have any issues with the alpha channel, but I use GIMP. Png works in a lot more programs also (even MS paint can open them).
  8. Ah, but everything currently has a center which obstructs. Even the wall has a part on the side that you can't walk through. Fish and farms (can't walk through the center of farms currently) need to not have any obstruction. Just another area that's unfinished.
  9. Unobtainium predates Avatar I think. I like the thought of typing "It's a me, Mario" and having Mario go stomp all the enemy units and buildings flat, but that would have too many legal issues.
  10. There is a fish school in the editor, but it doesn't have any animations and it blocks ships. You can gather food from it though.
  11. There is no wall system yet. They can technically be built, but only like regular buildings. With a new wall system, wall construction will be much easier. Also, there are some obstruction issues to work out.
  12. You will be able to select your civ in random maps. Most of the standard features you would expect in an Age of Empires style game will be present. They just have to be implemented. Being able to choose the civ is more than just a box in the GUI; there's a lot behind it that isn't ready yet. About the Celts only being able to gather food - That's just the animations, they can already gather any resource. It is not hard to fix, just time-consuming. The Celt actor files are located in 0ad\binaries\data\mods\public\art\actors\units\celts. Animations section - change wood, stone, and metal to: <animation file="infantry/general/chop.psa" name="gather_tree" speed="100"/> <animation file="infantry/general/mine.psa" name="gather_rock" speed="150"/> <animation file="infantry/general/mine.psa" name="gather_ore" speed="150"/> Variants section - change wood, stone, and metal to: <variant name="gather_tree"> <variant name="gather_rock"> <variant name="gather_ore">
  13. A date hasn't been set yet, but I would guess the next Alpha release will probably be in 1-2 months.
  14. You will probably get an answer faster on IRC #0ad quakenet. (A link to the channel is also in the game's main menu.) We always appreciate help. You don't need to join the team to contribute. Just work on an existing trac ticket or add a new ticket. When you finish something, you can add a patch to the ticket and let us know. If you stay around for awhile, give good contributions, and want to be more involved, then you may very well be invited to join team. Don't forget about the Development and Technical Discussion Forum. There's a lot of good information there also.
  15. Do we want to be able to gather wood from those cone trees? Right now I don't think we can, but we probably should do that for consistency.
  16. There is a lot of work being done on the icons. They are being improved.
  17. Hi Jesus, and welcome also. They speak Spanish in Argentina so I guess your name would be pronounced "Hesoos"? (My Spanish is a little rusty.)
  18. Would be neat for a hero unit though, even if we don't have it for regular archers.
  19. Please be patient with us. I will let him know just in case he has missed this. We really do want to apply improvements, but patches will probably only be checked and applied once a week or so. (It's possible some will be checked more often than that, but that depends on how busy people are.)
  20. Elves in BFME had a similar behavior. It worked well.
  21. Well, some people like to customize things to meet their needs. It's the reason we are making this game. We liked AoK, but wanted to try some other things which were not possible without creating our own game. Some people have specific things they want in an operating system that Windows and OSX don't allow. It doesn't mean Linux is better, it's just more customizable.
  22. You're welcome to participate in the Development and Technical Discussion Forum. Unfortunately, there is no AI framework for single player AIs yet. Much of the gameplay logic is in JavaScript though, so you might find something else interesting to work on in the meantime. You can download the current build from SVN and take a look at the code. I'm from AoKH also.
  23. Debug Mode Locals - this 0x080e5768 {m=0x080ea868 } ShadowMap * const + m 0x080ea868 {UseDepthTexture=true DepthTextureBits=0 Framebuffer=1 ...} ShadowMapInternals * Call Stack nvoglnt.dll!69701a1c() [Frames below may be incorrect and/or missing, no symbols loaded for nvoglnt.dll] nvoglnt.dll!6963e29a() nvoglnt.dll!695eaebc() > pyrogenesis_dbg.exe!ShadowMap::EndRender() Line 464 + 0xf bytes C++ pyrogenesis_dbg.exe!CRenderer::RenderShadowMap() Line 865 C++ pyrogenesis_dbg.exe!CRenderer::RenderSubmissions() Line 1227 C++ pyrogenesis_dbg.exe!CRenderer::RenderScene(Scene * scene=0x0ad36aa0) Line 1451 C++ pyrogenesis_dbg.exe!CGameView::Render() Line 414 C++ pyrogenesis_dbg.exe!Render() Line 215 C++ pyrogenesis_dbg.exe!Frame() Line 345 C++ pyrogenesis_dbg.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x003a4bc0) Line 441 + 0x5 bytes C++ pyrogenesis_dbg.exe!main(int argc=1, char * * argv=0x003a4bc0) Line 460 + 0xd bytes C++ pyrogenesis_dbg.exe!wmain(int argc=1, wchar_t * * argv=0x003a6c48) Line 371 + 0xd bytes C++ pyrogenesis_dbg.exe!__tmainCRTStartup() Line 594 + 0x19 bytes C pyrogenesis_dbg.exe!wmainCRTStartup() Line 414 C pyrogenesis_dbg.exe!CallStartupWithinTryBlock() Line 384 + 0x5 bytes C++ pyrogenesis_dbg.exe!wseh_EntryPoint() Line 412 C++ kernel32.dll!7c816fe7()
  24. Locals - this 0x00000000 {m=??? } ShadowMap * const m CXX0017: Error: symbol "" not found Call stack nvoglnt.dll!69701a1c() [Frames below may be incorrect and/or missing, no symbols loaded for nvoglnt.dll] nvoglnt.dll!6963e29a() nvoglnt.dll!695eaebc() > pyrogenesis.exe!ShadowMap::EndRender() Line 466 C++ pyrogenesis.exe!CRenderer::RenderShadowMap() Line 865 C++ pyrogenesis.exe!CRenderer::RenderSubmissions() Line 1227 C++ pyrogenesis.exe!CRenderer::RenderScene(Scene * scene=0x0a7b2dd8) Line 1451 C++ pyrogenesis.exe!CGameView::Render() Line 413 + 0x39 bytes C++ pyrogenesis.exe!Render() Line 218 C++ pyrogenesis.exe!Frame() Line 345 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x003a9bf0) Line 441 + 0x5 bytes C++ pyrogenesis.exe!main(int argc=1, char * * argv=0x003a9bf0) Line 460 + 0xf bytes C++ pyrogenesis.exe!wmain(int argc=1, wchar_t * * argv=0x003a6038) Line 371 + 0x7 bytes C++ pyrogenesis.exe!__tmainCRTStartup() Line 594 + 0x17 bytes C pyrogenesis.exe!CallStartupWithinTryBlock() Line 385 C++ kernel32.dll!7c816fe7() libxml2.dll!00620035() libxml2.dll!00690077() libxml2.dll!00620035() libxml2.dll!005f0066() libxml2.dll!00690077() libxml2.dll!00690077() libxml2.dll!00690077()
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