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WhiteTreePaladin

WFG Retired
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Posts posted by WhiteTreePaladin

  1. I'm getting an error about 5 seconds or so after I close the game out with shadows enabled. It only happens when I close the game out with the "X" in the window border. When I close the game through the dialogs, it does not occur. Also, if I disable shadows before I close the game out, it does not happen. Easily reproducible: simply enable shadows, and close the game through the window border controls.

    Function call failed: return value was -1 (Function failed (no details available))

    Location: wsysdep.cpp:312 (sys_error_description_r)

    Call stack:

    sys_error_description_r (wsysdep.cpp:290)

    user_err = 216493640 (0x0CE76E48)

    buf = 0x00AAA86C -> "unknown"

    max_chars = 0 (0x00000000)

    err = 266993664 (0x0FEA0000)

    message = [200]

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0 ...

    charsWritten = 0 (0x00000000)

    debug_BuildErrorMessage (debug.cpp:301)

    description = 0x0CE76E48 -> "Much to our regret we must report the program has encountered an error.

    Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.

    Details: unhandled exception (Access violation reading 0x000046FC)

    "

    filename = 0x00000000

    line = 1242996 (0x0012F774)

    func = 0x00A986A8 -> [8] { 95 ('_'), 0, 119 ('w'), 0, 115 ('s'), 0, 101 ('e'), 0 }

    context = 0x00AAA86C (see above)

    lastFuncToSkip = 0x00000000

    emm = 0x00AAA87C -> { pa_mem = 0x0000003F }

    buf = 0xCCCCCCCC

    ret = 1238896 (0x0012E770)

    errno_equiv = 0 (0x00000000)

    os_error = [100]

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0 ...

    description_buf = [100]

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0 ...

    writer =

    m_pos = 0xCCCCCCCC

    m_charsLeft = 3435973836 (0xCCCCCCCC)

    debug_DisplayError (debug.cpp:455)

    description = 0x0012F644 -> [8] { 63320, 18, 63348, 18, 63084, 18, 52978, 154 }

    flags = 13275028 (0x00CA8F94)

    context = 0x00000000

    lastFuncToSkip = 0x00000000

    pathname = 0x00000000

    line = 1242700 (0x0012F64C)

    func = 0x00CA53DA -> [8] { 137, 69 ('E'), 240, 198, 69 ('E'), 223, 1, 131 }

    suppress = 0x004F9870 -> [8] { 139 (0x8B), 69 (0x45), 236 (0xEC), 80 (0x50), 232 (0xE8), 234 (0xEA), 84 (0x54), 241 (0xF1) }

    filename = 0x00000001

    er = -33686019

    text = 0xCCCCCCCC

    emm = { pa_mem = 0x0012F684 }

    wseh_ExceptionFilter (wseh.cpp:238)

    ep = 0x0012FFF0 -> { ExceptionRecord = 0x00000000, ContextRecord = 0x00000000 }

    func = [1000]

    65021

    65021

    65021

    65021

    65021

    65021

    65021

    65021

    65021

    65021

    65021

    65021 ...

    lastFuncToSkip = 0x00000000

    message = [500]

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0

    0 ...

    messageFormat = 0x00000000

    descriptionBuf = [150]

    65307

    18917

    65304

    18

    15136

    163

    0

    0

    65176

    18

    51829

    153 ...

    description = 0x0000002F

    file = [100]

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC)

    52428 (0xCCCC) ...

    er = 0

    nestingLevel = 1 (0x00000001)

    line = 3435973836 (0xCCCCCCCC)

    flags = 0 (0x00000000)

    CallStartupWithinTryBlock (wseh.cpp:378)

    ret = 1245060 (0x0012FF84)

    00000000

    ret = 2147315712 (0x7FFD7000)

    errno = 0 (?)

    OS error = 0 (no error code was set)

    SECOND ERROR (After choosing "exit" on first error dialog)

    Much to our regret we must report the program has encountered an error.

    Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.

    Details: unhandled exception (Access violation reading 0x000046FC)

    Location: unknown:0 (?)

    Call stack:

    00000000

    errno = 0 (?)

    OS error = ?

  2. There is no automatic retreat feature. We won't be adding that because we feel that should be left up to the player. When the game is finished though, there is nothing preventing anyone from adding any custom features they would like to have. ;)

  3. The latest revision (7627) compiles, but throws an error immediately when run. The error has to do with the core count of processor.

    Assertion failed: "apicIdStorage[0]"

    Location: topology.cpp:167 (ApicIds)

    Call stack:

    ApicIds (topology.cpp:145)

    uninitialized = 0xCCCCCCCC

    apicIds = 0x00000000

    cpu_topology_Detect (topology.cpp:292)

    topology = { numPackages = 0 (0x00000000), coresPerPackage = 0 (0x00000000), logicalPerCore = 0 (0x00000000) }

    00000000

    topology = { numPackages = 0 (0x00000000), coresPerPackage = 0 (0x00000000), logicalPerCore = 0 (0x00000000) }

    ActivateCounter (whrt.cpp:56)

    counter = 0x0012FEF4 -> (ICounter)

    GetNextBestSafeCounter (whrt.cpp:70)

    InitCounter (whrt.cpp:105)

    00000000

    CallFunctionPointers (winit.cpp:71)

    begin = 0x0012FF28 -> 0x0012FF74 ->

    end = 0x00C824A8 -> 0x8BFC4589 ->

    t0 = 10783052 (0x00A4894C)

    t1 = 5143154 (0x004E7A72)

    winit_CallInitFunctions (winit.cpp:88)

    00000000

    initterm_e (:0)

    __tmainCRTStartup (crtexe.c:421)

    wmainCRTStartup (crtexe.c:404)

    CallStartupWithinTryBlock (wseh.cpp:378)

    ret = 1245060 (0x0012FF84)

    00000000

    ret = 2147307520 (0x7FFD5000)

    errno = 0 (?)

    OS error = 0 (no error code was set)

    [edit]

    I can click "continue" and get the game to start.

  4. ERROR: CXeromyces: Failed to find XML file audio/actor/mounted/movement/walk.xml

    ERROR: Failed to load sound group '/actor/mounted/movement/walk.xml'

    Happens when a horse unit is first moved. Not critical, but thought I'd mention it.

    [edit]

    I just realized that I don't have all the art/sound locally due to you helping me save space with a stripped down SVN, so that may be the issue.

  5. There is also a free version of Sketchup, but I don't think it can export in that format. Also, Blender requires a full python install in order to export .dae. (However, python is also free and is very easy to install.)

    I would highly recommend Blender 3D as it is free and very powerful; it does take some effort to learn how it works though.

  6. Looks like so far the ratio of resolutions is...

    4:2 = 11

    Widescreen = 19

    Have these been taken into account yet?

    In the meantime, I've added the missing options, but that apparently wipes out the previous votes. Doh!

    The previous state was "4, 1, 0, 4, 0, 1, 0, 3, 2, 0, 1".

  7. If shroud of war/darkness is not considered free space, then exploration requires many mouse clicks and constant attention. In AoK, one could simply send a scout to some distant unknown place and check up on his discoveries later at a more opportune time. It's an issue of what level of knowledge the unit should have and how much exploration should be micromanaged by the player.

  8. (y) Is there anyway to automate that? Perhaps some script that reminds about updating workspaces when I try to compile? Or do I just need to change my desktop wallpaper with update workspaces in big letters?

    [edit]

    I suppose I should add here that I got it to compile on vc2005 after updating workspaces. Also, it runs alright.

  9. We mainly need experienced C++ programmers. JavaScript scripters are also needed. We can always use some more artists, sound designers, etc, but some previous experience / skill would be needed.

    The game is open source and some of the basic art has been released with it, so you don't need to join the team to get access to it. However, it is not as easy as simply downloading and installing it. It would take some SVN experience to get a copy. We are working on an Alpha version that should be easier to use than the current version. It should come out later this year.

    In the mean time, I'd recommend learning Blender. Maybe by the time the Alpha comes out you'll be able to make some characters, props, buildings, etc. :)

  10. With Sketchup (or any 3D program) you can get practice visualizing things in 3D, and learning the basic 3D manipulations (moving, rotating scaling, etc). That will prove helpful in Blender. However, there will still be a lot left to learn when you start Blender. If you do want to try Blender, get the latest stable version - 2.49b. Do NOT get the alpha version (2.5); it is not ready to use yet and because it is so new, none of the tutorials will match it.

    Don't try to make anything serious at first, just follow the tutorials that show how the interface works. For example, things like using the number pad to change the view, panning around to get different views, and switching in and out of object mode and edit mode are goods things to begin practicing. Blender takes a little getting used to at first, but once you understand it (this can take some time), you can model things quite fast.

    Here is a link to the lastest stable version of Blender: Blender

    Here is a link to the site that I used to learn Blender: Blender 3D: Noob to Pro

    - you'll need to scroll down the page to get to the tutorial links; start with "Unit 1."

    [edit]

    If you like video tutorials, there are some really good ones on the Blender Underground site. I've watched them before, though I already knew how to use Blender before I watched them. Here's link to the video tutorial section: http://blenderunderground.com/video-tutorials/

  11. Blender is very different than Sketchup. Blender is much more powerful, but more complicated. With Sketchup you can get to modeling nearly right away. With Blender, it will take some time to learn how it works before you can make anything.

    In order for a model to be used in the game engine, it must first be converted to triangles. In Blender everything is already in triangle form or quads, but quads are easily converted to triangles. I've found that Sketchup (the free version) is not very good for game models because it often results in a bad topology (messy geometry) when everything is forcibly converted to triangles.

    While Sketchup is very good for making non-game architecture models, an inexperienced person would get into bad habits when attempting to use Sketchup for game models. (I know this from personal experience.)

    An experienced person could probably use either program for game models.

    Blender is a great program, I recommend you try it. You really must find some good tutorials about how to use the interface and how to get started; I don't recommend trying to figure it out on your own as you will quickly get discouraged. If you find Blender too difficult, you can always try other free 3D programs and try Blender again later. I originally tried Blender (2.42 I think), gave up, then tried again a year later. At that point, I finally understood it, but it took some determination and working through some good tutorials before I could really make anything substantial.

  12. The engine does not currently support specular or normal maps. [edit] alpha maps already supported

    Seabound units is something we will have in our game, so that should be doable. (That part isn't finished though.)

    Airborne units might be a problem. I wanted those as well, but currently coordinates are 2D... Not sure about how hard it would be to change.

    Ammunition states lowering as units rearm should be possible.

    Resources (food/fuel/ammo/recovery) should be possible.

    I think our day and night was intended to only be used in custom scenarios and not change, but I do think I heard it would be possible to use it in a cycle without too much effort.

    Ykkrosh, janwas or another one of the more experienced programmers could give you a more accurate picture of what is really possible.

    [edit] see following post by Ykkrosh. :)

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