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Posts
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9
Posts posted by Silier
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Uh, by look on diagrams, looks complicated but really nice system, do you plan some tutorial for this mod ?
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hi, did you change/edit config files?
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just now when they are prepared they are in combat animation to get into this state I use attack. preparetime
It can be setted animation speed.
just now what I did for archers, I splited aim and loose+reload animation and unit has 2 more states:
firing- performs attack and plays loose+reload animation with speed 1 and once and timer is set from some vatlue in template and after the timer is seted aim animation again once with default lenght and state aim is set there goes next timer with rest of repeat time and after it firing again
so i am not stretching animations here
it looks weird i think (now javelin thrower looks a bit funny when ready to fire )
and yes, ai should work. but still spending a lot on buildings and workers and rather phase up like research weapons or train soldiers
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Crash fix update
infinite loop in UnitAi fix
testing new infantry archer and javelin behaviour
AI got guide for techs so now will attack you (somehow still can train separated units)
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I get too IntelliSense but just time from time. And this one does not break buid. Do not know about other
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For now (replays): 22022 works, 22023 fails
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well,
callstack after watching replay and pressing no
mozjs38-ps-release-vc140.dll!js::jit::GetPcScript(JSContext * cx, JSScript * * scriptRes, unsigned char * * pcRes) Line 1545 C++
mozjs38-ps-release-vc140.dll!JSContext::currentScript(unsigned char * * ppc, JSContext::MaybeAllowCrossCompartment allowCrossCompartment) Line 463 C++
> mozjs38-ps-release-vc140.dll!js::ObjectGroup::callingAllocationSiteGroup(JSContext * cx, JSProtoKey key) Line 1159 C++
mozjs38-ps-release-vc140.dll!js::str_split(JSContext * cx, unsigned int argc, JS::Value * vp) Line 3786 C++
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I have no crashlogs, game just close. Even interestinglog is empty
as i said A23b fine
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rP22044
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But never before? and it has nothing with memory. max 20 units in some cases.
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No logs, just crash to windows.
Replays crashing too, sometimes before end, sometimes after I press No and move with camera or wait some time, again crash to windows no logs.
No mods on.
Best reproduction of mine for replay watching test, watch 20x speed on Observer and follow hero.
Here are replays.
(replays with no problem on A23b)
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You are welcome
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I think you overnamed your picture. You have twice .png
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could you post template ?
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it has to be <Icon>units/ lege_infantry_spearman.png</Icon>
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you should check errors and warnings in log files: https://trac.wildfiregames.com/wiki/GameDataPaths
You may have it in wrong folder. Where did you place it ? and how do you call it in template
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you need to have them in template files as units for your civ, or you can switch in atlas from entities to all entities and there you can choose every single created actor file
you might have enabled modnif it is part of it and starting atlas from game
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@Yves no problem, take whatever you want
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(unrelated)
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WHAT ??
Somebody forgot delete breakpoint ?
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 (Breakpoint)
Location: unknown:0 (?)
Call stack:
(error while dumping stack: No stack frames found)
errno = 13 (Insufficient access rights to open file)
OS error = 0 (no error code was set) -
Allright, now game crashed no logs, no error and no mod on. Weird.
Battalion test mode
in Game Modification
Posted
Making bottom section for battalions, do you think it is too much bars and I should let it on tooltip ?