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Pureon

WFG Retired
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Everything posted by Pureon

  1. Yeah the AI shown in the video is Jubot. It would be great if Jubalbarca would allow us to release it with the next release
  2. After getting frustrated with Blender animations not working in 0AD I decided to make instead.
  3. Hi Zaggy. Do you have the svn (latest) version of 0AD installed? (If you don't know what that is see here: http://trac.wildfiregames.com/wiki/BuildInstructions) If you do have the svn version, take a look at the Iberian siege ram - I committed some Blender animations for it yesterday. I also animated some ships yesterday but am unable to make them work without crashing the game first. Oh joy In the 0AD directory take a look at this file: binaries\data\mods\public\art\skeletons\skeletons.xml - it shows the bone names and hierarchy of existing skeletons.
  4. Howdy, welcome to the forums
  5. Can anyone get the beta now, or is it still selected?
  6. Sorry mate I was asleep. I do have a working PSD of the placeholder dress, but I guess it's too late now for it to be useful?
  7. Iberian priestess update I've committed a new (unfinished) dress texture and fixed missing head temporarily.
  8. It looks like little fairies are flying around the rocks! I like
  9. Ok. I updated the corral and fixed positioning etc.
  10. So should the priestess use the male priest's body, or do we instead use one of the female meshes?
  11. Thanks Shield Bearer, I'll take a look when I get home Concept art for the Iberian healer and female citizen: http://www.wildfiregames.com/forum/index.php?showtopic=6265 http://www.wildfiregames.com/forum/index.php?showtopic=6213 Anyone able to work on the textures? Should I give it a go?
  12. Jubalbarca did you get the svn version working? The easiest way to test the Iberians is using random maps, selectable from the 'Match Type' dropdown, where you can choose player factions.
  13. I rotated the Iberian fishing boat and sail. I think there might be a Collada error on one of the meshes, I found a stray UV but it wasn't that causing it. Let me know if you get an error too. I'll scale the slinger projectile up a bit. They go very fast, perhaps make it a little slower so that we could see them? lol Edit: Projectile now bigger. Also changed the texture from light gray to dark gray. Might help
  14. Update - My comments in red. Corral – re-exported to fix roof and other shadowy weirdness. Perhaps make the roof the thatched roof texture. Mud prop seems missing (might just need to be moved to Public). Foundation doesn’t show up. Improper footprint and obstruction. I think I fixed all of these. Done. Temple – Remodeled to be slightly larger with more detail. Slinger – Needs proper projectile (right now it uses the Catapult rock--not good). I created a new projectile and added it to the slingers. Done Healer – Head is missing. Needs new body. Needs new icon. Maybe I'll do something. Female – Needs new body textures x2. Anyone want to do this? Fortress – Remodeled. Being done. Monument – Added to citizen build queue. Done. Fishing Boat - Needs re-exported (it's turned 90 degrees the wrong way). Needs new icon. Needs player color added to it somehow. I'll rotate boat. Icon is done. Isn't player colour in sail texture? Edit: All Done Merchant Ship - New icon. Done.
  15. I completely agree with Jubalbarca. Only a few days ago did we receive feedback that our graphics are too good and should be reduced
  16. I've been having some fun battles against your AI This error showed up just now for the first time as I was destroying the AI's remaining buildings: ERROR: JavaScript error: simulation/ai/jubot/military.js line 61 TypeError: target is undefined ([object Object],[object Object])@simulation/ai/jubot/military.js:61 ([object Object],[object Object])@simulation/ai/jubot/military.js:146 ()@simulation/ai/jubot/testbot.js:115 ([object Object])@simulation/ai/common-api/base.js:90 ERROR: JavaScript error: simulation/ai/jubot/military.js line 61 TypeError: target is undefined ([object Object],[object Object])@simulation/ai/jubot/military.js:61 ([object Object],[object Object])@simulation/ai/jubot/military.js:146 ()@simulation/ai/jubot/testbot.js:115 ([object Object])@simulation/ai/common-api/base.js:90 ERROR: JavaScript error: simulation/ai/jubot/military.js line 61 TypeError: target is undefined ([object Object],[object Object])@simulation/ai/jubot/military.js:61 ([object Object],[object Object])@simulation/ai/jubot/military.js:146 ()@simulation/ai/jubot/testbot.js:115 ([object Object])@simulation/ai/common-api/base.js:90 One error every few seconds. Could be because the AI had no CC or Barracks left, I'm not too sure.
  17. Shield Bearer is awesome, so he uses Blender to make his models More info about exporting static models from Blender can be found here: http://trac.wildfiregames.com/wiki/ArtDesignDocument#Blender Take a look through the Alpha's files to see how the actor xml files, textures, and collada models work together.
  18. Hi Vlad, welcome to the forums. Please try changing the game's graphics settings and let us know if that helps. Here are some instructions: http://trac.wildfiregames.com/wiki/Manual_Settings
  19. Good work Jubalbarca, I like your improvements! Are you able to define buildable units by their civ? So for example the Hellenes have an infantry_archer_a unit but the Celts don't. This is also relevant for building fortresses, where currently filenames are unique (e.g. fortress_briton.xml) to both civs.
  20. That's probably it. I'll update to include the new autobuild and try again. Edit: Works now. Thanks
  21. I updated a local copy of the public svn yesterday, ran update-workspaces.bat, built pyrogenesis, then tried to run. I received this error: Function call failed: return value was -100013 (File/memory data is corrupted) Location: ogl_shader.cpp:345 (Ogl_Program_reload) Call stack: Ogl_Program_reload (ogl_shader.cpp:345) p = 0x03F9BFF0 -> { id = 1 (0x00000001) } vfs = 0x00627C14 -> px = 0x016A5E88 -> (IVFS) pn = pi_ = 0x016A7748 -> use_count_ = 4 (0x00000004) weak_count_ = 1 (0x00000001) pathname = 0x0012F7E0 -> path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) h = 12884901891 (0x0000000300000003) XeroFile = m_Pointer = 0x0012F754 -> "5õV" m_ElementNameCount = 1242920 (0x0012F728) m_AttributeNameCount = 5 (0x00000005) m_ElementPointer = 0x0012F754 (see above) m_AttributePointer = 0x00000000 m_XMBBuffer = px = 0x00000000 pn = pi_ = 0x0012F744 -> use_count_ = 6026400 (0x005BF4A0) weak_count_ = 0 (0x00000000) log_length = 11 (0x0000000B) el_shader = 5101295 (0x004DD6EF) RootChildren = Count = 1242964 (0x0012F754) m_Pointer = 0x01B20000 -> [8] { 248, 184, 246, 3, 11, 0, 0, 0 } m_LastItemID = 0 (0x00000000) m_LastPointer = 0x00000000 Root = m_Pointer = 0x00627C14 (see above) linked = 639 (0x0000027F) el_shaders = 0 (0x00000000) i = 4309817 (0x0041C339) Child = m_Pointer = 0xBEE1D86D -> (unavailable - internal error) Shaders = Count = 1076232192 (0x40260000) m_Pointer = 0x01B20000 (see above) m_LastItemID = 28442624 (0x01B20000) m_LastPointer = 0x0056EC10 -> [8] { 139, 195, 51 ('3'), 210, 247, 118 ('v'), 4, 139 } Shader = m_Pointer = 0x01B20000 (see above) LINE_393_ = m_t0 = m_cycles = 122160140968656896 (0x01B2000040260000) m_tc = 0x01B20000 (see above) call_init_and_reload (h_mgr.cpp:516) h = 27709771784126467 (0x006271E400000003) type = 0x00627C14 (see above) hd = (unavailable) vfs = 0x0012F7E0 (see above) pathname = 0x0012F7E0 (see above) init_args = (unavailable) err = 1243104 (0x0012F7E0) alloc_new_handle (h_mgr.cpp:555) type = 0x006271E4 -> init = 0x004329E0 -> (CCmpVision::Deinit) reload = 0x00580330 -> (Ogl_Program_reload) dtor = 0x0057FE20 -> (Ogl_Program_dtor) validate = 0x00460500 -> (IComponent::GetJSClass) to_string = 0x0057FE40 -> (Ogl_Program_to_string) user_size = 4 (0x00000004) name = 0x005EFB74 -> "Ogl_Program" vfs = 0x00627C14 (see above) pathname = 0x0012F7E0 (see above) key = 2218923569 (0x84421631) flags = 0 (0x00000000) init_args = 0x0012F7B0 -> 0x0012F7C8 -> [8] { 13, 18, 77 ('M'), 0, 20, 124 ('|'), 98 ('b'), 0 } hd = 0x0056F5F1 -> key = 1595458691 (0x5F18C483) tag = 3277413214 (0xC3595B5E) refs = 3435973836 (0xCCCCCCCC) type_idx = 3435973836 (0xCCCCCCCC) keep_open = 3435973836 (0xCCCCCCCC) unique = 3435973836 (0xCCCCCCCC) disallow_reload = 3435973836 (0xCCCCCCCC) type = 0x56CCCCCC -> init = (unavailable - internal error) reload = (unavailable - internal error) dtor = (unavailable - internal error) validate = (unavailable - internal error) to_string = (unavailable - internal error) user_size = (unavailable - internal error) name = (unavailable - internal error) num_derefs = 136606859 (0x0824748B) pathname = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) user = [108] [8] { 162 (0xA2), 254 (0xFE), 255 (0xFF), 131 (0x83), 196 (0xC4), 20 (0x14), 131 (0x83), 232 (0xE8) } [8] { 254 (0xFE), 255 (0xFF), 131 (0x83), 196 (0xC4), 20 (0x14), 131 (0x83), 232 (0xE8), 1 (0x01) } [8] { 255 (0xFF), 131 (0x83), 196 (0xC4), 20 (0x14), 131 (0x83), 232 (0xE8), 1 (0x01), 116 (0x74) } [8] { 131 (0x83), 196 (0xC4), 20 (0x14), 131 (0x83), 232 (0xE8), 1 (0x01), 116 (0x74), 1 (0x01) } [8] { 196 (0xC4), 20 (0x14), 131 (0x83), 232 (0xE8), 1 (0x01), 116 (0x74), 1 (0x01), 204 (0xCC) } [8] { 20 (0x14), 131 (0x83), 232 (0xE8), 1 (0x01), 116 (0x74), 1 (0x01), 204 (0xCC), 161 (0xA1) } [8] { 131 (0x83), 232 (0xE8), 1 (0x01), 116 (0x74), 1 (0x01), 204 (0xCC), 161 (0xA1), 212 (0xD4) } [8] { 232 (0xE8), 1 (0x01), 116 (0x74), 1 (0x01), 204 (0xCC), 161 (0xA1), 212 (0xD4), 214 (0xD6) } [8] { 1 (0x01), 116 (0x74), 1 (0x01), 204 (0xCC), 161 (0xA1), 212 (0xD4), 214 (0xD6), 98 (0x62) } [8] { 116 (0x74), 1 (0x01), 204 (0xCC), 161 (0xA1), 212 (0xD4), 214 (0xD6), 98 (0x62), 0 (0x00) } [8] { 1 (0x01), 204 (0xCC), 161 (0xA1), 212 (0xD4), 214 (0xD6), 98 (0x62), 0 (0x00), 137 (0x89) } [8] { 204 (0xCC), 161 (0xA1), 212 (0xD4), 214 (0xD6), 98 (0x62), 0 (0x00), 137 (0x89), 70 (0x46) } [8] { 161 (0xA1), 212 (0xD4), 214 (0xD6), 98 (0x62), 0 (0x00), 137 (0x89), 70 (0x46), 28 (0x1C) } [8] { 212 (0xD4), 214 (0xD6), 98 (0x62), 0 (0x00), 137 (0x89), 70 (0x46), 28 (0x1C), 137 (0x89) } "Öb" "b" ... idx = 3 (0x00000003) h = 286470882669363203 (0x03F9BFC000000003) h_alloc (h_mgr.cpp:588) type = 0x006271E4 (see above) vfs = 0x00627C14 (see above) pathname = 0x0012F7E0 (see above) flags = 0 (0x00000000) args = 0x0057FE78 -> [8] { 131, 196, 16, 195, 204 (0xCC), 204 (0xCC), 204 (0xCC), 204 (0xCC) } ogl_program_load (ogl_shader.cpp:450) vfs = 0x00627C14 (see above) pathname = 0x0012F7E0 (see above) RenderPathVertexShader::Init (renderpathvertexshader.cpp:80) this = (unavailable) CRenderer::Open (renderer.cpp:655) this = (unavailable) width = 1680 (0x00000690) height = 1050 (0x0000041A) bits = 4483495 (0x004469A7) InitRenderer (gamesetup.cpp:589) vp = m_X = 5704214 (0x00570A16) m_Y = 6107540 (0x005D3194) m_Width = 1244532 (0x0012FD74) m_Height = 2095944040 (0x7CED9168) LINE_560_ = m_t0 = 6.48926e-307 (0x005D2A0C3FFA353F) m_description = 0x00000000 InitGraphics (gamesetup.cpp:923) args = 0x0012FD74 -> m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >) m_Arg0 = { (error -100500 while analyzing string >) } flags = 0 (0x00000000) setup_vmode = true buf = [500] 7960 37 ('%') 13055 31889 0 29778 17516 25445 25711 20581 26991 29806 ... setup_gui = (bool)0x09 RunGameOrAtlas (main.cpp:479) argc = 1 (0x00000001) argv = 0x016A57C0 -> 0x016A5868 -> "D:\0ADpublic\binaries\system\pyrogenesis.exe" args = m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >) m_Arg0 = { (error -100500 while analyzing string >) } paths = m_root = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_rdata = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_data = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_config = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_cache = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_logs = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) replay = m_Stream = 0x00000000 mod = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) zip = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) paths = m_root = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_rdata = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_data = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_config = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_cache = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_logs = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) builder = m_VFS = px = 0x7C90E920 -> (IVFS) pn = pi_ = 0x7C9101E0 -> use_count_ = 0 (0x00000000) weak_count_ = 2090061965 (0x7C93D08D) m_Files = (error -100500 while analyzing vector<Path >) m_TempDir = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) main (main.cpp:500) argc = 1 (0x00000001) argv = 0x016A57C0 (see above) wmain (wseh.cpp:373) argc = 1 (0x00000001) argv = 0x016A53F0 -> 0x016A53F8 -> "D:\0ADpublic\binaries\system\pyrogenesis.exe" utf8_argv = (error -100500 while analyzing vector<char * >) ret = 5899463 (0x005A04C7) utf8 = (error -100500 while analyzing string >) __tmainCRTStartup (crtexe.c:583) nested = 0 (0x00000000) CallStartupWithinTryBlock (wseh.cpp:386) ret = 1703906212 (0x658F8BA4) RegisterWaitForInputIdle (:0) errno = 0 (?) OS error = 0 (no error code was set) ==================================== SVN Revision: 9178 System info: (generated 2011-04-10 09:44:12 UTC) OS : WinXP SP 3 (5.1.2600) CPU : IA-32, Intel Core26600 @ 2.40GHz (1x2x1), 2.40 GHz Memory : 2047 MiB; 1068 MiB free Graphics Card : NVIDIA GeForce 8800 GTS OpenGL Drivers : 3.3.0; nvoglnt.dll (6.14.12.5896) Video Mode : 1680x1050:32 Sound Card : Realtek High Definition Audio Sound Drivers : Network Name : akasa (192.168.0.2) OpenGL Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control ==================================== Main log: (unavailable) ==================================== Today I deleted the public svn, re-downloaded it, built it, but receive the same error.
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