Pureon
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Posts
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Posts posted by Pureon
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After getting frustrated with Blender animations not working in 0AD I decided to make
instead. -
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
(assuming the rig doesn't already exist for an animal, in which case it might be necessary to re-rig it)
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.
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Howdy, welcome to the forums
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Can anyone get the beta now, or is it still selected?
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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?
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Iberian priestess update
I've committed a new (unfinished) dress texture and fixed missing head temporarily.
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That sounds like a good compromise to me Ykkrosh.
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It looks like little fairies are flying around the rocks! I like
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I didn't do it!
Edit: Ok fixed.
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Ok.
I updated the corral and fixed positioning etc.
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So should the priestess use the male priest's body, or do we instead use one of the female meshes?
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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?
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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.
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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
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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.
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I completely agree with Jubalbarca.
Only a few days ago did we receive feedback that our graphics are too good and should be reduced
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Great. The new additions sound awesome!
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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:90One error every few seconds. Could be because the AI had no CC or Barracks left, I'm not too sure.
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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.
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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:
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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.
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That's probably it. I'll update to include the new autobuild and try again.
Edit: Works now. Thanks
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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.
Particles
in Game Development & Technical Discussion
Posted
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