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Topic Needed Models and Textures - A Compiled List By ala Date 2015-04-02 20:01

>steampunkish


Well some elements, like the inventors lab, the dynamite and the gun. I still like those steampunk elements the most (from a design perspective).

> Like it's written in ink; not with a pen


Ink would surely look good as well.
Topic Some Feedback on Mine Rescue (stable) By ala Date 2014-07-20 21:11
We (me, pluto, Kanibal) just played a round of mine rescue, and I fear I have negative but constructive feedback:

We played with the stable version, so perhaps some things are fixed by now:

-only the first player had starting tools, we couldn't dig nor chop nor build, and there was no tool workshop. I suggest to make starting tools, always for all players, and always buy able for a game start accident.
-I entered the hut, but couldn't do something there. Shortly after occurred a bug, my clonk always wanted to run to the left. I could make him stop via controls, but once I stopped pressing buttons he ran to the left, again and again, until he died in the abyss.
-Our windmill burned, but we had power nevertheless. So it was just decoration, but we got confused and tried to repair it.

-So I tried to build loam, to progress - since our grappling hooks couldn't reach the sky island to go over the abyss. But once I produced both buckets I noticed I couldn't pick earth with either one, both were for water.
It's kind of depressing, you don't know which technologies are available in a scenario. And you have to try and build for example a tool workshop (well we build it anyway) only too notice one bucket is missing. What's up with those 3 kinds of buckets anyway. Can this not be one? Would be so much easier.

-We build also the inventors lap and the chemistry lab, just to see which objects we can build. This is not so great, I'd really like to see this beforehand.
-So, Kanibal dug his way to a chest buried behind granite and water in the hope of getting something there. But it was either empty(?) or useless.

In the end, we got the idea with the catapult. And shooting clonks. However, since we had holes from exploding and digging, we couldn't transport the catapult anywhere.

By the way, awful catapult controls, I tried  grabbing it but was always getting the building behind. This was really confusing. So since we could not transport the catapult I shot pluto from the workshop position, and right into the abyss. This marks the end of our glory try. Mission failed.

P.S. clicking on end round in the dialog froze my computer.
Topic Balancing Resources By Maikel Date 2014-04-15 16:59
This thread I started for discussions on balancing with heavy resources, please share your opinion, I'll try to update this first post to what we have agreed so far, for now it's just part of my personal taste.

Basic Resources
First I will list what are the basic resources in the game and how to get them.
* Log (comes from cutting the tree)
* Planks (from using the sawmill on trees or logs)
* Rock (directly from mining)
* Metal (produced from Ore and Coal in the foundry)
* Firestone (directly from mining)

We can already learn from this that metal and planks are hard to produce and take some more steps, so we should not require to much of those for a basic structure or item. Rocks are pretty much abundant in all scenarios and are easy to come by, same holds for logs, if the scenario is designed correctly. However carrying too much of these around is also quite a pain, so we want to prevent that for the basic buildings as well since the player won't have good transportation routes or methods right from the start of constructing a settlement.

Advanced Resources
* Seeds (from cutting grain, hard to obtain)
* Cloth (made in the loom, this is hard to obtain)
* Rope (made in the loom, this is hard to obtain)

Balancing
I will divide all the ingame objects in six categories, basic items, advanced items, basic vehicles, advanced vehicle, basic structures, advanced structures. All of these basic categories are needed to build up your settlement and should be in my opinion easy to construct. The advanced stuff can be much harder since those objects also give a higher reward.

Notes:
* We don't have a production method for Cloth yet, so for now 1x Cloth can be replaced with 2x Planks.
* Same holds for Rope: 1x Rope can be replaced by 2x Planks.

Basic Items
* Shovel: 1x Log, 1x Metal
* Axe: 1x Log, 1x Metal
* Hammer: 1x Log, 1x Metal
* Pickaxe: 1x Planks, 1x Metal (this is a more advanced item and needs planks, does this make sense to the player?)
* Loam: 1x Water, 1x Earth (this needs to be improved, remove bucket somehow)
* Barrel: 2x Planks (basic liquid transportation, but also more advanced, thus planks)
* TODO: explosives, foodstuff

Basic Vehicles
* Lorry: 1x Log, 1x Metal

Basic Structures
* Flagpole: 1x Log, 1x Metal (Alternatively also 2x Log)
* Foundry: 1x Log, 2x Rock (is underground usually, so logs might be harder to find)
* Sawmill: 1x Log, 1x Rock (is above ground usually, so rock might be harder to find)
* WindGenerator: 2x Log, 1x Metal
* SteamEngine: 4x Rock, 2x Metal (is powerful so might be a bit more expensive)
* Elevator: 2x Log, 1x Metal
* ToolsWorkshop: 2x Log, 1x Metal, 1x Rock
* ChemicalLab: 2x Log, 1x Metal, 1x Rock
* Chest: 1x Log (basic storage, could also be some other building, but should be cheap)

Advanced Items
* MetalBarrel: 2x Metal
* Ropeladder: 1x Rope + 1x Planks
* Wallkit: 2x Metal
* Sickle: 1x Planks, 1x Metal
* TODO: weapons, explosives, foodstuff

Advanced Vehicles
* Catapult: 3x Log, 1x Metal
* Cannon: 1x Planks, 3x Metal
* Airship: 2x Planks, 2x Metal, 1x Cloth (1x Cloth can be replaced by Planks while it is still unaiva
* Airplane: 4x Planks, 4x Metal

Advanced Structures
* Pump: 1x Metal, 2x Rock (the pipes also need one metal each, so keep metal costs low)
* Compensator: 1x Metal, 1x Coal
* Windmill: 2x Planks, 2x Rock
* Kitchen: 2x Planks, 2x Rock
* Loom: 2x Planks, 1x Metal, 1x Rock
* Armory: 2x Planks, 1x Metal, 3x Rock
* InventorsLab: 2x Planks, 3x Metal, 2x Rock
* Shipyard: 2x Planks, 2x Metal, 2x Rock


This is just a short summary of what I think is good, I will update it later for all ingame items/resources, let me know what in your opinion is missing or should be differently.
Topic [Request Feedback] Heavy resources By Maikel Date 2014-04-15 14:15
I did a first round of testing, a new scenario I am making which has a very hard landscape to pass but still, after three hours of settling alone I managed to construct the following structures:
Flagpole (x2), Foundry, Sawmill, ToolsWorkshop, Elevator, Windmill, SteamEngine, InventorsLab, Armory, ChemicalLab, Pump.

So almost all relevant settlement buildings, however, it took me 3 hours, which is way to long, and most time is lost in just walking up and down again... so we did not really solve the issue of walking
around with resources at all. And why? In my opinion because:
* the structures are too expensive, especially the basic ones like flagpole, Elevator(needs 3Planks, but is essential for the lorry), Toolsworkshop needs walking around 9 times(including the tedious picking up)
* lorry is useless, you need to pick up the resource and put it into the lorry (bug: lorries don't catch carry heavy with their collection zones), so using the lorry is tedious and barely advantageous compared to just walking around.

The good thing is the clear separation between resources and items, no more having the inventory filled with lots of rocks or other materials.

If you want I can make a proposal for material costs for structures and vehicles, the way it is now is not the right balancing for sure.
Topic Startproblem By Maddino Date 2013-10-26 10:38
Ich habe ein kleines Problem. Nach längerer Zeit wollte ich mal wieder bei Openclonk vorbeischauen: Ich installierte die neuste Releaseversion und holte mir extra noch einen Snapshot. Jedoch beendet sich das Spiel sofort nach dem Aufruf selbst.. ich schaute in die Log und sah das ihrgendein Szenario gestartet wird. Ich schaute also nach und löschte kurzerhand meinen workspace für eclipse. Trotzdem funktioniert es immernoch nicht und exakt die selbe Log wird ausgegeben (nur mit neuer Zeitangabe ._.) Kann mir jemand weiterhelfen?

[11:16:44] Command line: C:\Program Files\OpenClonk\Clonk.exe C:\Users\Maddin\workspace\Eigene Szenarien und Objekte\RdB.ocs C:\Program Files\OpenClonk\Graphics.ocg C:\Program Files\OpenClonk\Material.ocg C:\Program Files\OpenClonk\Music.ocg C:\Program Files\OpenClonk\Objects.ocd C:\Program Files\OpenClonk\Sound.ocg C:\Program Files\OpenClonk\System.ocg --editor --noleague
[11:16:44] OpenClonk Beyond the Rocks Delta
[11:16:44] Version: 5.3.2 [024] Delta win-x86_64 (a3e9cf2b0d46)
[11:16:45] Grafik wird geladen...
[11:16:48] Szenario: C:\Users\Maddin\workspace\Eigene Szenarien und Objekte\RdB.ocs
[11:16:48] WARNING: Unexpected value "EnableRemoveFlag"! (in section "Game", after line 5, Scenario.txt)
[11:16:48] WARNING: Unexpected value "StructNeedMaterial"! (in section "Game", after line 5, Scenario.txt)
[11:16:48] Szenario benutzt vorgegebene Objektdefinitionen.
[11:16:48] Extras werden geladen...
[11:16:48] Grafik wird geladen...
[11:16:51] Objektdefinitionen werden geladen:
[11:16:51] Objects.ocd...
[11:17:00] [FIXME] Shovel.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:10] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:10] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:10] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:10] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:13] [FIXME] Shipyard.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:13] [FIXME] Shipyard.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:16] [FIXME] Coniferous.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[11:17:20]   258 Definitionen geladen.
[11:17:20] RdB.ocs...
[11:17:20]   0 Definitionen geladen.
[11:17:21] C4AulScriptEngine linked - 42367 lines, 0 warnings, 0 errors
[11:17:21] Texturtabelle mit 39 Einträgen geladen.
[11:17:25] 30 Texturen geladen.
[11:17:25] 20 Materialien geladen.
[11:17:26] Erstellung der Landschaft...
[11:17:26] Umweltobjekte werden platziert...
[11:17:26] Network: Synchronization (Frame 0) [PlrSave: 0]
[11:17:26] Spiel gestartet.
[11:17:26] Spielerbeitritt: [GoM] Maddino
[11:17:26] ERROR: SetPosition: must be called from object context.
[11:17:26]  by: Scenario->InitializePlayer() (C:\Users\Maddin\workspace\Eigene Szenarien und Objekte\RdB.ocs\Script.c:20)
[11:17:44] Spiel deinitialisiert.
[11:17:44] Engine heruntergefahren.
Topic [Concept Art] Inventor's Lab By Maikel Date 2013-10-23 14:30
Here to be exact!

There you can also navigate all existing models which have been uploaded (if you are not able to clone the repository).
Topic [Concept Art] Inventor's Lab By Newton Date 2013-10-23 04:41
Ringwaul sends his regards :-) He still had the lost inventor's lab lying around plus he even modelled it and the texture is almost done! Any takers for finishing his work? :-D

[http://git.openclonk.org/openclonk-resources.git/blob_plain/387fbe7b01989a5f0c26fab3c7a52b457ce46f03:/models/Buildings/inventors_lab/concept/Inventor2.png]
Topic [Model] New Buildings! By Newton Date 2013-10-22 13:27

>  (like the inventors lab)


What? Oh, I thought we definitely had a model already but I can't find it nowhere. The marvelous concept artwork from Ringwaul seem to have been lost when we migrated to Git (oh damn, this is baad, I loved them! :-( ).
Topic [Model] New Buildings! By Sven2 Date 2013-10-22 11:33
I wouldn't be too concerned about reusing existing models. If no good model is done for a building, the old model will stay by default. And even if a good model is replaced, old but beautiful models can always stay for decoration of villages. You could even do settlement melees where two factions have two different sets of structure visuals. At the moment, we have way too few structure models to build nice castles and villages (Compare the landscape of e.g. The Dark Castle in OpenClonk to a decorated landscape in Clonk Rage).

It would probably be good if prioritization were leaning towards missing models (like the inventors lab), so we don't end up with three models for the wind generator (we already have two!) and none for the less popular buildings. But I guess the wind generator is just more fun to do :-)
Wow, looks great! Perhaps it could even replace the pickaxe? As something like this:
+ Pickaxe can only mine coal (not diggable), earth etc., rock and is constructed with wood+rock.
+ driller can drill through everything explosives can but need batteries (ammo) to work like many other things from the inventors lab (not implemented yet, just ideas)

Anyway, regardless of how that thing could find its place into the game, I really like your style. Do you have ideas for this or similar stuff? We could need some more mining/exploration tools, IMO.
Topic A new year, a new release By Newton Date 2012-12-30 19:13
For our next release, we need a direction, a a clear goal to work towards in order to be able to soon release another version. And of course, it is wiser if those of us who are currently active in the team do work together on and finish one feature. This is motivating and we will more easily (quickly) reach a version that qualifies as the next openclonk version.

Almost a month ago, ck, Maikel and me compiled this list of projects (or concepts for projects) that are going on in the OC project currently. Sorry, for starters, that it took me this long to write it all down. I deliberately split this list into features and personal projects of developers. Features are projects that qualify as a goal we work towards as a team. Personal projects may be added into the next release if they are mature but need some attention by the whole team mainly to review and assure the stability of the feature. This sidetracks (burdens) the team that is working on the main feature for the next release, so apart from the usual careful testing and reviewing by the owner of the branch I request that these side-projects should only be merged into master one at a time per release.

Features
+ Finish Clonkonaut's Settlement Design Document:
  - Wheat/cotton production tree, big mushrooms
  - graphics for a few buildings (inventors lab, loom,...)

+ Add vegetation, athmosphere, wildlife according to Zapper's advance:
  - Trees, plants, grass,...
  - Sounds, deko,...
  - Wipfs, birds, zaps, etc...

+ Performance optimizations:
  - Ropes (ck's implementation)
  - (Tree-)rendering
  - (graphics system)
 
+ Better update system (get it working)
  - automatic updates for nightly/weekly builds

+ League

+ Add content: scenarios, settlement scenarios 

Personal projects
+ Landscape shader (PeterW)
+ Music (ala)
+ floating point (JCaesar)
+ new player controls? (boni/Zapper)
+ 30fps? (Guenther)
+ new effect system (Guenther)
+ physics enchancements (Guenther)


Now, which should be the new features for our next release, which should be our goal is of course to be decided by those who will be active in the next time. I suggest that we will have a meeting in IRC about that and discuss on what we would like to work for the next release. Then we will find something on which we all gladly can work on. As for my part, I like almost all of the above possibilities, for me it's most important that we do this together. Let's estimate the work on the next release on 6 months just to give a rough time frame.
If you think we forgot to note down a direction for our next release, please comment here.

How does the 1. January 2013 19:00 sound for a meeting?
Topic Suggestions for improvement: GUI/menu By Gurkenglas Date 2012-12-20 22:28
Also, the buildings should have icons that carry information about the structure's function and are distinguishable from the menu background.
Im talking a heated metal ingot icon for the foundry, a hammer hammering on a hammer for the tools workshop, a lightbulb for the inventors lab, stuff like that.
Topic clonk shader fails By Anonymous Date 2012-12-09 06:16
it loads fine but when it gets to the landscape shader it fails
[18:05:35] Command line: C:\Program Files (x86)\Desura\Common\OpenClonk\clonk.exe
[18:05:35] OpenClonk Beyond the Rocks Delta
[18:05:35] Version: 5.3.2 [024] Delta win-x86 (a3e9cf2b0d46)
[18:05:36] Loading graphics...
[18:05:43] Scenario: C:\Program Files (x86)\Desura\Common\OpenClonk\\Tutorial.ocf\Tutorial01.ocs
[18:05:43] Scenario uses specified object definitions.
[18:05:43] Loading extras...
[18:05:44] Loading graphics...
[18:05:45] Loading object definitions:
[18:05:45] Objects.ocd...
[18:05:50] [FIXME] Shovel.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:53] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:53] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:53] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:53] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:54] [FIXME] Shipyard.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:54] [FIXME] Shipyard.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:56] [FIXME] Coniferous.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[18:05:57]    258 definitions loaded.
[18:05:57] Tutorial.ocf...
[18:05:57] Failed to read material script: Flag.ocd/Scene.material:1: Material with name 'Flag' is already defined in Flag.ocd/Scene.material:2
[18:05:57]    5 definitions loaded.
[18:05:57] Tutorial01.ocs...
[18:05:57]    0 definitions loaded.
[18:05:57] C4AulScriptEngine linked - 43190 lines, 0 warnings, 0 errors
[18:05:57] Texture table holds 39 entries.
[18:05:59] 30 textures loaded.
[18:05:59] 20 materials loaded.
[18:05:59] Creating landscape...
[18:06:00]   gl: Texturing uses 29 slots at 512x512, 6 levels (44 MB total)
[18:06:00]   gl: Compiling vertex shader 0:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 0:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Compiling vertex shader 1:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 1:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Compiling vertex shader 2:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 2:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Compiling vertex shader 3:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 3:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Compiling vertex shader 4:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 4:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Compiling vertex shader 5:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 5:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Compiling vertex shader 6:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 6:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Compiling vertex shader 7:
[18:06:00] Vertex shader was successfully compiled to run on hardware.
[18:06:00]   gl: Compiling fragment shader 7:
[18:06:00] Fragment shader failed to compile with the following errors:
[18:06:00] ERROR: 4:22: error(#206) Assigning non-constant to = const highp 2-component vector of float
[18:06:00] ERROR: error(#273) 1 compilation errors.  No code generated
[18:06:00]   gl: Failed to link shader!
[18:06:00] FATAL ERROR: [!] Could not initialize landscape shader!
[18:06:00] FATAL ERROR: Landscape error.
[18:06:01] Game cleared.
[18:06:02] Loading graphics...
[18:06:04] [Msg] Error Log: [!] Could not initialize landscape shader!|Landscape error.
[18:06:11] Game cleared.
[18:06:11] Engine shut down.
Topic Open Clonk 3.5 on Windows XP crashes when creating landscape By Anonymous Date 2012-12-02 20:41
Hi,

I downloaded the current stable version for Winodws and installed it without problem.
Starting the game works to I can use the menu and player selection.

When trying to play a map or a tutorial, the system load until it gets to "creating landscape" - short after seeing this line, the program closes - and that's it.

Since I don't see an option to attach files, I'll paste the log file here

[20:30:31] Command line: C:\Programme\OpenClonk\clonk.exe
[20:30:31] OpenClonk Beyond the Rocks Delta
[20:30:31] Version: 5.3.2 [024] Delta win-x86 (a3e9cf2b0d46)
[20:30:32] Grafik wird geladen...
[20:31:10] Scenario: C:\Programme\OpenClonk\\Tutorial.ocf\Tutorial01.ocs
[20:31:10] Scenario uses specified object definitions.
[20:31:10] Loading extras...
[20:31:11] Loading graphics...
[20:31:17] Loading object definitions:
[20:31:17] Objects.ocd...
[20:31:32] [FIXME] Shovel.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:44] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:44] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:44] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:44] [FIXME] InventorsLab.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:47] [FIXME] Shipyard.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:47] [FIXME] Shipyard.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:51] [FIXME] Coniferous.ocd: Vertex declaration with multiple sets of texture coordinates found; game will only use the first.
[20:31:55]    258 definitions loaded.
[20:31:55] Tutorial.ocf...
[20:31:55] Failed to read material script: Flag.ocd/Scene.material:1: Material with name 'Flag' is already defined in Flag.ocd/Scene.material:2
[20:31:55]    5 definitions loaded.
[20:31:55] Tutorial01.ocs...
[20:31:55]    0 definitions loaded.
[20:31:56] C4AulScriptEngine linked - 43190 lines, 0 warnings, 0 errors
[20:31:56] Texture table holds 39 entries.
[20:32:01] 30 textures loaded.
[20:32:02] 20 materials loaded.
[20:32:05] Creating landscape...
EXCEPTION_ACCESS_VIOLATION: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
This is a continuable exception.
Additional information for the exception: The thread tried to read from memory at address 0x00000000.

Processor registers (x86):
EAX: 0x00000000, EBX: 0x00000000, ECX: 0x00894680, EDX: 0x0000097e
ESI: 0x0d5e9288, EDI: 0x0088bc6c
EBP: 0x0023fac8, ESP: 0x0023f9bc, EIP: 0x00000000
EFLAGS: 0x010246 (...Z.P.)

Stack contents:
0x0023f8b0: f0 ff ff ff f0 ff ff ff f0 ff ff ff 5c 8f 22 bf    ðÿÿÿðÿÿÿðÿÿÿ\."¿
0x0023f8c0: f4 8b 65 bf 00 00 00 00 00 00 80 3f 90 c2 25 bf    ô.e¿.......?.Â%¿
0x0023f8d0: 26 bf 58 bf 00 00 00 00 00 00 80 3f 78 61 fd 00    &¿X¿.......?xaý.
0x0023f8e0: 38 f9 a4 03 d2 95 80 7c e4 f8 a4 03 c0 95 80 7c    8ù¤.Ò..|äø¤.À..|
0x0023f8f0: 7c 15 1b 04 78 15 1b 04 00 00 00 00 48 03 00 00    |...x.......H...
0x0023f900: 08 00 00 00 01 00 00 00 14 00 00 00 01 00 00 00    ................
0x0023f910: 00 00 00 00 00 00 00 00 10 00 00 00 14 00 00 00    ................
0x0023f920: 78 01 03 00 00 00 00 00 00 00 00 00 a0 15 1b 04    x...............
0x0023f930: 00 00 00 00 00 00 00 00 30 00 00 00 00 e0 00 7f    ........0....à..
0x0023f940: 00 00 94 02 00 00 00 00 08 68 fd 00 90 f9 a4 03    .........hý..ù¤.
0x0023f950: a0 15 1b 04 78 01 03 00 f7 23 e7 73 10 68 fd 00    ....x...÷#çs.hý.
0x0023f960: 80 f9 a4 03 18 00 00 00 08 00 00 00 78 01 03 00    .ù¤.........x...
0x0023f970: ac 15 1b 04 80 f9 a4 03 78 01 03 00 cc df 94 02    ¬....ù¤.x...Ìß..
0x0023f980: 80 67 fd 00 70 61 fd 00 10 15 1b 04 80 f9 a4 03    .gý.paý......ù¤.
0x0023f990: 38 aa e7 73 78 67 fd 00 c9 21 e7 73 10 15 1b 04    8ªçsxgý.É!çs....
0x0023f9a0: 78 01 03 00 9c f9 a4 03 80 67 fd 00 80 f9 a4 03    x....ù¤..gý..ù¤.
0x0023f9b0: 00 00 00 00 08 00 00 00 78 01 03 00 8e 1d 58 00    ........x.....X.
0x0023f9c0: 00 00 00 00 10 27 00 00 20 74 87 00 80 46 89 00    .....'.. t...F..
0x0023f9d0: 80 46 89 00 88 92 5e 0d c0 4c 8b 00 13 59 58 00    .F....^.ÀL...YX.
0x0023f9e0: 88 92 5e 0d a0 f9 23 00 00 00 00 00 7f 0c 7f 03    ..^..ù#.........
0x0023f9f0: 88 92 5e 0d 80 46 89 00 03 00 00 00 d2 dd 57 00    ..^..F......ÒÝW.
0x0023fa00: 88 92 5e 0d 7e 09 00 00 b0 04 00 00 c0 4c 8b 00    ..^.~...°...ÀL..
0x0023fa10: 6c bc 88 00 b8 cf 00 00 28 fa 23 00 06 c5 0e 5f    l¼..¸Ï..(ú#..Å._
0x0023fa20: f3 0b 01 b7 b8 2d 35 00 60 f9 23 00 10 67 0f 5f    ó..·¸-5.`ù#..g._
0x0023fa30: 88 92 5e 0d a8 4f ec 0b 98 73 92 7c 28 5e eb 0b    ..^.¨Oì..s.|(^ë.
0x0023fa40: 1c 74 92 00 00 00 00 00 00 01 0d 00 0c fb 23 00    .t...........û#.
0x0023fa50: 01 00 00 00 68 fa 23 00 54 64 f2 77 00 00 0d 5f    ....hú#.Tdòw..._
0x0023fa60: 01 00 00 00 c0 90 76 00 de d2 80 00 c0 fa 23 00    ....À.v.ÞÒ..Àú#.
0x0023fa70: 45 e1 57 00 00 fa 23 00 58 fb 23 00 00 a9 88 00    EáW..ú#.Xû#..©..
0x0023fa80: 01 00 00 00 03 00 00 00 00 a9 88 00 ca 76 52 00    .........©..ÊvR.
0x0023fa90: f0 49 ed 00 00 00 00 00 00 00 00 00 d5 20 13 09    ðIí.........Õ ..
0x0023faa0: 01 00 00 00 03 00 00 00 c0 20 13 09 9e c8 5b 00    ........À ...È[.
0x0023fab0: 00 a9 88 00 f3 00 00 00 78 00 00 00 a0 dd 00 00    .©..ó...x....Ý..

Stack trace:
#  0 clonk.exe![0x00000000]
#  1 clonk.exe![0x00581d8e]
#  2 clonk.exe![0x004898da]
#  3 clonk.exe![0x0048a72d]
#  4 clonk.exe![0x0047415b]

Loaded modules:
                       clonk.exe loaded at 0x00400000 - 0x00965000 (C:\Programme\OpenClonk\clonk.exe)
                       ntdll.dll loaded at 0x7c910000 - 0x7c9c9000 (C:\WINDOWS\system32\ntdll.dll)
                    kernel32.dll loaded at 0x7c800000 - 0x7c908000 (C:\WINDOWS\system32\kernel32.dll)
                    ADVAPI32.dll loaded at 0x77da0000 - 0x77e4a000 (C:\WINDOWS\system32\ADVAPI32.dll)
                      RPCRT4.dll loaded at 0x77e50000 - 0x77ee3000 (C:\WINDOWS\system32\RPCRT4.dll)
                     Secur32.dll loaded at 0x77fc0000 - 0x77fd1000 (C:\WINDOWS\system32\Secur32.dll)
                    COMDLG32.DLL loaded at 0x76350000 - 0x7639a000 (C:\WINDOWS\system32\COMDLG32.DLL)
                    COMCTL32.dll loaded at 0x5d450000 - 0x5d4ea000 (C:\WINDOWS\system32\COMCTL32.dll)
                       GDI32.dll loaded at 0x77ef0000 - 0x77f39000 (C:\WINDOWS\system32\GDI32.dll)
                      USER32.dll loaded at 0x7e360000 - 0x7e3f1000 (C:\WINDOWS\system32\USER32.dll)
                     SHELL32.dll loaded at 0x7e670000 - 0x7ee91000 (C:\WINDOWS\system32\SHELL32.dll)
                      msvcrt.dll loaded at 0x77be0000 - 0x77c38000 (C:\WINDOWS\system32\msvcrt.dll)
                     SHLWAPI.dll loaded at 0x77f40000 - 0x77fb6000 (C:\WINDOWS\system32\SHLWAPI.dll)
                     dbghelp.dll loaded at 0x59dd0000 - 0x59e71000 (C:\WINDOWS\system32\dbghelp.dll)
                     VERSION.dll loaded at 0x77bd0000 - 0x77bd8000 (C:\WINDOWS\system32\VERSION.dll)
                        fmod.dll loaded at 0x10000000 - 0x10096000 (C:\Programme\OpenClonk\fmod.dll)
                     MSACM32.dll loaded at 0x77bb0000 - 0x77bc5000 (C:\WINDOWS\system32\MSACM32.dll)
                       WINMM.dll loaded at 0x76af0000 - 0x76b1e000 (C:\WINDOWS\system32\WINMM.dll)
                       ole32.dll loaded at 0x774b0000 - 0x775ee000 (C:\WINDOWS\system32\ole32.dll)
                     WSOCK32.dll loaded at 0x71a30000 - 0x71a3a000 (C:\WINDOWS\system32\WSOCK32.dll)
                      WS2_32.dll loaded at 0x71a10000 - 0x71a27000 (C:\WINDOWS\system32\WS2_32.dll)
                     WS2HELP.dll loaded at 0x71a00000 - 0x71a08000 (C:\WINDOWS\system32\WS2HELP.dll)
               libfreetype-6.dll loaded at 0x6dc00000 - 0x6de8b000 (C:\Programme\OpenClonk\libfreetype-6.dll)
                       GLU32.DLL loaded at 0x68fc0000 - 0x68fe0000 (C:\WINDOWS\system32\GLU32.DLL)
                    OPENGL32.dll loaded at 0x5f0d0000 - 0x5f19c000 (C:\WINDOWS\system32\OPENGL32.dll)
                       DDRAW.dll loaded at 0x736d0000 - 0x7371b000 (C:\WINDOWS\system32\DDRAW.dll)
                    DCIMAN32.dll loaded at 0x73b30000 - 0x73b36000 (C:\WINDOWS\system32\DCIMAN32.dll)
                   libjpeg-8.dll loaded at 0x6b800000 - 0x6b90f000 (C:\Programme\OpenClonk\libjpeg-8.dll)
                     MSVFW32.DLL loaded at 0x75ec0000 - 0x75ee1000 (C:\WINDOWS\system32\MSVFW32.DLL)
                    AVIFIL32.DLL loaded at 0x73ac0000 - 0x73ad7000 (C:\WINDOWS\system32\AVIFIL32.DLL)
             libgcc_s_sjlj-1.dll loaded at 0x6cec0000 - 0x6cf2f000 (C:\Programme\OpenClonk\libgcc_s_sjlj-1.dll)
                 libstdc++-6.dll loaded at 0x6fc40000 - 0x700f4000 (C:\Programme\OpenClonk\libstdc++-6.dll)
                      glew32.dll loaded at 0x62aa0000 - 0x62af4000 (C:\Programme\OpenClonk\glew32.dll)
                    libpng12.dll loaded at 0x66a80000 - 0x66b1a000 (C:\Programme\OpenClonk\libpng12.dll)
                     libzlib.dll loaded at 0x70dc0000 - 0x70def000 (C:\Programme\OpenClonk\libzlib.dll)
                       IMM32.DLL loaded at 0x76330000 - 0x7634d000 (C:\WINDOWS\system32\IMM32.DLL)
                    comctl32.dll loaded at 0x773a0000 - 0x774a3000 (C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.6028_x-ww_61e65202\comctl32.dll)
                       MSCTF.dll loaded at 0x746a0000 - 0x746ec000 (C:\WINDOWS\system32\MSCTF.dll)
                     apphelp.dll loaded at 0x77b10000 - 0x77b32000 (C:\WINDOWS\system32\apphelp.dll)
                    msctfime.ime loaded at 0x75250000 - 0x7527e000 (C:\WINDOWS\system32\msctfime.ime)
                    iglicd32.dll loaded at 0x09440000 - 0x0967d000 (C:\WINDOWS\system32\iglicd32.dll)
                    igldev32.dll loaded at 0x09720000 - 0x0976a000 (C:\WINDOWS\system32\igldev32.dll)
                      wdmaud.drv loaded at 0x72c90000 - 0x72c99000 (C:\WINDOWS\system32\wdmaud.drv)
                    WINTRUST.dll loaded at 0x76bf0000 - 0x76c1e000 (C:\WINDOWS\system32\WINTRUST.dll)
                     CRYPT32.dll loaded at 0x77a50000 - 0x77ae6000 (C:\WINDOWS\system32\CRYPT32.dll)
                      MSASN1.dll loaded at 0x77af0000 - 0x77b02000 (C:\WINDOWS\system32\MSASN1.dll)
                    IMAGEHLP.dll loaded at 0x76c50000 - 0x76c78000 (C:\WINDOWS\system32\IMAGEHLP.dll)
                     msacm32.drv loaded at 0x72c80000 - 0x72c88000 (C:\WINDOWS\system32\msacm32.drv)
                     midimap.dll loaded at 0x77ba0000 - 0x77ba7000 (C:\WINDOWS\system32\midimap.dll)
                      dsound.dll loaded at 0x73e70000 - 0x73ecc000 (C:\WINDOWS\system32\dsound.dll)
                      KsUser.dll loaded at 0x73e40000 - 0x73e44000 (C:\WINDOWS\system32\KsUser.dll)
FATAL: Clonk crashed! Some developer might be interested in Clonk.dmp...

If you want to contact me, please write me a mail (numbers in the mail adress have to be ignored to get the correct mail adress, use @ instead of [AT] )
m.m1an3ico[AT]gm6x.at

Greetings,
Benni
Topic Needed Models and Textures - A Compiled List By Andriel Date 2012-09-30 09:17
For the Inventor's Lab, Fungiform said he had a sketch: http://forum.openclonk.org/forum_search.pl?words=inventors+lab
Topic Sawmill By Fungiform Date 2012-02-11 14:58
Hey there,
I am actually working on the Oven which will be a little more general a "food workshop" (hope to finish that today). Is the Oven not the same like the kitchen? I thought so :/.
Then I will definitely do the pump and the drilling rig. For inventors lab and chem lab (can we call it alchemist?) I also have a sketch but not finalized. Also I plan to go for some plants. These I can probably do as actual game graphics.

For tools workshop and armory I am hesitating because I find the classification weird. I think it should rather be one building for tools (smith or sth) and one for vehicles (workshop ). It seems strange that both buildings can make vehicle and tool sized objects. We also don't have a weapon clonk and normal clonk so I think the choice is strange but I have yet to think about that buildings.

Spinning wheel / loom seems to be an incredibly specialized building regarding that all others are generalized buildings for one game concept.

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