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I could try to sculpt but i don't have that much time, i would like to. but no time. Having procedural textures is better so you can batch bake multiple textures variations at once.
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ah cool, that's a pretty straightforward workflow. I've been baking from 3d model to 3d model and from procedural texture to 3d model, but baking from a photography never came to my mind
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do you have any warnings ? how many sound outputs do you have ?
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bobbing head like pidgeons? sure! for multiple texture baking you just need to make another variation of the mesh (duplicate mesh) add a new material so your uv's doesn't get lost, and use another reference (picture) and adjust the uv's to the new reference for bake variations if its possible.
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Lazaro joined the community
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I, ve been installing and uninstalling OAD over and over in Lubuntu since a year ago and there's no sound at all
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It's the wonder of the Anglo-Saxons, Church of Brixworth https://en.wikipedia.org/wiki/All_Saints'_Church,_Brixworth https://wildfiregames.com/forum/topic/22783-1000-anglo-saxons-all-saints-church-brixworth-wonder/#comment-336603
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Which faction is that? Looks amazing, that monastery at the left is like from a picture.
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AlexHerbert started following Balance Discussion - Hack and Pierce
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amancehelen joined the community
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I made an excel with all units For me is not because "it is difficult," but civs like Athenians or Spartans even they are really strong, cavalry is faster.
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I love options as much as next person but that's more dev time too.
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I like the texture variations, how do you make them? What would you think about adding this to the walking animation too, so the head stays at one place for a second, then quickly moves foreward and we get the typical head bobbing walk, something similar to what pigeons do? Same for feeding, stabilized head for a few secs, then sudden fast head movement, or some neck stretching and stabilized view looking out for predators? Anyway, great work already!
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Sounds nice! But just side note nobody disagreed here we could make improvements , the issues has more to do with priorities, time limitations, and the fact everybody has own view on what would be best. This option exist but not sure to what extend it's used/customized by players. Maybe ideally we would have support for expanding tooltips to help make it easy to have both summarizing and exhaustive tooltips at once.
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Trying to get a mod to show in the Mod Selection screen
Stan` replied to Odysseus's topic in Help & Feedback
No. (On Windows) The game either reads C:\Users\YourName\Documents\My Games\mods or 0adInstallLocation\binaries\data\mods. If you run the game with -writableRoot flag, then it only reads the later. Mods installed through modio are in the former, unless you're using the flag. mods installed in 0adInstallLocation are only visible to that specific installation. -
I'm with @wowgetoffyourcellphone on this one. I find the current tooltips show way too much information. Along time ago I even locally made some mockups revamping them, but I'm afraid those have been lost to time. In fact, I thought about using bars to visualize numbers like attack damage and resource gathering speed, which is still an idea I like. It would be cool to work on this, but for me it's a matter of time, I have so many things I'd love to implement, but they take time and I can't work on too many things at once. I genuinely hope, though, that I'll get to it eventually and I'd also be happy to review PRs for it. @wowgetoffyourcellphone, same for your viewer mockup. https://gitea.wildfiregames.com/0ad/0ad/issues/6860 (I personally prefer icons, by the way, and it would also be nice to add an option to choose between reduced vs extended tooltips)
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And, I forgot to say, doesn't give unfair advantages, quite the contrary, unfair would be to force a group of people use an UI scheme that makes things harder for them.
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If we cannot decide leave the dicsion to the user! I like it.
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Also, if some people prefer text and others icons, it would be great if both are menu options. This way @wowgetoffyourcellphone's improvements can stay under the text option, and if some day someone wants to do the icon variant, then that's added under the icons option, nothing is wasted and everyone is happy, I guess.
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You can blame me This is actually not a mistake, it was a deliberare decision, which I was involved in. See the discussion in https://gitea.wildfiregames.com/0ad/0ad/pulls/8062 The idea was to make the civilians' names more interesting, to change them up a bit for some civs and add historical flavor; most of the lower-class civilians in the Han dynasty were indeed farmers, and after all, the unit is best at working on fields. I was aware at the time already that this idea was not without its flaws and that someone would bring it up eventually. But I still stand by the decision, I think it's a good opportunity to reflect and teach what kind of people actually formed the lower societal class in those civilisations; and for me personally, that outweighs the oddities. And if you really need one to pick on, then please the "Carthaginian Artisan"...
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Trying to get a mod to show in the Mod Selection screen
Odysseus replied to Odysseus's topic in Help & Feedback
Thanks for your reply guys. My G: drive doesn't have a Documents folder. Should I make it? -
My non-scientific ahistorical assessment: People on the lower end of society were always somehow farmers and sometimes ordered to do lumbering. I am not sure if in these times specialized professions were so common (like lumberjack, other probably) Don't take my assessment serious, please.
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Should be good now.
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Just saw this beautiful screenshots by @wowgetoffyourcellphone showing a roman city built around a central paved town square/piazza: The game is rightfully famous for many things - but also for allowing to build beautiful scenarios. Just, if you happen to not use the ATLAS map/scenario editor, how can you build your city around a paved area? Many maps already provide such an area from the beginning, but you need a lot of planning ahead in order to allow sufficient space for builduings that can only be build in a later phase (temple, wonder etc.). Would it be possible at all to allow building a kind of paved area during the game? The typical issue would remain that it needs to be an object that can be crossed also by the pathfinding algorithm. As such it needs to be a building that, while visible, is not blocking and acts rather as a decal with a specific aura (e.g. market features, agora/politics, negative aura for files/reduced soil fertility). Upgrades from sand to gravel to cobblestone would increase the strength or range of the aura. If such thing can be implemented, it could open other interesting possibilities as well: building roads (movement speed), bridges (can be crossed by land forces but not by ships, can be destroyed by ships), channels (can be crossed by ships but not by land forces). Also we could designate/build areas of fertility/watered areas if the respective technology was invented. For each there could be technology steps (wooden bridge, up to stone bridge, farm lane to planked path to paved road etc.) Just dreaming a bit ....
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He needs lumber for his farming tools
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Until you denied I didn't think you were specifically to blame; but now...
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Login Error: TLS Handshake / Certificate Verification Failed (Release 28)
Stan` replied to MIIB123's topic in Help & Feedback
Do you have tls enabled in the options ? -
New Release: 0 A.D. 28: Boiorix
wowgetoffyourcellphone replied to phosit's topic in Announcements / News
Not my fault
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