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  1. Today
  2. Buenos días o tardes. -Siguiendo con la creación de mapas europeos: (Adivinen a que lugares hacen alusión) Disculpen las molestias*
  3. Wow, it looks great! I guess now we can start shifting issues with a website tag to that repo. This will make things a lot simpler. Just guys, lets try to not let the issues pile up like they are in the main repo.
  4. Yes, I've been working on that too. 5th century rendition, made out of wood, for the Spartans. 350 BC Lycurgan phase theater of Dionysos, made out of stone, for the Athenians. I'm hoping for it to replace current model, if it's good enough in the end. My plan is to work simultaneously on several different Skenes and seatings, so that some of the factions can get its own theater. Athenians, Macedonians, Ptolemies and Seleucids basically use the same model right now. And there are a few things I can reuse over all models with slight changes.
  5. The Chinese characters are not written correctly; the script should be the Small Seal script. Furthermore, the medium is inappropriate: bamboo slips could not be aligned in pairs to accommodate a single line of text, nor were they used as a surface for illustrations—at that time, paintings were executed either on walls or on silk. As for other aspects—such as objects that do not align with the historical image of the Han Dynasty—these are of secondary importance.
  6. It's very good and I'd like to add it to Atlas, but what we're looking for is a 5th century rendition of the theater, which has wooden seating and a very simple skene.
  7. every single one of them looks "strange" even though they are simply to be thematic?
  8. I think it's a pun. Not sure. Feel free to open issues on https://gitea.wildfiregames.com/0ad/play0ad-website/search?q=Skenes @Grautvornix It's in about https://play0ad.com/about/ could be in a better place. I still need to iron how to have dynamic stuff on static pages but "Merge to main. CI builds the site, and the webserver picks the build up within about 10 minutes. CI also builds once a day, which is what publishes posts dated in the future."
  9. Were these icons generated by AI? They all have some issues—to a Chinese person, they would look rather strange.
  10. It should be noted that most of these towers were built by powerful local magnates during the Eastern Han Dynasty; they were not typical residential dwellings. These magnates constructed such towers for two primary purposes: hosting banquets and serving as military defenses. These fortified residences—which integrated towers with surrounding walls—are known as "坞堡WuBao." These magnates constituted a social class that possessed vast tracts of land and large numbers of enslaved people. While they were suppressed by the imperial court during the Western Han Dynasty, they expanded unchecked throughout the Eastern Han, ultimately contributing to the chaotic era that spanned the Three Kingdoms period through the Northern and Southern Dynasties. The Han Dynasty setting we are currently developing focuses primarily on the Western Han period, an era when ordinary residential dwellings were typically single-story structures.
  11. I should point out that the pronunciation of Confucius in Chinese is "Kongfuzi"—it does not begin with the letter "C." That said, the idea regarding Cai Lun is a good one.
  12. World Rising — New Development Updates and Improvements! Hello everyone! Today, I'm excited to share more updates on the development of World Rising! Over the past few weeks, I've been working extensively on several improvements, both visually and within the game's engine. My goal is to make World Rising more immersive, visually appealing, optimized, and packed with advanced gameplay mechanics. Here are some of the latest improvements! Dynamic Day and Night System I've implemented a dynamic day and night cycle, featuring smooth lighting transitions that change the atmosphere of the maps over time, creating a much more immersive experience. Dynamic Lighting and Particle Audio System I've developed a new system that allows particles to have their own sound effects. For example, fire particles now produce realistic burning sounds. In addition, I've implemented a dynamic lighting system that allows flames to emit light, illuminating units, buildings, vegetation, and other environmental elements during nighttime. I've also improved particle behavior, allowing certain effects to remain fixed in the game world instead of following the camera's movements. Environmental Audio and Naval Improvements Water now features a distance-based audio system. As the camera approaches the ocean, the sound of the waves gradually becomes louder. As the camera moves away, the volume smoothly decreases until it becomes completely silent. I've also made improvements to the canoes, adding realistic rocking movements and wave interaction effects to make naval movement feel more natural. Redesigned User Interface and Era Progression I'm currently redesigning the entire game's interface, creating a new visual layout that evolves alongside the different historical eras. Each era will feature its own visual elements, making civilization progression more engaging and visually distinctive. Performance Optimizations — LOD and Culling One of my main priorities has been improving the engine's overall performance. I've implemented LOD (Level of Detail) and Culling systems, which help manage object rendering based on camera distance and visibility. I've also made numerous optimizations to 3D meshes, vegetation, and other environmental assets to reduce resource consumption and improve performance, especially on maps containing large numbers of objects. Developing a Completely New Artificial Intelligence Another major challenge has been developing a custom AI system from scratch specifically for World Rising. The AI can already manage resource gathering, construct buildings, partially develop its economy, and launch basic attacks against opponents. There's still plenty of work ahead, but the system is already showing promising results and continues to improve with each update. Vegetation Improvements and New Maps I've also made several improvements to vegetation, focusing on both visual quality and rendering performance. Additionally, I'm working on the game's second map, which is already approximately 50% complete! Upcoming Improvements — More Realistic Water One of my next major goals is to improve the game's water rendering system. I plan to enhance the visual effects of oceans, rivers, and waves, making water look much more natural and realistic. And these are just some of the latest developments! Many other improvements and features are currently in progress and will be revealed in future updates. World Rising Continues to Evolve! Developing World Rising has been a challenging but rewarding experience, especially since I'm creating and modifying numerous systems directly within the game engine. Every new feature brings the project one step closer to the experience I want to deliver to players. I'll be sharing some screenshots and videos showcasing these latest improvements! I'd really love to hear your thoughts! What do you think about these changes? Which feature caught your attention the most? And what would you like to see in future updates? Feel free to leave your comments, feedback, and suggestions! Thank you to everyone who continues to follow and support the development of World Rising! teste.mp4 Gravando 2026-11-04 020424.mp4
  13. I'm partial to the name Κύριλλος (Cyril), it doesn't have any famous connection to the time of 0 A.D. but the name is cool.
  14. I'm going to see what other influences the Palmyrenes might have, such as the Parthians or Sassanians. It says 6th century here, but I like how she uses the headdress. It gives me an idea.
  15. Got distracted, modelled the athenian theater of dionysos during the Lycurgan Phase instead. WIP, ao, props and details are coming at the end. For now I'd be happy about some feedback about layout, scale, historic accuracy. I chose a stoa with doric columns for the backside hall. For the front stage I'm not sure if doric or ionic columns are more accurate. Other side: The difficult part are the proportions. The actual, historic, Skene was actually way longer to the sides. I started with an accurate floor plan but I had to squeeze it in x-direction, while keeping the height. I also went with a much larger footprint. The smaller current Theatron looks odd imo. It's only buildable once in the game anyway. Still, it comes out a bit bigger than the Parthenon: Here's an older version of a round theatron that we could use for other factions:
  16. "Skene" also the name for an ancient greek building at the back of the stage
  17. Yesterday
  18. Is there any specific feature/faction planned for R28 that could be highlighted? For example if the Romans were just being added the obvious choice would be Caesar, or if the Han were brand new than Confucius would fit well.
  19. Congrats for the new website! Half second shocked, then smiling widely.
  20. @Stan` Wow! Looks absolutely phantastic! (Me always complaining: The only thing it'd be missing is the list of last changes to SVN indicating the project is alive ... at least I could not find it).
  21. https://www.facebook.com/media/set/?vanity=magistermilitumreenactment&set=a.1325288054488452 There is another helmet that predates the Intercisa but is still from after the war with Palmyra(272 AD), dating from approximately 280 AD.
  22. @AsherThanks for the feedback! I'm keeping those points in mind, but I decided to go live like this to show my progress. I promise to improve and get them fixed over the coming days. Thank you
  23. Cool idea, @MatiusRock! It was a little glitchy on the first load, but I think that was just because it was downloading the assets. I also got some rendering issues:
  24. There is a mod with good concepts that fixes the Rome II DLC Empire Divided. https://steamcommunity.com/sharedfiles/filedetails/?id=2805330646 My problem is that I saw several Intercisa helmets in that mod.
  25. I found a scene of Zenobia with her camel soldiers. It gives me a clue as to what some of the troops looked like. A rather Arabic-semitic style with turbans, some ice like the ones I showed above, less Roman, it gives me the impression that she didn't use many troops with a Roman appearance. In theory, many scenes from Palmyra depict troops wearing their finest civilian clothing. These include turban-style headdresses.
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