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  2. @Sundiata started a concept based on the sanctuary from Gournay sur Aronde but never showed it publicly, it was meant to replace the current Gallic temple: Edit: I added the blend file from Sundiata Gaul_Sanctuary_Gournay_sur_Aronde_V2.blend
  3. Yes, I think the game engine is not made for monuments related to specific landscape elements. I think we need to have some imagination in this case. We have some account of sacred groves and sanctuaries in Tacitus' Germania but those are not usable since we are narrowing the civ around the Cimbri. I think the best option is to make a huge deposit with multiple items, like a votive gift. You have a good idea with the stone boat around the monument: https://en.wikipedia.org/wiki/Stone_ship I think we can make something bigger. A large stone in an elongated circle with a pile of various weapons, trophies, and spoils of war inside. It should represent the spoils of war of the Cimbri during their wars against the Romans, Celts, Iberians, etc. Large cauldrons like those found in Brå, Keldby, Rynkeby on Funen, and Sophienborg Mose could be added. We could have chariots like the one from Dejbjerg. We could also have freshly sacrificed horses. And on top of this pile, we could add two boats, leaning against the pile of objects. They could be slightly tilted to give the monument a sense of height. It would require making some props but it is feasible I think.
  4. Today
  5. nifa

    Erechtheion

    Right now everything is baked on the same ao map. So it needs to be scaled down, which might increase the artifacts? So it's better to split it into two seperate ao maps, maybe one for the statue set and one for the rest? Nature props don't need ao or do they?
  6. To me the title is clear ^^. It's about catching exceptions. Initially that doesn't help performance but makes using threads simpler. (So more things might be moved to another thread in the long run.) To me this ticket was a mega ticket to keep track of all that was to be threaded hence my confusion
  7. Stan`

    Erechtheion

    You can bake at any resolution to get more crisp details. In the game though currently most textures are 1024*1024 and ideally we shouldn't go above this unless you have a 20k tris model. Small items should either have smaller textures, or to reduce fragmentation be baked in the same texture as the main mesh they are used on.
  8. nifa

    Erechtheion

    Thanks, yes I'd love that. The olive tree actor was too large and not the most beautiful and I didn't find a fitting one. Shrinking an aleppo pine is a nice idea, they look "gnarled" to represent an old tree. Also I'd prefer the smaller cypresses of the randomly chosen ones, but that's not too important. For future purposes, what are the best settings for ambient occlusion baking? I baked on a 2048x2048 image with an island margin of 0.004. I excluded the nature props. It gave me some artifacts on the smallest faces of the statues, propably because resolution is so low that a single pixel is bigger than a face on the ao uv map. What would you think could be a purpose of the building? Another wonder or special building for athenians?
  9. As @Stan` correctly stated only a local entity gets spawned. This was always the case. So either you implemented it differently or it was subtly broken anyway. Do you still have to code and is it publicly available?
  10. Maybe someone would like to make a model with MakeHuman.
  11. This is actually an excellent idea for a Wonder. Much better than the destroyed Roman army camp.
  12. SpawnEntityOnDeath used to be able to spawn player-controllable entities. I made tests several years ago where chariots would spawn its rider when killed so that the rider could charge at the enemy and get a few strikes in before dying. Again, this worked fine... a few years ago. I'm not sure what changed.
  13. Absolutely awesome. Okay to add to main game? I'll probably turn the bush into a small tree. I'm thinking of shrinking one of the Aleppo pines for a custom tree prop there to represent the sacred olive tree.
  14. Right, I imagine you'd want to start from scratch.
  15. Created a new work-in-progress Civ entry on the Wiki. Better update the portraits ASAP? Especially the heroes... who was that doing the Han heroes and Cleopatra?
  16. Yesterday
  17. Before you start experimenting, back up your important data, or better yet, create a system image using Clonezilla. From what I've seen, the PuerOS documentation is very poor, and there's no information about updating releases—you have to guess. So either they didn't bother to write it or there's something wrong with the updates. Or maybe I was looking in the wrong place? In either case, be careful. Good luck. Regards.
  18. Yeah, that's normal. If you don't jump through MS's hoops (pay them money) the defender will not recognize your app. I believe there's a button like "more" where you can continue the installation anyway.
  19. Hi I am installing O a.d in Windows 11 and getting the following error message when trying to install the game. Is this normal?
  20. I’m only using FlatPak because it seems to be newer than the PureOS repositories. Thank you so much for the guide, I’ll try it and let you know how it works out. Thanks!
  21. For me typically 1/3 is spent for the simulation (that varies a lot), 1/4 is spent for rendering and 1/6 is spent for the gui. It's not easy to point exactly at one place where time is spent. For example there are allocations and virtual-dispatches all over the place. Indeed this looks interesting. To me the title is clear ^^. It's about catching exceptions. Initially that doesn't help performance but makes using threads simpler. (So more things might be moved to another thread in the long run.)
  22. It also works for static items, I.e. things that don’t move, like treasure. Is there a way to allow it to spawn move able entities? What do you think it would take?
  23. `SpawnEntityOnDeath` Only creates local entities, it's meant for say debris, or an explosion decal. https://gitea.wildfiregames.com/0ad/0ad/src/commit/32edc28cda72d0c9cd70937d7c46c58322bcf040/binaries/data/mods/public/simulation/components/Health.js#L403
  24. Short answer: it depends. On lower end machines, graphics are gonna eat up your GPU causing your CPU to starve. So for those, graphics and model quality will be the bottleneck. Getting the state for unit selection is quite slow as it pulls a lot of data (https://code.wildfiregames.com/D1618). Querying interfaces, (e.g getting a component for an entity) might be faster with better data structures https://code.wildfiregames.com/D1739 / https://code.wildfiregames.com/D4718 Creating entities is a bit slow too IIRC. E.g our upgrade system could use not having to create and destroy entities https://code.wildfiregames.com/D4991 Other hints in patches by wraitii https://code.wildfiregames.com/search/query/1SOtiSQV9ik8/#R This looks interesting https://gitea.wildfiregames.com/0ad/0ad/pulls/8521 OUTDATED but maybe still interesting https://gitea.wildfiregames.com/0ad/0ad/wiki/GamePerformance EDIT: also https://gitea.wildfiregames.com/0ad/0ad/issues/5874 which has a weird title cc @phosit
  25. You might try to make a weathered version of the boat texture to make it look like it's been there a little while.
  26. Stan`

    Erechtheion

    Looks really cool! Maybe the stone wall could use a few more details to look less blocky but otherwise good job.
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