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  2. Show some decorating ideas, maybe @Obskiuras can help with some concepts.
  3. Could you test this: https://gitea.wildfiregames.com/0ad/0ad/pulls/8528
  4. Hello its me again. Having troubles again with the lfs... So fetching from the main repository works with the suggestion from the .lfsconfig. But i can no longer update my fork, its always trying to push directly to the main 0ad repository... Any ideas why? Same problem on windows and linux and on a clean checkout. Also did try the suggestion from this thread, but the effect was that it would never update again from the main 0ad repo. actual error: batch request: error:: 0% (0/1), 0 B | 0 B/s error: User: 1394:Cayleb-Ordo with Key: 34:Linux-PC is not authorized to write to 0ad/0ad. error:: exit status 1 local git config: core.repositoryformatversion=0 core.filemode=true core.bare=false core.logallrefupdates=true remote.origin.url=git@gitea.wildfiregames.com:Cayleb-Ordo/0ad.git remote.origin.fetch=+refs/heads/*:refs/remotes/origin/* branch.main.remote=origin branch.main.merge=refs/heads/main branch.main.vscode-merge-base=origin/main remote.0ad-base.url=git@gitea.wildfiregames.com:0ad/0ad.git remote.0ad-base.fetch=+refs/heads/*:refs/remotes/0ad-base/* user.name=Cayleb-Ordo branch.build-with-cmake.remote=origin branch.build-with-cmake.merge=refs/heads/build-with-cmake branch.build-with-cmake.vscode-merge-base=origin/build-with-cmake lfs.repositoryformatversion=0 lfs.url=git@gitea.wildfiregames.com:0ad/0ad.git branch.build-with-cmake-initial.remote=origin branch.build-with-cmake-initial.merge=refs/heads/build-with-cmake-initial branch.build-with-cmake-initial.vscode-merge-base=origin/build-with-cmake lfs.https://gitea.wildfiregames.com/0ad/0ad.git.locksverify=false lfs.https://gitea.wildfiregames.com/Cayleb-Ordo/0ad.git.locksverify=true branch.build-with-cmake-backup.vscode-merge-base=origin/build-with-cmake remote configuration: 0ad-base git@gitea.wildfiregames.com:0ad/0ad.git (fetch) 0ad-base git@gitea.wildfiregames.com:0ad/0ad.git (push) origin git@gitea.wildfiregames.com:Cayleb-Ordo/0ad.git (fetch) origin git@gitea.wildfiregames.com:Cayleb-Ordo/0ad.git (push)
  5. The burial chamber was decorated and we can imagine they used similar decoration outside when they performed ceremony celebrating their ancestor:
  6. I don't think that the problem is on your side. But it's weird that nobody encountered this error. Which compiler do you use?
  7. If you can't take criticism, don't participate in a community project. Do you have a reference that would make a worthy addition to the wonder?
  8. Hey @nifa This looks pretty nice. Great work. Maybe we could somehow reduce the polycount by baking some of the stones into a decal with a normal map?(looks like it's already a texture but I can't check right now) Could save some tris by making the decorations transparent texture instead of little squares. Might be nice to find a way to have a hint of player color as well.
  9. Hello, I got the problem, that I can't join the Multiplayer anymore, with the message "The data stream was closed by the server". What can i do?
  10. You can have a stele at the top, it seems to have been the case in a few kurgans. It is also plausible that ceremonies were performed around the kurgans. Notably with drink distribution, animal sacrifices, rites, music etc. If you are depicting the kurgan during a ceremony, it adds more opportunities for props.
  11. The origin of the designation 'baba' for such stele is debated. Indeed it is related to the word for lady or old woman in Slavic languages, but it is also related to the Turkic word 'balbal' meaning ancestor. Turks called those statue 'balbal' : https://tr.wikipedia.org/wiki/Balbal and in Kazakh the word 'baba' means ancestor. The most probable is that Slavic people heard the word balbal from Turkic people, notably the Cumans. And since the Cumans mostly depicted women on their statues, an association has been made between the two. And finally the Russians called ALL those ancient statues 'baba' : https://ru.wikipedia.org/wiki/Каменная_баба This is why I couldn't tell if you were talking about the Scythian or the Cuman stele.
  12. (I deleted what you are quoting before you commented.) I added these two babas because of a misunderstanding and I'm not insisting on keeping them. I asked to add a stone baba here and I interpreted your answer here as an approval, I guess because I thought stone baba are just the female sitting ones, not the male standing ones (I guess because "baba" in slavic languages refers to a female person). So no reason for hard feelings. So if you think they are ahistorical and others agree to get them out, no problem.
  13. I don't know much about the .CEM format. From my little understanding though, a tool exists that will allow you to export to .CEM from Blender. In Pyrogenesis, the engine behind 0 A.D. meshes only support one material at a time. So for that reason and for modularity meshes are split into lots of pieces. For static meshes I wrote an importer from the game to Blender assuming you use the development version of the game. For animated meshes, I would not recommend using the blender importer, so it's better to use the blend files, provided they exist in the art repository
  14. If you can't take criticism, don't participate in a community project. Besides the two Cuman statues, yes I think the others are not anachronistic.
  15. True. I was afraid it wouldn't look "wonderly" enough Maybe in this case elevate the gravel base a bit?
  16. As I said, I started this over a year ago, so when I took it back up, I might have forgotten details about earlier discussions. As far as what I remember, although these stone babas aren't necessarily scythians, the scythians had similar ones too, so I figured if there's not much artistic difference, we could use a HP model from later times. Sculpting is a ton of work, so if there is an existing similar model, it's always welcome, even if it's not 100 % accurate. What about the other sitting baba, is it also historically wrong? Anyway, I spent a lot of time to recreate the other steles you suggested here: https://wildfiregames.com/forum/topic/20550-civ-scythians/?do=findComment&comment=561420 I'm open for references and historical advice
  17. I'm not able to compile a28 or main, the compilation fail with this error: ../../../source/scriptinterface/ModuleLoader.h:86:15: required from here /usr/include/c++/11/bits/stl_pair.h:218:11: error: ‘std::pair<_T1, _T2>::second’ has incomplete type 218 | _T2 second; ///< The second member | ^~~~~~ In file included from ../../../source/dapinterface/DapInterface.cpp:30: ../../../source/scriptinterface/ModuleLoader.h:50:15: note: forward declaration of ‘class Script::ModuleLoader::CompiledModule’ 50 | class CompiledModule; | ^~~~~~~~~~~~~~ make[1]: *** [atlas.make:233: obj/atlas_Release/MiscHandlers.o] Error 1 make[1]: *** Waiting for unfinished jobs.... JSInterface_GameView.cpp JSInterface_Renderer.cpp make[1]: *** [engine.make:390: obj/engine_Release/CConsole.o] Error 1 make: *** [Makefile:122: engine] Error 2 AtlasObjectJS.cpp make[1]: *** [graphics.make:417: obj/graphics_Release/FontManager.o] Error 1 make[1]: *** Waiting for unfinished jobs.... CCmpMotionBall.cpp make[1]: *** [simulation2.make:371: obj/simulation2_Release/CCmpAIManager.o] Error 1 make[1]: *** Waiting for unfinished jobs.... AtlasObjectText.cpp CommonConvert.cpp make[1]: *** [dapinterface.make:142: obj/dapinterface_Release/DapInterface.o] Error 1 make: *** [Makefile:92: dapinterface] Error 2 Some time ago I already had this error when compiling main, and though it was because of some WIP, but now I'm guessing the problem is on my end since it's still here. What am I doing wrong? Debian build Thanks
  18. I am pretentious but I explained something in March 2023 and still you made the same mistake in October 2023: And I know you saw the post I made in March 2023:
  19. Polovtsian is related to Polovtsy, it is how the early Russians called the Cumans.
  20. What do you think Polovtsian Baba means?
  21. Honestly, something simpler looks great as well. Without all of the props on the hill. The base surrounded by stelae.
  22. Yesterday
  23. Hi all, I finally want to share the results of a project I've been working on for some time and abandoned several times in between. So here it is, the royal kurgan, a burial mound for a wonder for the scythians. Two main difficulties: (1) somehow make look interesting, what in references is just a bare hill and make it look built by humans (2) let an organic building blend in with the surrounding topography. Concerning (1): It might look too busy, there might be better options for prop placement, player color is difficult to add, maybe too many different/ not fitting stone colours, maybe add flora? Concerning (2): The underground part consumes a lot of tris, but the gravel stones blend in nicely with the ground also on uneven terrain. I don't know if it goes deep enough though. Further references: Some CC0 models I used: Feel free to test from the zip I added and let me know. I also added 7 different steles and two stone heaps of different sizes: This is how it would look without the reddish stones: What is left to do: Choosing the final layout; maybe some colour adjustments; deleting all those hidden faces from the stones on the inside, tthen bake ao; checking on naming conventions, actor files and materials. Also the foundation is just prototype. Edit: I played around with the colours a little bit, turns out that adding some warmth to the gravel base helps a lot, so the contrast between the grey and the reddish stones isn't that harsh. @wowgetoffyourcellphone do you think you could work from here? My skills with colours and picture editing are very limited. 862891456_kurgan0_28.1.zip
  24. This is so satisfying to watch. A sequel to this chapter would also be really cool. It could focus on Alexander’s youth and campaigns for example
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