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Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
I wonder if this could be solved, instead of removing how "solid" units are, by changing something else, like not reacting to repositioning so fast and simultaneously when close by (maybe hard to require), or being more permissive on supposed destinations if an obstacle is there (one can always reform after obstacles are remove if a specific formation is wanted, for which showing and shaping it by dragging the mouse at the destination like Rise of Nations and Total War would be useful, and has been asked). -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Noted, yes after some playtesting also with @Effervescent it was clear that we should make infantry have more agile movements, which is mainly suppressing restrictions on turning. We also had interesting talks about using the new parameter "MaxAngle" to have ranged units in general start the attack prepareTime/animation while turning (they start drawing an arrow while they turn, so it makes micro interesting). I think i did increase the value of pushing a tiny bit, but maybe before reverting I would try to see if you think it's better with the lowered Inertia effects (they are more agile so maybe it would fix it for you). I guess I did set a "stagger recovery rate" very low in the templates So you are right. I didn't, but I should have saw it come. Yes this is one bug that is from this PR obviously, I can address that. The other ones I'm not too sure, the woodcutters getting stuck happens a lot to me in MP. Thank you so much for the feedbacks! I have a much clearer idea of what this PR needs now. Mostly tweaking the templates and fixing the big boys club dances. -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
Thanks, yes it's better. Calvary movement looks smooth too. In the catapult video those 2 guys walking in circles looks strange, but I guess it has nothing to do with the question here. Yes I want to do that some day when I have more time, thanks for the offer, I will get back to you - Today
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Paloma Melo started following Alexandermb
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Hello. Most likely, the tutorial you saw used older files; a lot has changed. However, as I understand it, what you're aiming for right now is something simpler—you don't need to modify any .dae files. To understand how the units are assembled, take a look at the javelin-wielding heroine Boudicca: Note that in one file we prepare what the warrior will wear, as well as the animations and model to be used, while in the other file we prepare the mount and link it to an anchor point (a point that exists within the mount's .dae file). https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_m.xml https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_r.xml
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@Atrik! I’ve been testing the PR. I haven’t noticed any functional bugs. Everything I’m noticing is related to tweaks for the units values. So I’ll share my impressions of their current behavior. In general, the units feel more “heavy” to me. I find it somewhat appealing, but I think it will all depend on the fine-tuning that’s done. I think some degree of overlapping could also be fine to make unit bumping feel less noticeable. I don’t think civilians and infantry should have such a gradual rotation, at least not when they’re moving individually. I hope I can explain what I mean. I don’t know anything about crowd movement, but I have the feeling that their turns should become wider as the size of the group increases, with this being more of a consequence of them bumping into each other. Maybe civilians could also be allowed to overlap with each other a little more. I’m sharing a few videos showing different situations. Unfortunately, we still can’t test multiplayer, so I did my best to simulate a battle. Woodcutting. Notice the woman on the left who gets stuck and can’t reach her destination, around the end of the video. I’ve never tested this with the vanilla version, so I can’t really compare whether this happens there as well.. Mining brothers: Here I get the feeling that the elephants are trampling the horses. Some horses appear to be standing still while being pushed around, or simply remain stationary, as if they can’t find a path to their targets. The trampling looks interesting, but the horses remain stuck for too long. And the elephants seem to have this infinite pushing loop. I assume you’ve already noticed it. Chopping Wood.mp4
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Paloma Melo started following Stan`
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Hi! I’m making a small personal mod for 0 A.D., based on Joan of Arc. I’d like to use Boudicca’s rider (not the chariot), change the horse to white, replace the javelin with a sword, and give the rider plate armor. This is for personal use. I’m having trouble identifying the correct model files. In the game’s art resources, I can find PMD files, but not the DAE files referenced by the actors. I found older DAE files in the Wildfire Games repository, but the horse I see in Blender looks different from the horse shown in Atlas. The repository model looks more symmetrical and angular, with fewer polygons. The horse in Atlas looks more stylized and has more sculpted details. Their idle poses also differ: in Blender the hind legs are aligned and the head and neck are more upright; in Atlas one hind leg is forward, the other back, and the head and neck angle downward. Could someone point me to the current source model for the horse used in the game, or explain how to match the model and pose shown in Atlas? I also tried making a basic test mod, but 0 A.D. reported that it was incompatible. My mod.json has the correct dependency, 0ad=0.28.0, and the mod version is also correct. What else could cause that warning? I’m using 0 A.D. 28 Boiorix on Windows 10 . I can attach the two screenshots and share my test mod’s mod.json if helpful.
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Minoan language is mostly undeciphered. There are few names apparently, but no context of who those people were (probably not even rulers). https://issendai.com/minoan/minoan-and-mycenaean-names/minoan-personal-names-from-dedicatory-inscriptions/ I think it would be better to use generic archetypes: Queen/High priestess (support hero with ceremonial axe, weak in combat but boost morale of nearby units. Economy/territory bonus). Admiral/Great warrior (Military hero with spear, very good in combat. Infantry or naval bonus.) King (Civil hero with sword, good in combat. Construction, trade or territory bonus)
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Paloma Melo joined the community
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First century barrel https://lugdunum.grandlyon.com/fr/Oeuvre/17434-Tonneau-reutilise-comme-cuvelage-d-une-fosse Roman barrels found in the Xanten
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Though this is a reply to LeJardind, @Eilat I'll throw some advice in here as well. Maps too small - Not really, the size limit is only for vanilla and can (has been) removed, as Eilat said. Drones - Flying units are doable, if sometimes hacky. Recon is really just a large vision range, and suicide can be accomplished with the DeathDamage component. AI behaviour - Not sure what you mean, but Petra can do lots more than it seems. Jamming Mechanics - Also easy, just give jammers an aura that reduces vision range to 0 (basically removes your units from being controllable). Data-Link - Why? Heavy Artillery - Yeah, that is hard to balance, but a very high cost and reload rate, plus high pack and unpack times go a long way. AA Defences - Just weapons that can only target/are best against aircraft. Radar mechanics - again, vision. MANPADS - Guy with a rocket launcher. Modelling of missile behavior - Why? State-space model - Why? control laws - not sure what you mean.
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Interesting; the mythical heroes were really bothering me. Do we have anything—even if just names—for the Minoans? As for the Egyptians, I haven't changed anything; I think it would be interesting to discuss them within the context of the discussion on this civilization.
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Looks somewhat like the premake bootstrap script runs git tag to get the version and as such breaking the build, guess you can add any commit on top of the tagged one and rebuild premake and you should be good, please also file a bug on gitea if that is the case.
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For Mycenaean heroes there are three options in my opinion: 1 use the (poorly documented) mycenaean figures we know: https://en.wikipedia.org/wiki/Enkhelyawon https://en.wikipedia.org/wiki/Attarsiya https://en.wikipedia.org/wiki/Tawagalawa_letter 2 mantain current mythic heroes 3 generic archetypes (Wanax, Basileus, Lawagetas....maybe religious hero) For mythic heroes we have detailed descriptions of their equipment (although keep in mind Homer mixes elements from bronze age and the later geometric period): https://www.salimbeti.com/micenei/armour5.htm https://www.salimbeti.com/micenei/shields4.htm https://www.salimbeti.com/micenei/helmets4.htm The mod's Egyptians seem to be based Saite period but with some New Kingdom heroes and Sherden guards , perhaps could be rework around a specific period. New Kingdom is of course more popular; although i find the Saite period to be interesting (mostly due to how little known it is, and because of their interactions with classical civilizations like Greece and Persia).
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Debian 13, build v0.28.0 Steps: 0. + Install Dependencies from BuildInstructions sudo apt install build-essential cargo cmake curl libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev llvm python3 rustc subversion zlib1g-dev cargo install --locked cbindgen@0.29.0 1. git clone --branch v0.28.0 https://gitea.wildfiregames.com/0ad/0ad.git 2. libraries/build-source-libs.sh --with-system-mozjs 3. ./update-workspaces.sh --with-system-mozjs Premake version: 0.28.0 Requires Premake 5.0.0-beta5 or later Premake compiled, but libraries/source/premake-core/premake-core-5.0.0-beta7/build/bootstrap/Premake5.make specifies the version as -DPREMAKE_VERSION=“0.28.0” instead of “5.0.0-beta7”.
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I have found some of the guides, but they are incomplete or scattered, I mean, it is not as clear as I would wish. For example, I could not find any guide on GUI modification, the only guide I found was about creating an unit and I want to create complete factions. Thank you for that, it will be very useful.
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Just in case, it seems the colours are flipped here? On the left, "command" is red (as I guess would be more appropriate), while on the right it's reversed: For a description on this stuff, Xenophon's Cyropaedia is a nice resource. Just a quote for a Xerxes idea: "purple tunic shot with white (no one but the king may wear such a one)". Regarding other preferred colours: "he had had a great many made, with no stint of purple or sable or red or scarlet or crimson cloaks. He apportioned to each one of his officers his proper share of them".
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@Eilat I recommend you to have a look at the game Earth 2150. It's near futuristic war and the way it deals with supplies is great, the best I've seen yet never found it in another game. Size of maps shouldn't be an issue if you concentrate on particular missions as part of a larger campaign map, for which there are also projects around.
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Creating large maps is easily done by importing a large sized heightmap, I’ve done it many times, the scale far exceeds giant size.
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Also worth noting that if you scale everything to a factor two, your map is twice as big
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I'm considering only the base game—specifically the Atlas map at the "Giant" size—but we can still remove the map's circular boundary, which gains us a good amount of extra surface area; I don't think we lose much compared to *C&C Generals*. I've never tried it, but I believe map size is a limitation related more to performance than an actual limit of the engine itself.
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Do you have any specific information about this? Actually, I’ve created maps larger than the ones in the game, but I haven’t tried playing on them yet because they were made for Hyrule Revival.
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