Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Here is the latest version post-Atlas 1.13.0. The main thing is a button that was asked for while testing 1.12.0: after you convert a map, you can now open the converted copy in the target game's Atlas without leaving post-Atlas - to fix there what post-Atlas cannot, and to save - and post-Atlas follows it until it comes back. There is also a more detailed preview of findings in 2D and 3D. Hope this tool can be useful when mapping or converting older maps! CHANGELOG.md post-atlas-1.13.0.zip
  3. It gives me the same error when I reload it and when I accept it
  4. You are right - it is actually useless information just describing the map diameter in meters. I replaced it by a radial distance of the object from the playable area. Please see the next version...
  5. Were you able to access it, or are you still getting an error? Try reloading the page; if it doesn't load, try accepting.
  6. Today
  7. There's no script department yet. There's barely a gameplay department and a pretty decimated art department. It would be good to organize a script department attached to the history department.That officially we don't have one.
  8. We need to divide this into promotional material and gameplay material; without a narrative structure, it's not possible to make much progress.
  9. Somebody should start a git repository for the writing department, with one folder for "promotional" video scripting and another for "campaign" writing, for starters. What do you think @Stan` ?
  10. Nothing is ever scripted. That's why I'm saying it in advance, except for a few lines for the units.
  11. When there are templates outside of the map, it it says "outside the playable map (1280 m across)". What does (1280 m across) mean? Does it mean meters? (I don't think it would be right then, see image). I also got the 1280 m for all of those entities
  12. Should I make an application in the applications and contributions board ? Edit: I had noticed it's existence just before posting this question .
  13. Hi everyone! I made a mod that raises the player limit in 0 A.D. 0.28 from 8 to 12, so you can play 5v5 and 6v6 team games on random maps. Download: https://github.com/darlinxpro/0AD-12-players/releases/latest Source code and full instructions: https://github.com/darlinxpro/0AD-12-players What it does Up to 12 players on random maps. The engine already supports up to 16; the 8-player limit was only in the game's interface. 4 new player slots with easy-to-tell colours: pink, sky blue, brown and dark green. Interface adapted for 12 players: match setup player list, diplomacy window, summary screen and capture bars. With 8 players or fewer, everything looks exactly like vanilla. Fixed a loading freeze: the game's player placement (groupPlayersByArea) tries every possible permutation of start positions. With 8 players that's 40,320; with 12 it's 479 million, so loading froze at 6% (for example with "river" placement). For more than 8 players the mod uses a fast local search instead. It found the same optimum as the original in my 8-player tests and takes about 25 ms for 12 players. With 8 or fewer, the original code is used unchanged. Minimum map size warning in the match setup when the map is too small: Medium for 5v5, Large for 6v6, one size bigger for "Balanced" maps. Multiplayer Anyone can join your room, even without the mod, and you can join other people's rooms with the mod enabled. For games with more than 8 players, everyone in the room needs the mod. When joining a room, the mod announces itself in the chat. If someone is missing it, the Start Game button is blocked and a red warning shows who is missing it, so nobody gets stuck on the loading screen. Installation Download 12jugadores-x.x.x.pyromod from the Releases page. Double-click it (or drag it onto the game window). Go to Settings → Mod Selection, enable 12 jugadores, then Save Configuration and Start Mods. You can also copy the 12jugadores folder manually into your mods folder: Windows: Documents\My Games\0ad\mods\ Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application Support/0ad/mods/ Compatibility Not compatible with ModernGUI or ProGUI unless those mods are updated for 12 players. They replace several of the same panels (player list, diplomacy, statistics, summary) with their own versions, which only have room for 8 players. With more than 8 players this causes errors and missing rows. For games with up to 8 players they can be used together, but for 5v5 / 6v6 matches please use the default 0 A.D. interface. Notes Random maps only. Skirmish and scenario maps have 8 fixed slots. Tested on Mainland and Mainland Balanced (feldmap).
  14. Where is most of the writing stuff for the project currently being hosted ?
  15. First, pre-production work would be needed, such as writing and revising a script. It literally describes what is seen on screen in 0AD..There are several ways to do it.
  16. @Stan` I’ll pm you if and when I get a promotional video together !
  17. I have nearly finished developing a few rebel groups, essentially a major faction type characterized by terrorist style tactics, but I want to introduce a wider variety of faction types alongside states with conventional armies (within this category, there would be great powers and mid-sized nations exhibiting distinct behaviors driven by a multi-mode AI, though I’m not yet sure if I can pull that off). However, I still lack concrete ideas for other faction types, and there are significant gameplay and balancing issues that need to be addressed.
  18. I know how to edit audio, but I already have a lot of work to do.
  19. Could you make a version for delenda Est? I really like that mod, but it doesn't have a competent AI.
  20. Yesterday
  21. https://getartcraft.com/apps Free Adobe tools for our illustrators !!!
  22. improvements: Escalate the general animation Add Head and Hat bouncing Improved foot path Amplified cape swing Amplified general run bouncing before-after.20001-0210.mp4
  23. post-Atlas 1.12.0 is out. It comes from a round of tests and ideas by @lilypoppy,who is making a campaign of several maps with trigger scripts of their own, and tried post-Atlas on a map with triggers, a square map and a treasure map. Thank you - nearly everything below is his! Main changes: fix- Trigger Scripts: Converting a loose map (an .xml and its .pmp outside a mod) copied the two files and dropped the map’s .js scripts - and the report still said “no failures left”. The map then loaded, and its triggers never ran. Now every script the map names is copied to the exact path it names, and goes through the same migration as the scripts of any mod. A script that cannot be found is said in the report, and a new check (a warning) tells you when a map names a script that nobody has. fix: Test in Game said “the game stopped on its own after 0”. The 0 was the exit code. It now says the game quit before the map was running, quotes the first error the game logged, and - before the run - tells you when the map still has failures that stop the game loading it (an unknown civ, a missing template). fix: converting maps backwards from 0.29 (SVN) to 0.28 (stable), mainly with respect to renaming persians to achaemenids and back. new: locate on the map marks the positions of relics, treasures, Gaia’s buildings or mines new: balance assessment comparing players' islands: this is showing for island maps what each player has on the whole island they start on, wherever it is from their civic centre. Players who share an island share it. (This is in addition to the typical starting resources assessment wihtin a range of 140m around player's starting position) new: treasures: so far only treasures in 140m starting position reahc were counted;now there is a list of all treasures on the map new: military balance: nder the resources, one row per player - infantry, ranged infantry, cavalry, champions, heroes, siege, ships, healers - counted, not weighed. Champions, heroes and healers have columns of their own, so nothing is counted twice. new: Set AI behaviour (random, balkanced, defensive, aggressive plus oif course how hard it plays (sandbox, easy, medium, hard etc.) new: export findings: the problems found, and what post-Atlas says about each, as a Markdown file - for a bug report or a to-do list. This is in addition to exporting map info capability. new: Help providing a link to this forum thread. post-atlas never looks by itself for anything on the net. Unfortunately, I can only test this on Win11 although @lilypoppy and @Asher were testing previous versions on linux and macos. I'd appreciate your observations, bug reports or suggestions for improvement! Have fun mapping and converting previous maps! CHANGELOG.md post-atlas-1.12.0.zip
  24. @mod_3d Hi, I took the time to try your mod. If you want me to do some testing and give you test reports, I'd be happy to help. Let me know how you want to proceed.
  1. Load more activity
×
×
  • Create New...