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  2. feneur

    Free Games and Offers

    Had it been the first post of a user, not in the relevant topic, the link been to a suspicious looking site. Then I would have thought it might be. In this case I don't though.
  3. Today
  4. Vasikle

    Oniversalis : Age of Exploration [NEW TOPIC PAGE]

    Thak you @stanislas69, we will take a look at mod.io, looks like a cool feature and very useful.
  5. stanislas69

    Oniversalis : Age of Exploration [NEW TOPIC PAGE]

    Hey @Vasikle & @Dan The Strategist Nice to see you guys back. If you haven't already have a look at mod.io It's a new way to share your mods I don't remember if you wanted to go open source or closed source, but let me know if you need help with packaging. Also, keep us updated, post screenshots
  6. Well I consider it important, and the coding guys as well. Most of the artist who came along had probably no experience with SVN/Git whatsoever, so they just dumped everything in the folder and made it work. I guess nobody also had in mind that the game would still be in development 18 years later If we can make it work nicely, while writing somewhere how things should be and why it was decided so (For sometimes decisions are not always obvious to newcomers) that would be a great progress IMHO. If you haven't already read it there is a naming convention section there: https://trac.wildfiregames.com/wiki/ArtDesignDocument Yeah that sounds good, and nothing prevents you from recording sounds in the process which is nice. Like if we don't end up renaming stuff, we will still have the sounds. I guess the naming convention final decision will go to @Itms @OmriLahav, and @Lordgood. Well it's cosmetic anyway so I don't think it really matters. That would have to be decided too. Just an idea, maybe we could make a small paragraph describing the naming convention on a google doc, and let everyone that wants put its grain of salt. (Not that I think there will be a queue doing so but it'd be nice to have it collaborative)
  7. Vasikle

    Oniversalis : Age of Exploration [NEW TOPIC PAGE]

    Good job Danny for setting up this forum page.
  8. Hey, thanks for the post! If that is the consensus, then that is what it is. I am just here to help make things happen- I put in my thoughts and professional advice, we all figure out where we want to go from there. I am happy to use whatever standard; I just wanted to propose a few options I have used in the past to get the ball rolling. How about this- [file_name][type]_[intensity]_[variation].ogg death_horse1_1_3.ogg //if there are multiple types of horses (or) death_horse_1_3.ogg //if there is only one type of horse The type > Intensity > Variation hierarchy is pretty semantic, we can probably get away without using indicator characters so long as it is documented clearly and all (new) sounds conform to the standard. It's semantically the same as the old format too, it just has an underscore to separate the intensity and variation terms, and type is really an optional part of file_name for future-proofing. It's basically what we have already, just with an extra underscore and an optional extra character. As an aside, no offense meant, but after spending even just a few days digging through these audio files, "consistency matters" is just about the most ironic thing one could say about the naming/organization of the audio files in my opinion. I completely doubt this was intentional, nor do I cast or even consider casting blame on anyone, just, in the natural way these sorts of communal efforts always go, it seems like after the last sound lead left, people just threw some of these audio files in whatever folder they thought was best with words in whatever order made sense to add their new feature to the game. I know if I have to spend the next several years trying to figure out if it's "death_horse_10.ogg" in /actor/fauna/animal/ or "horse_death_1.ogg" in /actor/fauna/death/ that I'm looking for, I will probably go insane, and I sincerely don't know about the next person who comes along. Besides, if we're going to be doing all the reorganizing, replacing, and new sound recording that's been discussed so far, we're going to be mostly looking at additions over the next few years, especially if we factor in the current amount of sounds still missing. That's why we need to affirm or update our naming convention for sound files before I can get to implementing sounds or, if it is decided, restructuring to fix/document all these inconsistencies so if someone else comes on board to work on sound in the future, they don't have to spend a week digging through the sound files and opening half the XML files in the entire project just to figure out what is actually connected to what. I re-read the patch record and that makes sense now, thanks. Thinking about it more, I think we can make this work quite well if we can get it implemented, although if it is at all possible anyone would ever want to implement variations/multiple takes of each line per voice in the future, that might cause some trouble. I think we also should consider standardizing (as I have alluded to above) whether it should be [action]_[object], or [object]_[action] for the name of the file in the actor and voice folders. I think [action]_[object] is my preference since most folders are actions and most of the resources and much of the actor folders already are that way (the voice folder is a major exception), but I don't care either way, we just need to make it consistent, I think.
  9. stanislas69

    Free Games and Offers

    Doesn't seem like spam to me.
  10. Oniversalis : Age of Exploration is a total conversion project for the game 0 A.D Empires Ascendant. This modification will bring the era of colonisation and European dominance of the world to the game. Oniversalis : Age of Exploration is set in the time period of 1492 (this is when Christopher Columbus made his famous voyage across from Spain to the new world, only reaching the mainland parts of Central and South America), and 1800 (we picked this year because this is when still a lot European nations had colonies around the world unlike later on when it is practically just Great Britain and France dominating the world, as well as because this is just before the industrial revolution in most of the world began to seriously take off, for example factories didn't seriously take off until after this date as well as a lot of industry still being rural). The mod as is the base game, is split into the 3 ages which you must research via your town centre, these 3 ages are "The Renaissance" for tier 1, the "Age of Discovery" for tier 2 and the "Age of Enlightenment" for tier 3. The player for these 3 eras will a course receive access to new types of technology as well as upgrades to current ones of the previous era (for example in the base game you can upgrade from having a wickers basket researched in tier 1 to a wheel barrow in tier 2), recruit different units (When you complete the research to the next era, you will notice that your units will change) and unique units for that specific era/tier. (however if these unique units are going to be unique for all factions, that is yet undecided). The thing that really sets this mod apart from other mods, is it's unique gameplay of gunpowder units as well as a variety of other weaponry and their use and evolution throughout the mod's matches, for example the renaissance will have access to gun powder units, however these will be very expensive to produce while developing on to tier 2 and tier 3 will becoming increasingly cheaper and will have more variety of uses. If anyone is wondering the gunpowder units will mostly work like the archer units from the vanilla game. Further more the mod focuses on slow pace realistic gameplay, with units being very expensive to produce as historically, most countries of the period the mod covers did not have professional armies until the thirty years war, however in tier 3 units will be much cheaper, than tier 1 and tier 2. The list of nations/factions included in the mod will be the following; Kingdom of England/Great Britain, Kingdom of France, Spain, Portugal, Ming/Qing China, Aztecs, Inca, Mayans, Iroquois, Mughal Empire and the Ottoman empire. Questions you may have? Will there be a diverse range of units for each faction upon release? - The answer to this question is no and has uncertainty to it. Indeed we plan on making each faction as in the base game have a completely unique set of units with different stats etc, but for the first release of this mod we will give the 2 European factions both the same set of units however we will try and include in this first release the unique units for the specific eras/tiers as mentioned above. Further on in future releases we will increase the unit diversity a bit, this will overall improve the quality of the mod, but we will try to keep the balance somewhat. Will there be unique building models for each faction on building types? - The answer to this is similar to that above, we do plan on making this for certain European factions but some European factions will have the same set of building models. Again in future releases we will increase the diversity for building models. Will the native factions be playable and have diversity? - A course we are going to include the native factions, luckily for us in the present day when for say the Spanish went around and conquered these people, they recorded everything they could find about their civilisations so we will try to do our best to make every native faction a unique one, we will only really include some major native powers such as the Aztecs, Incas or Iroquois. If anyone has any questions please feel free to ask below, or if anyone is interested in helping in the development of this mod please contact me (Dan The Strategist) The mod's Mod DB page ---> https://www.moddb.com/mods/oniversalis-age-of-exploration Current things we are looking at doing - Cannon artillery, musket mounted elephants, possible introduction of new resources into the game. If anyone is interested in playing matches upon the mod's release please join the "Total War: Romania" Discord, from here we will host games and tournaments, using the code below copy and paste it into the text box when you click "join server" KmQz4AX Developers of this mod; - Vasikle - Dan the Strategist
  11. Lion.Kanzen

    Free Games and Offers

    spammer reported
  12. Yeah. But it should be done for th people coming after us. The soundgroups sounds are chosen using a generic random method. Make it reproductible ie by always giving the same output for say a specific entity id and you'll get unit specific sounds. Yeah maybe the last option i don't know.
  13. Please use `snake_case`; most content in the 0 A.D. folder already does; consistency matters; and getting files renamed after they're committed is cumbersome.
  14. ffffffff

    1v1 series borg fgod god learning

    new borg1v1series.zip
  15. That's not a problem, certainly. I personally do think avoiding underscores within arguments is a good idea if we can help it, though- hence the hyphen idea, although if that too is impractical, then underscores it shall be. In the sampling world, we call them 'Round Robins' or 'Random Robins' because of how the engine cycles between them, thus using the designation "rr[RR]". I figured that name wouldn't make as much sense here since we're not making a virtual instrument, but it's a possible alternative. Another idea might be 'm' for 'multisample', or another thing we sometimes do, which is to leave one argument without any prefix and simply standardize it as having none (i.e.. just do '_[variation]' at the end, sort of like how it is now, except it won't have intensity right next to it). Good point! We could make it something going forward and leave any existing sounds in and just build the new sounds in a new standard around it, eventually deprecating the old stuff. Probably about half of all the sounds in there right now will get replaced or tweaked at some point anyway. If we're going to be separating out the SoundGroups and audio files into separate branching directories and doing a lot of updates anyway, I could even just build it all in a new /sfx/ directory inside the /audio/ folder separate from the existing one. That would be cool, but I'm not sure how exactly they plan to integrate that with the SoundGroups, especially if there are variable numbers of sounds in each as there are now. Currently it's just all the voice files of the same line put together random cycling, but not every line has the same number of voice actors. My thought is each line for each voice talent would need its own XML file (hence the opportunity for multiple deliveries or variations of the same line making it into the game), and each voice talent would have a type number in their files (e.g. civ-male-march_t1.xml). If my understanding of the implementation is correct, these xml files are then used in the entity templates and assigned to actions/triggers; if we organized it right, to implement, all one would need to do is make sure the 't' value they typed in their entity file is identical and that the number they typed is the voice they want for that unit. At this point, it seems like more of a salvage operation/archaeological dig than an update. So much has changed since the doc was last updated; whole categories of sounds have been moved, changed, or deleted, empires risen and fallen, languages born and forgotten, etc...
  16. stanislas69

    [NOT] Just Another UI

    @wowgetoffyourcellphone Maybe the order in the xml file ? Some ideas to replace the square corners. export.psd
  17. techblogger911

    Free Games and Offers

    Steam sale is near the corner. Grab the goodies while you can, there will be freebies as well Source
  18. techblogger911

    Why are you wasting your life away?

    Thanks for sharing this, saved the video!
  19. wowgetoffyourcellphone

    [NOT] Just Another UI

    I made my own bubble texture, but the brass ring texture is very nice. It overlaps the minimap a little bit, and I wish it would overlap the corner buttons. Is there a way to bring it to the front, @stanislas69 @elexis so that it overlaps the corner buttons, and also is there a way to shrink up the minimap a little so that it fits within the ring?
  20. As much as possible we should avoid any capitalization; This is because versioning systems might go havoc on platforms where the files are not case sensitive (e.g. Windows) Also the game sometimes ignores it, and sometimes it doesn't, and that changes across platforms. So as much as possible we should not have caps. The 'v' might suggest that it's the third version of it instead of the third variation, maybe we can find something better. Keep in mind that changing the sound name schema, which is a good thing, will break every mod that uses them. So we should get a consensus with the biggest mods around here, some of which I manage, and some others like Delenda Est from @wowgetoffyourcellphone. I thought we had something for that, but apparently it was never finished/committed https://trac.wildfiregames.com/ticket/3578 Yeah it's old, it would be nice to update it at some point. Yeah it's called in the JavaScript code, Maybe @elexis know why it's called there https://github.com/0ad/0ad/search?q=day_temperate_gen_03&unscoped_q=day_temperate_gen_03
  21. stanislas69

    Your screenshots

    Maybe we could have square water tiles, with obstruction. You wouldn't be able to sail on them though.
  22. stanislas69

    Your screenshots

    That HUD looks old... I never noticed before.
  23. Hi all, For starters, here are a few rain, nighttime, thunder, and wind sounds to take a listen to. I tried setting up some SoundGroups, but ran into some bugs (well, more likely user error) when loading them in with a mod- I'll have to pick that thread up tomorrow or whenever I next have time to work on it. Nonetheless, here are some storm and weather sounds so far in .ogg format- https://s3.amazonaws.com/SamulisRandom/Delivery/Weather.zip For these, I'm using a more descriptive naming scheme based on the one we use for sample libraries. The original naming scheme was- [name]_[intensity][variation].[extension]. It also specifies long names should be split up with underscores (e.g. 'Camel_run_13.ogg'). This has several failure states including when there are more than 10 (0-9) variations or intensities, it's impossible to tell which is which. I've already ran into a whole bunch of cases where the naming convention wasn't followed anyway- even the documentation mentions the placement of the intensity value, but then gives an example which appears to just contain variations. Thus I propose- [name]_t[type]_i[intensity]_v[variation].[extension], with long names either hyphenated or camelcase. (e.g. 'Camel-run_t1_i1_v3.ogg' or 'CamelRun_t1_i1_v3.ogg'). This standard is both more human readable and more machine readable, and also makes it so multiple types of the same sound can be easily set apart (e.g. one type might be thunder storms with rolling thunder, another with cracking thunder, or, for a better example, a Greek line read by one female voice actor versus the same read by another female voice actor). Here are a few advantages of having the type specified- We can [easily] have unit variations within a nation each have consistent, cohesive voices (i.e. no more alternating voice actors every other line with only one unit selected). We can [easily] have different sounding storms on each map/biome/season, but be able to cohesively vary among the same storm "style". We can [easily] have multiple readings of the same line per actor, per unit variation. But the real killer feature is that I will hopefully be able to make a little script which can auto generate the XML files in batches just using the underscore-separated values in the filenames- stick 100 or 500 or 1000 properly named files in one side, get the exact XML files all ready to go on the other. Obviously they need to be hand-finished with certain properties, but it could save enormous amounts of time going forward. Let me know what you think of this naming scheme/batch mapping! Happy to modify the idea if anyone has ideas/suggestions. In addition, I've been continuing to update my spreadsheet as I make my way through the files. Just finished up Actors. I noticed there already is an (older) sheet from May 2010 which has many of the sounds listed on it tucked away at the top of this page- https://trac.wildfiregames.com/wiki/Audio_Design_Document I've started going through their doc to pull out any info and update descriptions to more properly match what is supposed to be there, and basically import whatever data I can to preserve the lineage of the project. Obviously a lot of it is very deprecated, but there's still some info in here that is useful. It's a lot better to just port it all over to a sheet so it can be accessed and updated anywhere at any time and have actual version control. (it's also sort of spooky but cool to see assignments and names from a decade almost to the day on it). I did notice the looping ambiance is coming from day_temperate_gen_03.ogg, I believe. I couldn't find any SoundGroup associated with it to apply new sound files, and the only one in there ('day_temperate.xml') appears unused atm.
  24. wowgetoffyourcellphone

    Your screenshots

  25. Lion.Kanzen

    0 A.D. on YouTube

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