Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-04-22 in all areas

  1. Dear players, We have a great announcement to share with you! Wildfire Games and DBolical (the team behind IndieDB and ModDB, already famous in our community) have worked together to offer you a big surprise. DBolical created mod.io, a new website for sharing and downloading game mods, coming with an API. It is a bit like Steam Workshop, but open-source. In a nutshell, this website will allow content creators to put mods online and 0 A.D. will be able to download them directly... starting from Alpha 23! This has required a lot of work, and this is the reason why the release was delayed. We are now in actual feature freeze, and since a part of the team didn't work on mod.io and focused on fixing bugs instead, the release should happen quickly. We hope that your enthusiasm towards mod.io will be enough to forgive us for the delay and the deliberate lack of communication. As you can see, the mod.io website is not yet public, but we have access to it and we are able to publish official mods (i.e. the language packs for Chinese and Japanese). They will appear before the release. On April 26th, mod.io will go public and you will be able to create an account there and add mods. Don't hesitate to report bugs here or directly to the mod.io team, they will fix them before the official launch on May the 10th. On that date, their marketing campaign will start and we should get a lot of exposure from this, since only a couple games use mod.io as of today. One last thing for the modders among you: we have added a security step in order to make sure 0 A.D. will not download broken and/or malevolent mods from mod.io. In order for mods to be available for download in 0 A.D., they will need to be signed by the team. Contact us when you are ready to publish your mod, we will test it, sign it and give you the signature to put online. Your mod will be approved and available in 0 A.D. after that. We hope that you are as excited as we are about this, and we are looking forward to seeing your mods on this new platform soon. Don't hesitate to ask questions here if you have any!
    5 points
  2. No, this was a purely heathen effort.
    4 points
  3. Layering, baiting, dance (hand), dance (formation) and mountain-scaling can be added to the list (besides the numerous anti-gaia strategies) Discovering and exploiting bugs is a very thrilling pastime.
    4 points
  4. Hello there, 0.AD folks! Recently, ive discovered 0AD and its marvelous scenario editor, and ive playing with elevations for a while. I have a passion for drafting mountain forts so i gave a try with the Britons in a Alpine setup. After some testing AI seemed to finally find a way and storm the site, so it became a slightly fun map to play with I wanted to bring the feeling of a crowded city in the Scandinavian fjords Started using the Acropolis as base to it. The Aerie : Temple in the Mountain MAP FILES > DOWNLOAD (Skirmish map files usually go under Documents\My Games\0ad\mods\user\maps\skirmishes) Town of Tordheim TORDHEIM > DOWNLOAD If some campaign and map makers feel like using it in their projects, feel free to take it, no quote or requests are needed o/ Cheers!
    3 points
  5. Carolus Magnus of Francia and his Scholares
    3 points
  6. Yes, those colors match better with the lorsch abbey and church texture. Baked a cavalry armor in case armorican cavalry could end being the cavalry champion (will make a saddle too) Enabling GPU Skinning:
    3 points
  7. Google translator have improved a lot in the last years, you only have to read it and check for fixing a few errors here and there...
    2 points
  8. Could work if he knows where exactly it got that fps amount, My pc can't handle heavy smoke neither fog nor Very High shadows no matter wich game it is so maybe hes pc hardware may have a performance problem at one specific graphic option.
    2 points
  9. This is a mod downloader client directly in the game.
    2 points
  10. @Alexandermb @wackyserious Thank you very much! You guys did a incredible job to revive the caro civ in just a few days! I am more than confident in your talents to implement the byzantines, maybe within a couple of months? Congratulations!
    2 points
  11. @wackyserious committed the armor and added to the units however had to disable the chest band because that one clips too much with the full cataphract base armor (the one that will be used for any full armor) i like very much what you did with the stones . I would like to congrats everyone for colaborating with the mod work since the carolingians where disabled for some time now they are properly playable and have an almost done full unit tree. Anglo faction no longer have buildings placeholders. Norse faction no longer has celt ship as ships neither ram. It wouldn't take too much time to start working on the byzantine faction since the 3 base factions are nearly done.
    2 points
  12. thanks, fixed in rP21757
    2 points
  13. Ticket for autoresearch sound https://trac.wildfiregames.com/ticket/5135#ticket
    2 points
  14. I feel like the civilization is still missing something. Maybe some vegetation. Or maybe more details. Sweet !
    2 points
  15. Just usw the game models and textures? ;P
    2 points
  16. Hey guys, thanks to 0 AD haha I am looking at getting some 28mm Ancient Greeks and was wondering if anyone else has gotten any 28mm Ancient miniatures? Looking for some painting inspiration and army inspiration
    1 point
  17. Are you sure you're using your graphics card and not your onboard graphics?
    1 point
  18. It wouldn't take much editing to add shoulder flaps, straps, etc, to the models before printing.
    1 point
  19. We have Vikings in one our mods.and we soon haven a site like steam workshop.
    1 point
  20. Yeah those. One could paint details of course, but with no real geometry that would be harder.
    1 point
  21. It's definitely doable, but you'd be missing all the details.
    1 point
  22. That was the thing to what i was referring. Great!
    1 point
  23. I don't know if could be possible to change the format of the models (using a animation) that the game uses, into a 3D printing file. That would be great for miniature hobbyists.
    1 point
  24. Are you sure that exactly fog costs much? It requires amount of free video memory.
    1 point
  25. They are auto-smoothed already.
    1 point
  26. wattle walls, fences, baskets, firewood, tools and such would really liven up this building set. Washed fabrics hanging out to dry from the windows or outdoor cordage, buckets. the little prop section on most of our vanilla texture packs should do you some good service in that regard
    1 point
  27. Byzantines Then Moorish.
    1 point
  28. @Rolf Dew, have you tried using Atlas though, because that's completely bugged on my end. Very frustrating to use... @however has used Atlas on a macbook pro (13 inch, 2017 model, 2.3 GHz Intel Core i5, 8 GB 2133 MHz LPDDR3, Intel Iris Plus Graphics 640 1536 MB) I can't delete anything, so everything needs to be done in one go some of my saved versions just disappeared after hours of work I can play some map-versions I made in Atlas, but can't actually find them in Atlas later ?!? I can't type anything in entities/actor search without every letter doubling itself. I have to copy paste the word I'm searching from a text-editor (every freakin' time) Random and repeated crashes, even though the game itself runs like a charm adjusting water height on a large map causes crashes
    1 point
  29. Yep. You can already try them out by using the development version.
    1 point
  30. Strange alpha 21 was a bit laggy for me, but alpha 22 runs way better for me even with high spec mods (hyrule conquest), I thought that alpha 22 was was optimised quite a bit due the significant lack of lag on my system (I am using a Mac though)
    1 point
  31. @mimo My friend, I tested your patch, and this bug no longer appears.
    1 point
  32. Implementing LOD for the current renderer arch will be a little bit hacky, so to go to LOD direction we need to improve the renderer, as @Yves mentioned some time ago.
    1 point
  33. Sadly it does not not. The game only supports one mesh per file. The animated models also bundle the armature with them. I think the best thing to do would be to re-rig every old mesh with the new armature, and just switch that in a mod. @Alexandermb Would you feel like rigging the old camel, the old horse, and the old unit meshes with the new armatures you made ? This way we could keep the new animations while not killing graphical performance. That would also reduce the low poly mod size.
    1 point
  34. Hello @Khalil, First of all let me thank you for your interest and welcome you to the forums. I took the liberty to move this thread to the correct sub-forum. Then I'm gonna need you to answer the remaining questions asked here if there are missing any because you did not follow the thread. The most important question being: From there I'm going to need you to sign the Legal Waiver Now you are not forced to do animation, there are a lot of tasks that may suit you in the modelling department. You can see some of them here: https://wildfiregames.com/forum/index.php?/topic/17730-art-dev-task-tracking/ If you have any questions feel free to ask me either here or on a separate thread. Best regards Stan.
    1 point
  35. Ah my bad @Gyrion forgot 0ad in the path "C:\Users\{YourUserName}\AppData\Local\0ad\logs" That's why you should always read the wiki before speaking ^^ One thing you could try is to make sure that the game runs on the right GPU. Maybe something like this would help http://www.tomsguide.com/answers/id-3332228/force-dedicated-gpu-apu.html
    1 point
  36. Testing again. Assault on AI base. We have captured the church M'lord.
    1 point
  37. I encourage you to use short range for LOS/Vision for now until there's some kind of "Engagement range" coded into the game. Lower vision range will help you/the player control the units better and they won't run off and attack whatever wanders into vision range. Also, a suggestion/tip for your videos. If you really want to show off some detail with your units, you can unlock the camera by Ctrl-D. That way you can zoom in further than the hardcoded minimum for your videos. Art tip: Use auto-smooth on the branch/leaf faces in the canopies of your trees. This will help alleviate that "planey" look to the treetops.
    1 point
  38. No, it's not confusing. I currently have a workaround for this for the Romans (the completion sound of the required temples is the phase sound), but it's not a good workaround for the Han and Kushites (since their requirements are multiple items of a class, not just 1 like the Romans). It's essential, IMHO, if you're going to have auto-research phase techs to audibly notify the player when the phase has been auto-researched. Yeah, I knew it was somewhere.
    1 point
  39. Check art reference q sub forum , there is plenty of images, even miniatures.
    1 point
  40. Can you commit that horse armor and its actors and simulation files. Carolingians should definitely have a Champion cavalry.
    1 point
  41. Tested and working. I belive theres already Domestic as class for sheeps and trainable animals.
    1 point
  42. 1 point
  43. OK let's use this thread for reporting terra_magna problems. In addition of those quoted in you should also add the Class Corral in your corral, so that the AI will be able to use it.
    1 point
  44. Thanks. I was just asking because i saw people playing smoothly with big numbers i guess ill just wait for a later release. Everything else about the game is epic thou.
    1 point
  45. Meroitic Pikeman (v2.0) Concept art/historical reconstruction A collaboration between an artist friend and myself. My friend friend provided the original sketch (originally posted here), and I adapted, and coloured the piece. The sketch already served as a basis for the Meroitic pikeman in game, I just felt bad not finishing it, so here it is... A veteran Meroitic Pikeman, wearing a quilted cotton garment and carrying a round shield attached to the shoulder. He's also wearing a headband, as commonly depicted in reliefs, but still missing from our units in game. I might not have mentioned the headbands clearly before I also stumbled across a horde of hundreds of leather sandals from Gebel Adda, a northern Kushite site. Many of the sandals were post-Meroitic, but some were also Meroitic period, and they were very varied in design and type. Sandals were probably more common than i first realized.
    1 point
×
×
  • Create New...