Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-08-07 in all areas

  1. I think they did a wonderful job on this mod,and they are very accurate with the factions/history/timeline. I loved how you made the anglo Saxons similar to the norse as they were both pagan tribes,and they both shared their love for the Germanic gods. Most people would think the anglo Saxons were always christianised, and no they started out just like the Vikings except they were in different locations. {My English sucks heh} Beautiful job on this mod They always said a norse girl sounds like a happy /naïve when speaking English, but when we speak our native language we sound like a Valkyrie
    3 points
  2. Yay more cinematics.
    3 points
  3. How about on Northgard when you run out of food,and the whole village cries,and gets sick,and stops working That can be a bit annoying. I do love how on OAD how much you have food determines if you can train a new villager or military unit or not. If you want it historically just use your imagination. The romans also carried porridge on their journies because it was the easiest food to prepare,and drank wine when water was hard to find. So if you don't include this on OAD it will be historically inaccurate. You can't have every detail of history on a RTS
    1 point
  4. Hi all, I'm interested in contributing to fauna. I've been playing around with the existing animals and importing them into Blender. Has anyone successfully imported the wolf animations (e.g. wolf_attack_01.dae)? I've tried using all combinations of armature options in the Blender collada importer but the animation is deformed in every case. If I manually connect the unconnected bones it fixes some deformations but the result is still off from what we see in the 0AD actor viewer. Most importantly the wolf "slips" and the animation loses all sense of reality. Is there something I'm missing? Maybe some editing of the raw collada file before importing? Thank you for your time.
    1 point
  5. Did you create a skeleton using this tool ? This will, using the DAE exported file generate a skeleton file (.XML).Each animated model needs a skeleton. Be also cautious on how you name bones. Don't use generic names use something like armaturename_bonename else you'll get collisions between skeletons. I don't know the extent of what you want to do with Maya but if you want to contribute to the game you'll need the pro version as opposed to the student version because everything you do with the student version of Maya is Autodesk property.
    1 point
  6. Hey Angen, Thanks for your feedback on Hyrule Conquest. I have confirmed that there is indeed a problem with the Goron AI in regards to the error that you mentioned, but since it only seems to occur for the Gorons, I believe it has something to do with a specific tech that would also give the player this error. Nephalim and I will fix this problem in the upcoming weeks. I am not sure exactly when or if Neph plans to make a walking animation for the pig or if he has other plans for that particular asset.
    1 point
  7. This could have both an easy and interesting fix, involving creative usage of specular maps
    1 point
  8. 150 population * 8 players * normal mapsize is recommended for multiplayer. AIs have a signficantly noticeable performance impact. It needs some love (lots of love actually).
    1 point
  9. This is mentioned here: But to answer your question: it's impossible to say (and to some extent to do as well, a game completely free from lag is probably not possible to achieve) as the issue is too complex. It's not just one little thing that can be improved and fix the problem, but rather a lot of smaller and bigger issues which together mean that the game doesn't run well enough under certain circumstances. To complicate it further plenty of the improvements needed to get the lag down to acceptable levels are among the most complicated areas of programming (perhaps especially pathfinding - how the units move around), so it's not just a matter of finding more people to work on it either as they not only need to be (or become) very skilled, they also need to be very familiar with the 0 A.D. code. All in all, this means that while small improvements continue to be made it will take a lot of time and a lot of work before lag is reduced enough. And that is not necessarily easy to define either. If you only play on small maps, using a few units, with only one other player, no AIs, are on the same local network or have a good internet connection, etc it's probably running pretty well already. But if you want to play on bigger maps, with more units, etc it will take a while before it runs well. If you also want to have all the graphical features set to max/enabled or don't have a very fast computer, or have high requirements for the number of frames per second you need to be able to enjoy the game, then it will take even longer.
    1 point
  10. (a bit late reply, but better late than never) Don't forget to check the specific license terms, since "free" often does not mean "without any limitations", in particular Poliigon's license explicitly forbids redistribution and usage in open source projects: https://help.poliigon.com/faq/license-faq
    1 point
  11. http://el-espejo-humeante.blogspot.com/2017/07/la-guerra-en-el-valle-puebla-tlaxcala.html
    1 point
  12. gracias wey, las texturas de las unidades no son mias son de un wey del foro. si lo se, me estado enfocando en los edificios mas que en las unidades(para que no parezca antenas con infanteria mexica xD)
    1 point
×
×
  • Create New...