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Showing content with the highest reputation on 2018-11-06 in all areas

  1. Almost done with the baking, all pieces modular, still need to finish tail and chair. Still missing add the back zone oars.
    5 points
  2. Well technically it's because I'm using a custom setup so I can't bundle the game - why am I using a custom setup? Because my SSD is too small.
    1 point
  3. Thanks Boudica - thats it already sorted then I should have noticed that.
    1 point
  4. At some point @Lion.Kanzen you should start making a Top 5 videos of the week or something like that
    1 point
  5. Did you by any chance use the player_trans_ao_parallax_spec.xml without adding a second UV set to your model ? Or did you use it on an animated mesh ?
    1 point
  6. Would you mind sharing the error you get ?
    1 point
  7. Preview of the low poy baked: Remember its modular so i can cut the rows N times desired. However the Tris amount its kinda high for a ship (Around 6k and still needs the 3 line of oars for each side, mastiff and back zone) gonna try decimate it when finished. Also the higher amount of tris its on the upper zone.
    1 point
  8. maybe a rowing crew onboard? It always looks weird when ships row themselves in 0AD.
    1 point
  9. Should the low poly for 0 A.D. be real size lenght or a few less oars? High poly: Side Screenshot:
    1 point
  10. @elexis, I think anyone with any sense is eternally grateful (and amazed) for all the work you, the development team are doing and have done! Really! Maybe it's not said enough, but some of the coding guys are quasi-anonimous on the forum. A lot of the important work goes almost unnoticed by the greater community, but I can guarantee that tens of thousands (hundreds of thousands?) of people are enjoying the sweet fruits of your labour, and are very thankful for it. I think people (including myself) were getting worried because what we first thought were "simple" bug-fixes, with a quick re-release, are turning out to be quite a serious problem. It's the uncertainty about what was happening that was getting people nervous. I'm sad that macOS turned out to be the problem. I use mac, but I'm completely useless with code, and don't think I can do much to help (I've never compiled anything), (maybe just testing release candidates, but I didn't even notice bugs in the last one). I really hope a competent mac developer answers the call. I have been trying to develop other skills to help in future development (not coding though), but if support for mac would be dropped, I'd be deeply saddened and probably unable to continue. The cross-platform part of 0AD is one of the big selling points (for mac and linux users at least).
    1 point
  11. Update: Added Temporary Oars. Added some Oars Slots.
    1 point
  12. I decided to remove their tunic and reduce the fur coverings to depict them as somewhat naked which is how they are described in the sagas and in recovered artifacts. The berserker in the Total war mod above is not accurate since it is wearing a chainmail which contrasts the description of how berserkers fought.
    1 point
  13. Updated Units : Norsemen B E R S E R K R ( Berserker ) H U S K Á R L ( Housecarl )
    1 point
  14. Experimenting with @Alexandermbs coif/hood mesh.
    1 point
  15. The fact that you can see an opponent's territory expand with each phase (as long as they have been scouted at least once previously) removes an incentive to scout throughout the game. It could be more interesting if an opponent's territory boundaries didn't have that visibility.
    1 point
  16. Just as smiley said, the big issue was GDPR and the bad timing with holidays. It was difficult to work around an issue that needed an expertise nobody had at first. But we're getting there, and we fixed more things than we originally planned in the re-release. Thanks for your patience
    1 point
  17. Some training with blender in laptop: Byza Stable WIP:
    1 point
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