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  1. Well done guys! I just played this mod as Anglo-Saxons and I am amazed how this looks. Beautiful! I never been before big fan of 0AD but everything changed now. I am going to attached few screenshots because I don't want them to be wasted :))
    6 points
  2. 3 points
  3. 3 points
  4. The question is whether the purposes of the two IRC chat rooms are the same as the purpose of the chat room requested. I'm familiar with the purpose of #0ad-dev, but not sure about #0ad yet. If there is a much bigger crowd joining an existing or new room (especially players) may require additional moderation. So the question is, what exactly do intend to use the Discord room for? Voice chat? Organizing matches? Discussing features and balancing? Chatting during the game? One might also consider bridging the multiplayer lobby with Discord if the purposes lie more within the lobby chat than the IRC chat. There must be a clear purpose analysis so that we can deliver what is wanted and adapt the circumstances to achieve these purposes.
    3 points
  5. So 96% Multithreading → We don't have Navigation Meshes → We don't have Lods → We don't have Advanced Particles → We don't have. Instancing → We don't have
    3 points
  6. We use an ECS. Each of the object in the game have a bunch of components. A health component, a UnitAI component a sound Component etc. The title of the video is a bit misleading. What they do is optimize the scene on the fly using LODs (Which we don't have and are also Components (One could add that component to every entity and switch meshes on the fly depending on the zoom level)) GL optimizations (which we can't use because of the old opengl version) Multithreading which we only partially have. And finally they optimize stuff for platforms.
    3 points
  7. Okey, I checked the buildings costs and seems that they were almost unified. If I remember well, towers, fortress and barracks had different cost of stone and wood between civs (@wowgetoffyourcellphone, I'm right?). I think that now only barracks (except Iberian towers, that are special) have random values in their prices: - "Standard" price: 150 wood 150 stone, athens, carthaginians, spartans, kushites, macedonians, seleucids - "Wood" price: 300 wood, gauls, britons, mauryans, persians - "More stone" price: 100 wood 200 stone: romans, ptolemies, iberians Then we have the small/large houses: iberians, celts, britons, mauryans and ptolomies have small and cheaper houses of 5 pop, while others have large ones with 10. Disadvantages and advantages should follow a civilization design, and right now it's pretty random. Ptolomies have free buildings because a straight copy of AoM, not because some heavy design. Of course I agree on asymmetric balance (I have written in the forums for years!), but with some idea behind.
    3 points
  8. Hello, is it possible to implement ECS for 0A.D ? https://en.wikipedia.org/wiki/Entity_component_system Can it fix the lag issue (AI pathfinding )?
    2 points
  9. Nice work on this mod
    2 points
  10. https://trac.wildfiregames.com/wiki/BuildInstructions
    2 points
  11. Why are they handy? Because they have 2-3 less arguments than createObjectGroups and thus benefit from information hiding? I think that would be a fallacy, because the hidden hardcoded magic numbers are not universally true for all maps but may vary a lot. So hiding these values only makes it harder to determine if the values are appropriate. (The other aspect is that the name "createMines", "createFood", "createForests" are nice to read, than 3 times "createObjectGroups", but that doesn't imply that this label has to be present in the name of the called function. Above every createObjectGroups statement should be one logger call that stores this information.) One can obtain this information for all tiles in one picture by painting the constraints in very noticeable colors (and possibly not placing any entities): (We should put such practices into a Wiki Random Map Guideline, but one has to be in the rmgen rabbithole to recall all of these practices.) Guess I need to compile the game (want to know the playable area vs. gamesetup player intent area).
    2 points
  12. It was originally a French word used in the sense of "editing" and is being used as a euphemism for "censoring" among English speakers. Long live the doublespeak In German, we call a newspaper editor a "Redakteur" too. /end
    2 points
  13. Thanks guys. Appropriate files attached to original post. Many thanks to 'nani' and 'ValihrAnt' - wouldn't ever have uploaded otherwise. Also thanks to 'coworotel' et al.
    2 points
  14. I think the map looks gorgeous... Nice work @nani! I also think that about half of the outer most ring of water is essentially wasted space that could be better used to recreate the much larger grassy transition between the forrest and the beach, like in your first post, but with more jagged edges like in your second post. It just feels a bit weird to build a town on the beach, and the Iberian starting walls and those mines extending into the sea look and feel a lot like a bug. There would still be more than enough space for large naval battles. Either way, the map looks absolutely lovely
    2 points
  15. Actually there is. Currently we are redacting the Privacy Policy and the terms of service for it. @Itms and @elexis are on it.
    2 points
  16. Map area: "maxRadius": () => fractionToTiles(0.5 * 0.65), 0.10 -> 0.1 new ClumpPlacer(diskArea(volcano.maxRadius * 0.3), 0.10, 0.005, Infinity, volcano.position), -> If you move these constants to the top, then you'll get an overview of where the different areas begin, so makes it easy to change things in retrospect. For example: widthVolcano = 20% widthForest = 20% widthBeach = 10% widthCoral = 10% widthWater = 40% As I don't have the exact numbers (one could also count with a wireframe mode enabled view), I can't tell exactly how much area is usable, but I suspect that if we look at only one dimension (line from center to radius), it's somewhere like 20% volcano, 30% land, 20% water that is used for naval warfare and 30% water that is never moved to unless someone wants to hide the last woman. But since the area is square, the outer 20% of water span much more maparea than the inner 20% (volcano) of that line. Basically I presume that naval battle will occur approximately only within the area of corrals, and the rest will not be played so much. What mapsize is that screenshot? Large? The shape of the volcano is very appealing. Impassable entities: I suspect units won't be able to chop the trees at the top of the volcano. If that's actually the case, or if you don't know and don't shy away from adding protection, you can add a SlopeConstraint to filter to steep terrain. You can place visualactors instead of entities on the impassable terrain if visually needed or useful. Deprecated functions: Notice createDecoration, createMines rely on a defect, deprecated function. The broken function can only be fixed if all maps don't rely on the defect anymore to achieve the desired entity distribution. Fixing the defect means having to do the entity distribution for all maps with calls to these functions from scratch again. So new maps shouldn't introduce calls to these functions: #4695. Other than that, some of these functions (IIRC createFood, createMines,...) are not much more than an alias to createObjectGroups with (hidden and hardcoded, sometimes undesirable) values. So I came to the conclusion that these aliases bring more harm than good and should be removed in favor of calling createObjectGroups directly (#4989). I can only assume that these functions were made for the purposes of either fabricating maps at the cost of waiving artistic freedom and consideration or based on the false, or at least not universally true presumption that entities are placed the same way on all maps.
    2 points
  17. Can you have been temporarily banned because of the following reasons ? Bad language, Multiple accounts,
    2 points
  18. 2 points
  19. https://trac.wildfiregames.com/wiki/SimulationArchitecture https://trac.wildfiregames.com/wiki/Entity https://trac.wildfiregames.com/wiki/SimulationRequirements Edit: The performance they get is amazing. Even with logarithmic cost data structures, level-of-detail variants and the well maintained unity renderer I have trouble explaining myself how they can run this scene on a mobile phone.
    2 points
  20. There is not only that, Unity uses components from the beginning, but the ECS system is very recent. The difference with the new system is that it is implemented using the Data Oriented paradigm. It is mostly a bunch of good practices that go against a lot of bad habits that OOP tend to give, and that drive performance down. For example, virtual functions is not good to use everywhere, it has a performance cost, a tiny one, but that scales when used for every function every frame. It is quite hard to learn, because it needs to shift our mindset, but it gives a lot of advantages : better performance, but also simpler code with no side effect, and way easier to multithread... And it makes also lodding easier. This book explains it perfectly (but is quite technical though) http://www.dataorienteddesign.com/dodbook/ The problem of that paradigm is that it needs to shift the way we think about entities, and would need a lot of refactoring to implement. But it is possible to isolate portions of code that are slow and optimise it, so it can be done step by step.
    2 points
  21. Maybe some areas of grass could be carved out of some spots of forest to allow for different beach transitions and more variety. Perhaps the island could be more irregular to allow for more interesting shoreline shapes like the nice crescent cove in that photo. Some of this could be directly added into the island shape, and some could be implemented in offshore sandbars or other features. Imagine building a tower on a coastal rock. It's up to you. It's a nice map either way. Be careful with the number of trees and the amount of smoke. Back when I had a graphics card installed and I loaded the current gray volcano map, I could directly control the fan speed by just moving the camera on and off of the smoke particles.
    2 points
  22. Version 0.1.1: Followed some of the recommendations from elexis but not all ()/
    2 points
  23. Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.
    1 point
  24. I am playing 0 A.D. for quite a while now. I like the game a lot. One thing I do not like is, maps often times look pretty at the beginning, but over time the look and feel of maps decline because of massive deforestation. The maps start to look very empty. Furthermore, deforestation seems to have been an issue for the Roman empire: - https://en.wikipedia.org/wiki/Deforestation_during_the_Roman_period#Consequences_of_deforestation - https://www.researchgate.net/publication/45407393_Ancient_Deforestation_Revisited There are games in which trees grow slowly over time and are therefore a renewable resource. One game which implements such a model is Stronghold Crusader. I would love to see small trees spawning and growing over time in 0 A. D. I think this would make long matches or scenarios in which one side does not have a lot resources more interesting. After all wood is a renewable resource.
    1 point
  25. A generic volcanic island for the kicks. MAP DOWNLOAD (MOD): nani_maps_v0.10.0.pyromod @coworotel feel free to add it to the community map pack
    1 point
  26. An extension of 'Northern Island (2)'. Enjoy Northern Islands (4).xml.8674c491c13f2570.xmb Northern Islands (4).zip Northern Islands (4).pmp
    1 point
  27. Well, that means that we can potentially add some of that. If we already had all of those, then there wouldn't be as much room for improvement. Multithreading and LoD are some things that we have wanted for awhile. Do we not already have instancing? I assumed that common static models like trees and structures are instanced, right...? Yeah, originally the scripting language was going to be Python, but JavaScript was chosen instead. JavaScript has gotten a lot of attention and performance improvements over the years, so I don't know that Python would have been any better. We could port some things back to C++ if there is a clear reason to do so.
    1 point
  28. I've never heard "redacting" used that way although it is technically correct. I've only heard it used for limiting information, which made me wonder what we were hiding in the Privacy Policy.
    1 point
  29. Yeah, I actually found it kinda cool
    1 point
  30. Guys, can you liberate @Scarecrow's post limit? He's trying to update the map.
    1 point
  31. 200ms SinglePlayer 500ms Multiplayer Those might increase depending on the game load
    1 point
  32. Btw. Sand footprints would be awesome , but not implemented
    1 point
  33. I was looking for this kind of look image ref: http://www.traveller.com.au/top-10-tropical-cruise-islands-gr4my5 Part of what defines an island as such is having water around it, downplaying it seems like losing part of the charm of the map. My take is that players will have the possibility of having naval battles or attack from the ground. Not much can be done, the volcano must be there and will take space from the map yes or yes.
    1 point
  34. To find your maps folder, check out these posts: https://trac.wildfiregames.com/wiki/GameDataPaths https://trac.wildfiregames.com/wiki/Atlas_Tricks Find your saved map files (to be able to send them to others etc) Currently this can be a bit hard, as Atlas isn't set up to save files to a specific directory but rather to save them to a directory that's been set during the install. Eventually Atlas should hopefully have a mod management tool of some sort which will not only help you to package scenarios to send to others but also help with managing objects and other things you may want to move from one mod to another. For now you'll have to find the directory where Atlas saves it's files, see GameDataPaths (mod data) for the correct path and then look in mods\user\maps\scenarios, for SVN users it's binaries\data\mods\public\maps\scenarios (in the directory where you checked out 0 A.D. and on Linux it's the same but with slashes instead of backslahes, i.e. binaries/data/mods/public/maps/scenarios). ---------- You may have to go further, for example: C:\Users\[USERNAME]\Documents\My Games\0ad\mods\user\maps\skirmishes and look for file names you recognise as maps you have made in Atlas. ---------- Hope this helps,
    1 point
  35. yea it doesnt work, i have already tried it.. thanks anyway
    1 point
  36. You have to put the downloaded file in you maps folder.
    1 point
  37. For the Athenians civ: Acharnae Aphidnae Athens (of course) Cephisia Cytherus Decelea Delos Eleusis Laurium Marathon Phaeleron Piraeus Plataea Rhamnous
    1 point
  38. Map made with decals. (1vs1) Puddle Decals
    1 point
  39. Thank you Strum, The buildings being clean has a purpose to it. In this time period the Teutonic knights would have been building many new castles in the Baltic area from the 12th - 13th century which were mostly built with a red/orange colour brick. I could add some more details to add some ware, but i'm adding more ware to the Lithuanian, and Polish structures as they were settled in the area way before the Teutonic Order. Example of a Teutonic Order Castle: https://en.wikipedia.org/wiki/Malbork_Castle
    1 point
  40. Screenshots of whats new with the mod development.
    1 point
  41. My mother was a French speaker but we where living in an English speaking province(Ontario) so we were confined to the backyard of our house Mum didn't know/trust the neighbours who where all people she could not speak to as she did not talk de English so my younger bother and I observed all the kids in the neighbourhood playing and we just wanted friends so we broke out and had lots of fun and started teaching Mum English about three months later she got to know the neighbours Enjoy the Choice
    1 point
  42. I think its the texture for this tree. Maybe its branches have to much contrast. I'll try to get the berry bush to stand out more without looking to unrealistic. Question about the berry bush, what if adding an partial effect to it to make it stand out like the metal stones? Say a soft green/yellow glimmer.
    1 point
  43. Researching on surcoat patterns, and came across this educational demonstration video, which I found helpful designing 13th century armor.
    1 point
  44. Update: textures retouched. Currently working on special structures that will generate resources.
    1 point
  45. @Lion.Kanzen Heres the reference I used so far. I'm going back and doing more work on the textures.
    1 point
  46. This weeks progress update Structures: Market, Fortress, Temple, Sentry Tower and Barracks. Map: Malbork Line (2)
    1 point
  47. I hope to have the Teutonic Faction finished for the end of December, along with the troop selection, and a few maps to go with it that are compatible for 0ad and some that are made just for the mod. When the mod is first released it will be a basic faction mod, but with plans to grow into something bigger. I'll be working out all the balancing and game play features with the Teutonic faction, and once that is all done then more factions will come.
    1 point
  48. Teutonic Order Faction Update, Troops are almost finished, and moving on to structure development. Malbork Castle: Teutonic Civ Center https://en.wikipedia.org/wiki/Malbork_Castle
    1 point
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