Jump to content

Leaderboard

  1. m7600

    m7600

    Community Members


    • Points

      359

    • Content Count

      426


  2. Ultimate Aurelian

    Ultimate Aurelian

    Community Members


    • Points

      137

    • Content Count

      259


  3. Lion.Kanzen

    Lion.Kanzen

    Community Members


    • Points

      122

    • Content Count

      17,702


  4. balduin

    balduin

    Community Members


    • Points

      106

    • Content Count

      390



Popular Content

Showing content with the highest reputation since 06/06/2020 in all areas

  1. 9 points
    Experimenting with a decal instead a bit like
  2. 9 points
    Hey guys, here is my try at making mountains in 0 A.D. with the new random map "Alpine Mountains", inspired by the skirmish map of the same name : However, sometimes the generation can make a player separated from the rest due to forest blocking the path, this should be fixed sometimes later. The recommanded map sizes to put in the settings is one size larger than what you would typically do for mainland type maps. It would be something like Medium for 2-3 players, Normal for 4-5 players, Large for 6-8 players . Hope you will enjoy it. Download here : feldmap.zip
  3. 8 points
    This is not a political message and should not be construed as such. This is just a matter of fact that everyone deserves a chance to live. Enjoy your day and stay safe, wherever you are.
  4. 8 points
    "When they told me to check the bug reports, this is not what I had in mind."
  5. 7 points
    Aye Pirates Mod attached as .zip version 0.9 BLM Captain your crew in the Carribbean back in the 17th century ... Boats -- Whales -- Boars -- Cannon(ish) -- Slaves (can become free) Muskets -- Original Music -- Re-worked gameplay -- Tides!!! I know Lion has asked for screenshots but my rig is broken ATM. More to follow ( I hope) Enjoy! aRRRRRRRRRRR - happy ps its really rough and a work in progress here is the hash ayepirates_0.9.zip MD5: 4e01f885ee0d237f09cdc5fe6ee4317b ayepirates_0.9.zip
  6. 7 points
    5 heroes works just fine (1080p resolution). So, we can design 3-5 heroes for every civ.
  7. 7 points
    Nothing is set in stone yet, I'm still trying to pinpoint the general style for this civ, but it keeps eluding me. Here's an update based on your input:
  8. 7 points
  9. 7 points
    I studied Latin for half a year, it was quite interesting. I still remember the phrase that I chose for the final exam, I had to translate it and explain it: "Reges per regnum, statuasque, sepulcraque, quaerunt." They didn't give us a list of phrases to choose from or anything like that, we had to actually find a phrase ourselves. The course was oriented towards Ancient poetry, so we had to explain not only the literal meaning of the phrase, but also how it worked poetically, like what kind of rhetorical figures are being used (metaphors, metonyms, etc.) Here's a work in progress for the market, as well as an update for the storehouse and the farmstead.
  10. 6 points
    0 A.D. Development Report: September 2019 – May 2020 Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are currently looking for Programmers, Translators, Historians, MapMakers, Animators and Artistsa. *names written in bold black are Wildfire Games staff and names written in bold grey are community members Summary Programming We have been working on improvements on performance, both graphical and non-graphical, to make the next Alpha run more smoothly. The map editor will no longer be laggy (creation should not be hindered!) when changing the height. You can also now search the entities in a non-strict manner, e.g. “units ptol hlr” would show “units/ptol_support_healer_a” in the list. Art Greeks, Iberians, Celts, Romans, and Carthaginians have received visual updates, with better helmets, shields, and props. Flora has also been improved with better trees, and more variety in plants and props that can be placed over the maps in the scenario editor. The bear and the baby elephants now have animations, and hippopotamuses can now be placed using the scenario editor. Special artillery towers have been added to the game, as well as a new Gaul wonder and the Mausoleum at Halicarnassus. New sounds for weapons and for some animals have been committed. Balancing Work has been done towards improving gameplay to fix the current balancing issues with the help of some of the best ranked lobby players and some modders. Internationalization 17 languages have reached more than 90% of translation. Programming The whole team would like to welcome Angen as a new member. Angen has been an external contributor since the beginning of 2018 and has done a lot of work towards unit behaviour improvements. He is currently working on improvements on the formation system along with general unit behavior improvements. Angen added the ability to allow cancelling trade routes. He committed some fixes for formations. He implemented the ability to display tools instead of weapons when units are approaching resources. He made the trade gain by garrisoned entities configurable which will allow for a finer balancing a75397425a3774fd.mp4 bb has also been working on various smaller code fixes with the goal to improve consistency and to make unit templates cleaner and he fixed the lag that appears on windows when shift is pressed. elexis committed a patch allowing for map specific placement in the GUI game setup page, continued working on the GUI rewrite and fixed some bugs. He implemented game-setup options for landscape and daytime and added morepreviously uncredited people to the credits. FeXoR and nani have been working on the procedural generation of maps, to allow for more realistic maps. Freagarach made it possible for the same entity in multiple control groups (ctrl + number hotkeys). He allowed for status effects to affect unit speed (e.g. slowing down a unit when hit) this will be particularly useful for mods with magic. He also added a progress bar to show the upgrade status. Mods can now make projectiles deal friendly fire. This is currently unused in the game. He also allowed for some resources to not be barterable in the market, this will also be used in mods such as 0abc (link) and Delenda Est (link) upgrade-animations-and-progress-bar.mp4 Imarok fixed an error warning with AMD CPUs, fixed the display of actions cursors over the minimap and the usage of the patrol action, and did some cleanup in the minimap code. Itms worked on some improvements to the continuous integration system. He also did some library updates for NVTT (NVIDIA Texture Tools), the library we use for our textures, with the help of adrian and s0600204 on a library called FMT (This library is used to print warnings and errors). He also worked on build fixes for Mac OS. Krinkle worked on fixing JavaScript warnings, and submitted a few fixes for MacOS support, as well as some to improve the game’s CI. linkmauve did some cleanup of the rendering engine, by removing old platform specific code which was either deprecated or superseded by SDL2, and worked towards improving multithreaded debugging. Nescio has done a lot toward improving consistency in our files, renaming them to match the same conventions, and making them easier to deal with by simplifying some of them. For example all our map files had inconsistent naming conventions, and the presence of whitespaces in their name caused issues. Stan has created a feature for mods to allow buildings to construct themselves without the need of units. He made some optimizations to the engine, and did some cleaning up of the code. He also improved the scripts that help artists check for mistakes, and made a Blender importer for game objects, reducing the amount of work it requires. He also added the ability to play visual animations when a building is upgrading, and when a tech is being researched. He is currently working with the help of OptimusShepard to fix an issue with recent AMD CPUs. If you have Zen 2 CPU and want to help please head to this forum thread and tell us. Autobuildable video (3D Printing house) Researching animations user1 and Dunedan are working on upgrading the lobby backend to be able to provide new features for the next Alphas. vladislavbelov continued working on the rendering engine to bring improved performance and visuals. The next alpha will feature a FXAA filter, allowing models to look less jagged. He also worked on better tools to debug the renderer and easier access to those through the game. He added an option to use low quality shadows on more modest machines. He also worked on the map editor, allowing it to save the panel size between each session so one does not have to resize them every time, and a non-strict search to the Atlas entity list. He is currently working with Stan to add an option to resize the map with a specific offset. Snapping (1).mp4 Snapping to buildings (video) Screenshots with/without FXAA wraitii has worked on improving the engine, cleaning the code to make it easier to extend and to optimize. He has also been reviewing patches from Freagarach with aim to add gameplay features, such as status effects. Status effects will allow units to deal more realistic damage to others. For instance, it will allow flaming arrows to keep dealing burning damage after a unit has been hit. status-effect-test2.mp4 Art Alexandermb added a Transversal Crested gallic centurion helmet, sheaths, new idle relax animations for the hoplite, and scutum shields. He also made some citizen animations for the slave and siege engine operators. Likewise, there are some new Gaul idles for swordsman and new pikeman attacking animations, new Roman republican and imperial shields, gladiator helmets, Celtic Carnyx, while he finished the bear animations, hippopotamus animations, worked on improving camel animations and gave more options to modders, new animations for siege engines and improved existing ones. He worked on improving the shield textures, allowed elephant turrets to attack by giving them an attack animation, and animated the baby elephant. 5253d395bfdc8c4e.mp4 Bigtiger has worked on some gorgeous new elm trees, new poplar trees and improved the flora LordGood added new Ptolemaic houses, committed Enrique's pines, artillery towers, new unit sounds, Hungarian oaks, bolt tower and amphitheater, updated Ptolemaic sentry tower and added a new obelisk. He has worked on a few beautiful maps and provided screenshots for advertising on social media. Artillery Towers Hungarian oaks Pompeii amphitheatre for Romans in scenario editor New Ptolemaic houses Sahyadri Buttes, a new 5 player Skirmish map Atlas Valleys is a large 8 player skirmish map Samulis created new cattle sounds. Stan added an orange firefly particle and committed new improved berry bushes by BigTiger. He updated outdated icons and cavalry icons to use the new horse assets. There are now new lavender, new bluefin tuna textures and animations. Lately he has developed new icons for the unit actions and for status effects. He created three textures and icons for bears (polar, black, brown), made two hippopotamuses textures and created a model for the Mausoleum at Halicarnassus. He also replaced the current Gaul wonder by a more historically accurate one: the sanctuary of Corent. Sanctuary of Corent Fireflies raw2.mp4 bear Mausoleum at Halicarnassus Hippopotamus wackyserious improved textures for Greeks, Iberians, Romans, and Carthaginians. Judean slinger Iberian Spearmen Roman Advanced Cavalry Cretan Archer Iphicrates Roman TRIARII wowgetoffyourcellphone made some Corinthian helmet portraits, worked on some animals portraits and has given feedback on gameplay and icons and has made some of the screenshots in this development report. Miscellaneous Balancing Nescio worked with Stockfish, Badosu, ValirAnt, FeldFeld, and borg- to get some gameplay balancing patches, which were committed by other members. Documentation Beau fixed some mistakes in the documentation.² Beise is currently translating the wiki from English to German. Nescio has also been updating the English style guide, corrected many templates for consistency, and standardized hero aura descriptions and generalised tooltips. Finances Jeru made a new financial report and submitted a development report to SPI our financial sponsor. Thank everyone for all the donations. You can see more information about supporting us financially here: https://play0ad.com/community/donate/. Lobby user1 and elexis continue their work moderating in the multiplayer lobby. user1 created a a special thread on the forums to report all issues regarding the lobby. Interviews Freagarach gave a presentation at Sogyo Stan gave an interview for the Waffling Taylors podcast (https://wafflingtaylors.rocks/). The podcast should be available in June. He gave an interview with Picasoft (in French - you can find an English transcript here). Picasoft is an association at the UTC (a French school) you can read more about it here. He also gave a presentation at Avanade He also held a stand at the Capitole Du Libre in November 2019. You can find a summary here vladislavbelov did a presentation in FOSDEM 2020 about graphics pipelines in 0AD. See this thread for more information. Translations 16 languages have reached more than 90% of translation. If you want to help with your native language head over to Transifex. Gallaecio has been improving and correcting the English descriptions in-game with the help of Nescio Tournaments There has been quite a lot of activity on the competitive side! Most of the replays are available on the forums, so you can see some of the best players in action. derekO organized “double elimination” a tournament fpre organized a “survival” tournament HMS-Surprise organized the Sunday pro games tournament 1v1 commentated between 17/01/2019 and 24/11/2019. This was a competitive community event with very nice graphic designs! marcusAureliu#s organized a tournament rain_ironwolf organized a Hyrule Conquest tournament Stockfish also organized a multiplayer 0 A.D. tournament called the Primus Pilus tournament from 30/03/2020 to 29/04/2020. HMS-Surprise eventually took over to finish it. This report was written by asterix with the help of Thorfinn the Shallow Minded, Stan and Sundiata. For more details, please check wiki:Alpha24 and the roadmap. THANK YOU FOR YOUR SUPPORT.
  11. 6 points
    Moroccans during the Marinid Sultanate.
  12. 6 points
  13. 6 points
    Update: Fixed error handling issue. Now 100% tests are running It was found that non-ASCII characters in game schema resulted in a crash. Since the presence of these characters is non-essential and limited, these characters were temporarly removed (Identity.js). The problem is under investigation. Probably this is due Game is running with Spidermonkey 68 Todo: Clean up. (better naming.. remove failed attempts to correct issue in the code) Benchmarking/Profiling. See how much the performaces increase/decrease after the upgrade Try link the game with SM78 beta () A big thanks to the WFG team for helping me in this task even though it doesn't follow the 'normal' 0ad development process. I hope this will be helpful in porting the official branch to newer versions of Spidermonkey Running game:
  14. 6 points
    Update. Still not finished though.
  15. 6 points
    Hello guys, this is my first message in this forum and it will be my first contribution to the 0ad community. First of all I'd like to thank to everyone for creating this great game. I have started developing ArchMod to improve 0ad gaming experience according to my expectations from an RTS game. In addtion, I would like to improve current PetraBot AI as an alternative AI bot. I never think to replace the current PetraBot AI. Actually, I was very surprised when I saw only PetraBot in my first installation of this game. I think there should be many different AI bots. I would like to create a new AI called ArchBot for this purpose. Of course, my starting point is PetraBot Installation: After extracting the compressed file to the data/mods path, you can easily install it from Mod Selection section. ArchMod-0.3 [ ArchMod 0.2 + Game Modes ] : ArchMod-0.3.tar.gz Now you can play 0ad in different Game Modes like as in Civilization. This option changes only tech costs, tech upgrade time and correspondingly barter trading mechanism. ArchMod-0.2 [ ArchMod 0.1 + Extra Options ] : ArchMod-0.2.tar.gz Bug fixes, Zero starting resources, Gigantic map size and extra game speed options. ArchMod-0.1 Initial Release Announcement [ AI Handicap ]: ArchMod-0.1.tar.gz Most of the RTS games use AI cheating for harder AIs. I don't like to play against these cheating codes. I think good AIs should beat even expert users without any extra bonus. ( I have started to contribute AI development by forking Petra as Arch Bot.) I think instead of embedding in AI difficulty, AI bonus/penalty setting should be a separate option like AI difficulty. Therefore, I have created an extra option called "AI Handicap" for AI players. I wish the developers will add this new feature to the next release I've kept default penalty settings for AIs easier than Medium AI, but I fixed bonus rates to 1 for other AI levels. In addition, I've added 10 more Very Hard AI levels for AI development and called them as Insane AI levels ( I - X ). These levels are also playable with default AI PetraBot, just an AI index increment. Installation: After extracting the compressed file to the data/mods path, you can easily install it from Mod Selection section. ArchMod-0.3 ( ArchMod-0.2 + Bug fixes, Different Game Modes ) ArchMod-0.3.tar.gz ArchMod-0.2 ( ArchMod-0.1 + Bug fixes, Zero starting resources, Gigantic map size and extra game speed options ) ArchMod-0.2.tar.gz ArchMod-0.1 (Initial Release, AI Handicap Setting & Insane AI levels) ArchMod-0.1.tar.gz
  16. 6 points
    Preclassic Mayans
  17. 6 points
  18. 6 points
    Here is the work in progress for the Ethiopian Wonder, the Church of our Lady Mary of Zion. Next to it are some other buildings for size comparison. Zagwe dynasty won't work, but early Solomonic might.
  19. 6 points
    Ok, so here's a quick WIP of the defense tower, new version. I have to fix the texture and the color scheme (make it red and larger bricks), but this would be the general idea for the shape:
  20. 5 points
    Now there is: https://code.wildfiregames.com/D2863
  21. 5 points
    Hi there! Probably you noticed that there were not updates for some time. Unfortunately I was quite busy with other stuff and in the future I don't think I will have more time to dedicate on this (at least for ~8months). Therefore I would say that this experiment finishes here and I am happy about the outcomes. Some WFG members are already working on porting the main branch of 0ad to more recent version of Spidermonkey, so don't worry about this. Last micro update. I tried to do a very rough and inaccurate performance test just looking at the framerate. It seems that my modifications reduced a bit (not dramatically) the FPS. In my opinion this is due to the fact that many optimizations of the GC parameters were done for SM45 and are not useful anymore or even counterproductive for most recent versions of Spidermonkey. I think that there will be the need to spend some time in profiling the VM to get the best achievable performance.
  22. 5 points
    Sapa Inca Pachacutec summoning your warriors!
  23. 5 points
    @balduin Thanks! I have definitely been neglecting the water units for all of the civs. But I think I can fix that in the following days. Right now my focus is on playtesting everything, so I don't have much more to show. Here's some .pngs I did for fun, I suppose that something like this (with some corrections) could work for the concept art (although concept art is usually done before 3d modeling). I should probably remove the brick floors, since these would not be seen during the game, except if the building is on uneven terrain.
  24. 5 points
    This will be the fourth and final civ for the mod "African Empires". They would be what Age of Empires 2: The African Kingdoms called "Berbers", but I think that name is too generic (The Berber people did not reside exclusively in Morocco during the Middle Ages). The timeline for this civ corresponds to the Marinid Sultanate (1244 - 1465). Initially the civ was going to be called "Marinids", but now that I think about it, that was only the name of the Sultanate, not of the entire population. So for now I'm just calling them "Moroccans", but I'm open to suggestions. In any case, the name used by AoE 2: TAF was not completely off, since the Almoravids, Almohads and Marinids (11th-15th centuries) are collectively referred to as The Berber Empires. Moroccan architecture has a rich and complex history, with many different periods, styles, and influences. During the Middle Ages, the complex and ever-changing style that became prevalent is known today as Moorish architecture. Three unique buildings of North African architecture in general, including Morocco, were the ksar, the kasbah and the ribat. This next one is the Ribat of Monastir, not from Morocco, from Tunisia This is the front gate: One of the most famous examples of this architectural style is the the minaret of the Almohad Kasbah Mosque, located in Marrakesh, and built in the late 12th century: The wonder for this civ that was used in AoE 2: TAF was the Hassan Tower: Alternatively, for this mod, the wonder could be the necropolis of Chellah:
  25. 5 points
    house variations
  26. 5 points
  27. 5 points
    Kingdom of Zimbabwe
  28. 5 points
    Work in progress for the Wonder (Ruins of the Hill Complex).
  29. 5 points
    In this post I wanted to share some research about the Ethiopian army. This post is not complete as many details are missing, but I hope it can help to better understand the medieval military of the Ethiopian Kingdom. The Wikipedia article about Amda Seyon I goes into detail about the military organization of Amda Seyon I. The references are mostly from "Taddesse, Church and State". Taddesse Tamrat was an Ethiopian historian from Ethiopia and his book "Church and State in Ethiopia : 1270-1527." is often cited by scholars. The article explains that the army of Amda Seyon I consisted of two main parts. First, a central army under direct control of Amda Seyon I. Second, local militia raised in times of local crises. The local militia was headed and under the control of the local rules. The central army was divided into regiments. The regiments where led by commanders. The commanders served when necessary as governor of a province. The governors were appointed nobles called Mekwanint. They were often of humble birth, rather then being noble because of their heritage. The Mesafint were noble by birth. Traditionally, there were many distinct titles for the different positions for the Mekwanint. Regardless, the Mekwanint have been a very important part of the Ethiopian army from the beginning under Yekuno Amlak to the end under Haile Selassie. Because the Mekwanint are such an important part of the Ethiopian empire they should be in the mod. However, for this mod this could be simplified by allowing to train only a limited number of Mekwanint can. For example, the Ethiopians can train 10 Mekwanint, which are more powerful than champion units, but less powerful compared to heroes. In addition, they should have an aura improving the soldiers in the aura. For example, improving the capture rate for all soldiers in the aura. Furthermore, and based on those descriptions the Ethiopians should have units with bows, swords and lances. Shields were an important part as well. In addition, mounted units seem to have played a major role. Amda Seyon I is depicted in the wall painting from the Debre Birhan Selassie Church (17th century) on a horse with a lance. source: https://commons.wikimedia.org/wiki/File:Ethiopian_Horses_(2427081498).jpg Gabriel Simon, a french officer, who traveled to Ethiopia in the 19th century, published a book named: "L'Éthiopie : ses moeurs, ses traditions, le négouss Iohannès, les églises monolithes de Lalibéla : voyage en Abyssinie et chez les Gallas-Raias" based on his travel experience in Ethiopia. He draw a picture of the weapons the Ethiopians used at the time: source: https://commons.wikimedia.org/wiki/File:SIMON(1885)_p109_Armement_d'un_Abyssin.jpg 1. Lance -> Lance 2. Javelin -> Javelin 3. Boucelier -> Shield 4. Sabre -> probably a shotel sword 5. and 6. Lance et Sabre Schoho -> probaly refering to the shotel sword or a dagger based on a shotel sword 7. Sabre Calla -> probably refering to a dagger which is not based on the shotel sword 8. Lance du Godjam -> probably a lance design from the area of Gojjam Furthermore, Mansfield Parkyns travel and lived in Ethiopia in the 19th century. He wrote a book about his experience: Life in Abyssinia: being notes collected during three years' residence and travels in that country Mansfield Parkyns drew a couple of paintings depicting the shotel sword. source: https://commons.wikimedia.org/wiki/File:P_216_-_0002_(1).tif source: https://commons.wikimedia.org/wiki/File:Mansfield_Parkyns_among_Abyssinians.tif The shotel is a curved sword which is sharp on both sides. source: https://en.wikipedia.org/wiki/File:Shotel,_BM.jpg Different than a sabre which is a weapon used to hit the enemy, it was used to stab them as well. The warrior fighting with the shotel was apple to go around enemy shields and stab the adversary into the side of the body. The shotel was used by the emperors for a long time. However, at some point it only had a representative function and no military function. source: https://commons.wikimedia.org/wiki/File:Dejazmach_Hailu.jpg The warrior trained to use the shotel was called: meshenitai. Under Amda Seyon I: In my opinion, there should be a champion unit called the shotelai. Many details are missing to make actual units, such as the armour and pictures of the bows. However, this post should have made clear that the shotel sword and Mekwanint are important parts of the Ethiopian military of the middle ages. In addition, there is clear evidence that the Ethiopians used bows, swords and lances. In particular, lances have been one of the favorite weapons of the Ethiopians.
  30. 5 points
  31. 4 points
  32. 4 points
    Hi there! DISCLAIMER: This is a work in progress. The game starts but might be subject to instabilities, crashes or other imperfections. Just for fun and to learn something new I started adding SM68 support to 0ad. Here you can find the link to my 0ad fork at https://github.com/bellaz89/0ad/tree/rework I don't know what kind of development milestones are planned for 0ad. This is a pure one side project that doesn't pretend to be merged (but of course, if it is useful to someone I am going to be happy) Also note that I do not assure that everything I did is reasonable since this is my first approach with 0ad source base and spidermonkey. Some code could easily be incorrect or redundant. To compile it a system version of mozjs68 has to be installed. use the --with-system-mozjs68 workspace generation option. Tested and developed only on linux (Debian Bullseye 11). Some changes I did: Switched to C++14 due to Spidermonkey 68 requirements JSRuntime direct access is deprecated in favor of JSContext. Therefore ScriptRuntime create a new JSContext. All the methods/functions that used JSRuntime now use JSContext. the Compartment is now JS::Realm Since only a single JSContext is allowed per-thread, ScriptInterface just generates a new global object and populates it. The environment separation is done changing the Realm rather than using a different JSContext. Now the Realm holds the ScriptInterface private data. A macro to switch the Realm was added (CX_IN_REALM) Removed JSAutoRequest Starting adding explicit JS error checks since JS_SetErrorReporter was removed. A lot of API fixes, some are just name changes See links below to get a partial (quite long) list of additional API changes. Increased runtime size to 512 MB to make the tests run without segfault (to optimize). Why increasing the runtime size helped? Support of ArrayBuffer in Serialization/Deserialization is explicitly added since ArrayBuffer is matched by JS_IsArrayBufferViewObject anymore. The used API can be found in js/ArrayBuffer.h Open questions: How to pass data between Contexts. The StructuredClone API was changed and there are some problems continuing using it https://groups.google.com/forum/#!topic/mozilla.dev.tech.js-engine/ViE6Yg8yCvY Script sources are passed with JS::SourceText. Doubts about the right conversions between string format to be done Are the optimizations on SM45 GC still valid in SM68? How passing data efficiently between Realms Update June 8 2020 Basic error tests fixed (updated to mozjs style error output) All tests run, 98% pass. The failing tests are on serialization/deserialization Update June 9 2020 ArrayBuffer tests fixed modifying the serializer/deserializer. Fixed UTF test removing U+D800 (high surrogate) unicode character. All tests run, 99% pass. The last failing test is on exception catching. For the moment it can be ignored. Starting to understand why the GUI doesn't show up when launching pyrogenesis Update 2 Fixed GUI with https://code.wildfiregames.com/D2768 Still crashing when changing page. Update 17 June Patched Spidermonkey 68 source code. the class SharedArrayRawBufferRefs in ./js/public/StructuredClone.hStructuredClone.h (firefox source directory) was tagged as JS_PUBLIC_API to export its symbols. Please note that since Spidermonkey 68 clang is required to compile the codebase (at least on linux). Use instructions in https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr68/docs/Building SpiderMonkey.md. PersistentRooted is initialized with .init() Applied https://code.wildfiregames.com/D2768 ObjectToIdMap is based on GCHashMap Update 18 June Corrected a cross-compartment bug in CGame::ReallyStartGame, line 329. Does this affect the current 0ad version too?? Added checks to consume error messages I was able to start a game! ...but almost nothing (except the gui!) works properly Update 22 June Fixed error handling issue. Now 100% tests are running It was found that non-ASCII characters in game schema resulted in a crash. Since the presence of these characters is non-essential and limited, these characters were temporarly removed (Identity.js). The problem is under investigation. Probably this is due Game is running with Spidermonkey 68 Todo: Clean up. (better naming.. remove failed attempts to correct issue in the code) Benchmarking/Profiling. See how much the performaces increase/decrease after the upgrade Try link the game with SM78 beta () A big thanks to the WFG team for helping me in this task even though it doesn't follow the 'normal' 0ad development process. I hope this will be helpful in porting the official branch to newer versions of Spidermonkey (New) Spidermonkey 78 Since the next firefox 78 ESR is going to be released this month. I also started to work on the SM78 port using the beta release. Here you can see the branch https://github.com/bellaz89/0ad/tree/rework78 I am able to run a game but I get a lot of failing tests. So expect even a more instabilities. Important: In SM 78 uneval() and .toSource JS methods were removed. Therefore a workaround has to be decided Changes done for SM 78: Lot cosmetic API changes (different method names, method moved to different workspaces..) Seems that it is not possible anymore to disable the dynamic VM grow (to confirm) Needs C++17 to compile Useful links (contain a more in-depth list of changes): https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr68/docs/Migration Guide.md http://mozilla.6506.n7.nabble.com/Success-with-embedding-ESR52-spidermonkey-td369034.html https://groups.google.com/forum/#!topic/mozilla.dev.tech.js-engine/Mu1arXbBhi8 https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples Happy Screenshots: Tests. all passing Finally the game runs! mainlog.html entity.zip interestinglog.html
  33. 4 points
    I see the old version of the Jaguar warrior and the Noble Eagle Warrior.
  34. 4 points
    I am sure we all agree that a tournament with less then 50% of games played makes little sense. Also it is unfair for teams that make time, just to see that enemy team did not appear, without even leaving a note in advance. Therefore i open this thread to discussing possibilities for improvement, especially concerning the following topics. If you find yourself unable to formulate constructive criticism that makes at least some amount of sense this is not the thread to do it. Team making: Next time first collect all players and then make balanced teams More fun to play balanced matches -> higher motivation We can make bigger teams so it is more likely at least 2 players have time Disadvantages Complicates process as ppl might not agree with teammates Lower motivation by beeing forced in team with social nub teammates More flexible schedules higher motivation for both teams to find date to play Disadvantages more self organization necessary which did for the most not happen in first tournament Banning Teams that didnt play for some games at all Banning Toxic Players Using Challonge Having Resposible Team Captains (mandatory from beginning)
  35. 4 points
    Thanks for sharing! I actually saw it. Not too bad... I agree, his videos are a little embellished. He tries though, but it's not quite up to academic standards. But I think they're decent intro's to relatively obscure chapters in African history. I occasionally see a video of his. There's an amazing piece of art shared in the video you linked, and I really love it! I don't even know who made this It almost looks like @Victor Rossi's work, but I didn't see anything on his artstation page, and reverse image searches turn up nothing? Was it commissioned specifically for the video?? Don't know. But it's on point! I still have hundreds of references to post... I've fallen so hopelessly behind...
  36. 4 points
  37. 4 points
    House WIP. As you can see, I'm thinking about changing the color scheme.
  38. 4 points
  39. 4 points
    Civic center work in progress. I'm looking at the Mauryan CC as a reference for the general shape.
  40. 4 points
    La Wasi (house)? + Ushnu inca. Faltan el AO y los detalles del "player".
  41. 4 points
    As someone who has a decent understanding of the simulation templates but a very limited knowledge of how art files are organized, I'm glad the two are separate. Smaller files are easier to keep nicely clean and tidy. Besides, it allows different templates to use the same actor, hence less duplication, and if you want to use a different actor, you only have to change a single line in your template.
  42. 4 points
    I'm locking this thread. It just seems to cause trouble and conflict, without rendering any benefit to anyone - rather anger and hatred. I'm sure there are aspects which can be discussed in a meaningful way, but most of this topic has not proved to be very meaningful. Let the forums be a place where we discuss the game and its development, and related topics where it might be relevant. But please try and stay away from more controversial subjects, even if they are meaningful to you, the likelihood that you will influence someone else is very slim, but the likelihood that you will make people angry and act stupid is massive.
  43. 4 points
    Nation-wide gun control, proper police training, accessable health care, sick leave, maternity and paternity leave, a minimum wage, decent social security, public transport, and, perhaps most importantly, affordable high-quality education are all things most civilized countries have nowadays.
  44. 4 points
    https://www.gimp.org/news/2020/06/11/gimp-2-10-20-released/ @Stan` @m7600 @Lion.Kanzen @wackyserious @Trinketos
  45. 4 points
    @Ultimate Aurelian Duly noted, thanks. Here's how they start the game, with walls like the Iberians. I'll have to fix the textures though, and the models I made are a bit crude, gotta keep working on them. But I think this screenshot conveys the general idea.
  46. 4 points
    These patches are related, so I bundled them in a mod: walls_a24.zip So people can try them out easier. This mod requires the svn development version (A24), mind, not the latest (A23) or earlier stable releases. It allows things like this:
  47. 4 points
    Ok, so here is what we have so far Honestly, the style of the buildings does not look as unified as I would like. The building that looks the most different is the defense tower, especially the roof. It looks like it belongs to a different civ. I could go back to the Gondarine style for the defense tower. Now, just to be sure, there is a quote on Wikipedia (take it with a grain of salt, of course) about vernacular architecture during the Middle Ages: "Ethiopian architecture continued to expand from the Aksumite style, but also incorporating new traditions with the expansion of the Ethiopian state. Styles incorporated more wood and rounder structures in commoner's architecture in the center of the country and the south, and these stylistic influencies were manifested in the slow construction of churches and monasteries. Throughout the medieval period, Aksumite architecture and influences and its monolithic tradition persisted, with its influence strongest in the early medieval (Late Aksumite) and Zagwe periods (when the churches of Lalibela were carved)." Two things, based on that quote. First, vernacular architecture tended to be more round and with more use of wood. So I'm not entirely off with what I did for the storehouse, farmstead, dock, etc. Second (and this I haven't incorporated), there was a continuation of Aksumite architecture; it was not completely replaced. This is why I wanted to have some Aksumite-style buildings for this civ. Currently there are none (the Monastry will probably be in Aksumite style). @balduin, let us discuss the issue of the timeline again, so that we can completely iron it out. There is a larger problem here, and it is the fact that the histories of non-European regions of the globe do not have a one-to-one correlation with European history. For example, the civilizations of the Americas (aztecs, mayans, incas, etc.) did not have a Middle Ages. But a similar situation occurs in Africa. While Africa did have a Middle Ages, it's timeline is not identical to Europe's. A good example of this is the Aksumites. When did the transition from the Ancient period to the Middle Ages occur in Europe? With the fall of Rome. This event was not as meaningful for Africa as it was for Europe. For example, the Aksumite civilization was not interrupted by it. One could argue that the Aksumites have their own timeline, since, by European standards, it would have to be classified as belonging to both the Ancient and Early Middle Ages. Having that in mind, let's ask a similar question: what event marked the transition from the Late Middle Ages to the Early Modern Period in Africa, particularly in Ethiopia? In Europe, it was a combination of factors: the Renaissance, the Protestant Reform, the rise of a powerful merchant class, etc. These events did have an indirect impact on Ethiopia, but it was not so drastic as it was in England, for example. So, just as one could say that the Aksumites belong at the same time to the Ancient and Medieval periods, one could also say that Gondarine architecture is, at the same time, Late Medieval and Early Modern. Just because it dates from the 17th century, this does not mean that it has no medieval elements whatsoever. In understand that the timeline for the second part of Millennium AD is 1000-1500. This timeline, which makes sense for Europe, makes less sense for mayans, aztecs and incas, and it does not make a lot of sense for African civilizations either. Again, to insist on a previous point: the timeline of the Aksumites is c. 100 - 900 c. So how would you even classify such a civilization using European standards? Is it Ancient? Is it Medieval? I say it's both. And I say a similar thing about Gondarine architecture: is it Medieval? Is it Early Modern? It seems to be both, despite the fact that it dates from the first half of the 1600's. So what I would suggest for Millenium AD is that the European timeline that it uses should not be forcefully applied to the histories of non-European regions of the globe, as if these had a one-to-one correspondence with European history. Edit: On a different note, I've been looking into Phillipson's theory about some of the rock churches being originally fortresses. I've been checking Google Scholar and reading some stuff by him as well as what his colleagues think of his work, and he seems to be a serious researcher. Here is a short popular article written by David Keys about Phillipson's research, it's from 2004: "Investigations in Lalibela, Ethiopia, are revealing that Africa's most important historical Christian site is much older than previously thought. Up until now, scholars have regarded the spectacular complex of 11 rock-cut churches as dating from around A.D. 1200, but new survey work carried out by a British archaeologist suggests that three of the churches may have originally been "built" half a millennium earlier as fortifications or other structures in the waning days of the Axumite Empire. "The discovery will completely change the way historians perceive the origins of Africa's most famous indigenous Christian site," says David Phillipson, professor of African archaeology at Cambridge University. His research, to be fully published next year, suggests that two of the churches, those of Merkurios (a local Ethiopian saint) and the archangel Gabriel, were initially carved out of the rock as some sort of elite palace or fortress complex. A third structure created in that same early period later became the church of Danagel (the Virgin Martyrs). The Merkurios and Gabriel structures were built in highly defensible positions and may well have been the core of a fortified complex created during the politically unstable period that saw the disintegration of the Axumite Empire in the mid-seventh century A.D. At its peak in the third to sixth centuries A.D., that empire controlled much of northern Ethiopia and Eritrea, and at times Yemen and even part of the Nile Valley. Phillipson bases his new chronology of Lalibela on the monuments' architectural styles, their complex structural interrelationships, and comparisons with other monuments in Ethiopia. He believes that at least four of the site's 11 churches were constructed specifically as places of worship in the tenth or eleventh century, with a further three or four built by the mid-thirteenth century. According to Phillipson, it now seems that that late period was simply the time when the complex attained its greatest religious importance, and not when it was begun. This new research also demonstrates a substantial continuity between the Axumite civilization, which adopted Christianity in the fourth century, and that of medieval Ethiopia. In fact, a number of architectural features found in Axumite churches were employed in the design of Lalibela's tenth- and eleventh-century rock-cut churches." I'm no expert, but everything seems to indicate that Phillipson's theory should be taken seriously. Here is an image of Beta Gabriel-Rufael. The shape of the building does not look like a church. It looks like part of a fortified complex. So, if I end up removing all of the Gondarine buildings, despite what I said before, then the style of Beta Gabriel-Rufael could work well for the Ethiopian fortress. It would also be similar to the defense tower, thus solving the problem that I mentioned at the start of this post.
  48. 4 points
    That was a nice show, I really enjoyed replaying. I liked @PhyZik's confusion maneuver when he picked Spartans instead of a cavalry civ, because he's mostly been playing those recently. The team also did a good cooperation at getting water control and later while attacking. On the eastern front, nani really showed what it means to be a troll master. You had the patience and no fear of waiting for the right moment. On the other front, JC probably tried to replicate my Kush strategy from today, but he failed hard. Marc knew how to best defend a raid, that is by counter attacking.
  49. 4 points
    Here's the newer version of the civic center. It still needs a lot of work, but you get the idea.
  50. 4 points
    Update on the house. Still need to make other 3 variations.
×
×
  • Create New...