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  1. Stan`

    Stan`

    0 A.D. Art Team


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  2. Alexandermb

    Alexandermb

    0 A.D. Art Team


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      3,243


  3. Lion.Kanzen

    Lion.Kanzen

    Community Members


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  4. wowgetoffyourcellphone

    wowgetoffyourcellphone

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Popular Content

Showing content with the highest reputation since 07/03/2019 in all areas

  1. 29 points
    0 A.D. Development Report: May - August 2019 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, Animators and Artists. *names written in bold black are Wildfire Games staff and names written in bold grey are community members Programming wraitii has rewritten UnitMotion for better code and easier extensibility, with the goal in sight of introducing optimisations. He's optimised the Hierarchical Pathfinder, and is working on pathfinder threading. he has also worked on two patches, allowing triggers to give units modifiers, and making attack effects easily moddable so that, for example, a unit can both capture and damage in the same attack. Stan` Created a first version of the polycount guidelines and updated the art design document. He also added a glow material that also supports normal maps (basic_glow_norm). Stan` worked on many other fixes and improvements, such adding more animations to the atlas drop down list. vladislavbelov continues to work on the renderer among other things, improving the water's GLSL shader by increasing the reflection and refraction realism. He also added a tool to Atlas, which allows choosing water height by simply clicking on a part of the terrain with the desired height. Itms worked on our Continuous Integration system, and improved the developing environment for the programmers behind the scenes. He made the move from VS2013 to VS2015 as the default compiler on Windows, with help from Angen. He also upgraded SpiderMonkey to version 45. s0600204 increased the usage of pkg-config instead of hard-coding or library-specific programs, and added support for special characters (UTF8) in map names and descriptions. elexis rewrote source/gui/ to have a cleaner code structure and use C++11 features (most code still came from 2004), fixed a number of compiler warnings and some memory leaks. JoshuaJB fixed some memory leaks introduced by the implementation of STUN + XMPP ICE. historic_bruno has been working on MacOS build fixes. trompetin17 fixed an issue with atlasUI and added a "new" checkbox to the map settings tab. Imarok, FeXoR and bb_ have also been working on various smaller code fixes, improvements and reviews. Mate-86 has worked on a feature allowing entities to be affected by Status Effects, such as flaming projectiles igniting the target or poisoned arrows poisoning the target, which will cause the target to continue suffering damage for a while. Freagarach has replaced the gender-tag with phenotype, adding the ability to choose a random phenotype for a given template, allowing for different looks for the same template, as well as having male and female units from the same template with their correct respective voices. Freagarach, with assistance from wraitii, has also wrapped damage types in a Damage element in XML templates to make them generic. This places the damage types in a "Damage" container, just like the "Resources" are. Part of the effort towards having secondary attacks and a more easily moddable game. Angen made the AI aware of the existence of the new ranges and updated precompiled headers to improve build times. Krinkle fixed ESLint semicolon-related warnings and has been updating various wiki-pages on trac. minohaka helped testing and discovering regressions. Art Alexandermb‘s new fauna models and textures were committed by Stan`, including Marwari, Lusitano and Celtic horse breeds, new cattle textures, sanga variants, a new Maurya trader chariot with new animations and he animated the new Kushite hero chariot by Sundiata. He sorted his many new Celtic shields according to their specific civ, diffenrentiating the Gauls and Britons with the help of Genava55. Another big update were the many improvements to a variety of other shields, including the Greek aspis with new higher quality models and textures. And then there was the big Hellenic helmets update: Thracian, Phrygian, Boeotian, Chalcidean, Attic, Bryastovets, Corinthian and the Pilos helmet, with many variations. New meshes and textures for greaves were also committed. Many other smaller fixes and improvements were made, further enhancing the quality of his already Herculean art contributions, as wel as working on “the great animations re-export” together with Stan` (cleaning and committing) and assisted by fatherbushido and Enrique, in order to solve a flaw in many older meshes, while also taking the opportunity to improve on some of those animations and adding some new ones. Alexandermb has also been working on a number of formations like the testudo, phalanx and syntagma. wackyserious created many new Macedonian, Persian and Roman unit textures, a new Ptolemy IV hero texture and updated the Thracian Peltast, Naked Fanatic, Scythian Archer, Judean Slinger and Seleucid Pikeman and Cataphract. Stan` Made a new blacksmith for the Britons, improved the walls for the Gauls and added some detailing to their barracks. He unified foundation sizes and construction dust, added new scaffolds and updated structure templates accordingly. LordGood is continuing his prolific work in the flora department. Teak, dragon bamboo, strangler figs, bananas, areca palm, doum palm, Atlas cedar, holly oak, juniper tree and some new grasses are his latest additions. He has also been working on the Hellenization of the Ptolemies with a new tower and temple. Bigtiger has worked on some beautiful new flora as well, adding holm oaks, Euro birch, fir tree and a new fern to the collection. He also made new cliffs, new particle actors for snow and clouds and new temperate terrain textures. These new assets can be admired in three new excellent looking maps by Bigtiger himself: Farmland, Oceanside and Roadway. wowgetoffyourcellphone made new icons for the deer, boar, camel, horse, walrus and wildebeest. The Uffington White Horse he made back in 2016 will replace Stonehenge as the new wonder for the Britons. Other Gallaecio has been improving and correcting the English descriptions in-game. Stan` gave a presentation on 0 A.D. and it’s develoment process in Rennes for GrafikLabor 2019. user1 continues his work moderating smurf accounts in the multiplayer lobby. After discussions on the transliteration of Ancient Greek into English, the decission has been made to use the standards of the American Library Association and Library of Congress proposed by Anaxandridas ho Skandiates, who is, in discussion with Nescio, working to update all the Greek specific names, making them more accurate and consitent. Nescio has also been updating the English style guide, cleaned up the technology data files and applied some corrections to the new horse and cattle fauna templates (among others), added skirmishing templates to some structures and cleaned some obstruction and footprint sizes for others, improved a number of tool tips and improved and corrected some of the Roman and Persian specific names. Tom 0ad Has created five new informative videos, including “0AD Faction Overview 04 – Persians”, “0AD Faction Overview 05 – Kushites”, “The Ultimate Guide to Siege Weaopons”, “Top Three Tips to Improve. FAST” and “Essential Team Game Guide”. Likewise, ValihrAnt has made a number of enlightening videos, including “Unit Ranks & Promotions Explained”, “Top 5 Most Underrated Techs” and “Strategy Guide, Cavalry Rush Build Order”. HMS-Surprise, Unknown_Player, Feldfeld and psypherium organized the commentated Sunday Pro Games between April and June. This was a competetive community event, with Boudica ranking number 1! elexis, Stan` and wraitii have been updating an extensive list presenting all noticable changes to the end user in Alpha 24, since development started on December 26th, 2018. Changes include new 3D and 2D art, sound, maps, gameplay, user interface, renderer, pathfinder and more. Check it out at: https://trac.wildfiregames.com/wiki/Alpha24 Art Features A small selection of Alexandermb's new helmets with many variants: One of many new sets of shields. The Greek aspis for the Athenian faction. From top to bottom: basic, advanced, elite and champion. By Alexandermb: Macedonian, Carthaginian and Spartan units showing off their new equipment, by Alexandermb: New Macedonian unit textures by wackyserious: New unit textures for the Romans, Judean Slingers and Seleucid Cataphracts, by wackyserious: Some of the new temperate flora assets by Bigtiger: A lush display of some of LordGood's new tropical flora assets and cliffs: The new Oceanside map by Bigtiger. It's by the ocean... Mediterranean Islets, by LordGood: Hellenized Ptolemaic walls and temples on the banks of the Nile. Take note of the new palms and baobab trees. By LordGood:
  2. 20 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.
  3. 19 points
    too big took too long holy crap never again
  4. 16 points
    Just a work in progress for the mod I'm making. It's a storehouse for the Mali Empire
  5. 16 points
    Hello everyone, I have been interested in making it possible to explore applications of machine learning in 0 AD (as some of you may have gathered from https://trac.wildfiregames.com/ticket/5548 ). I realized that I haven't really explained very thoroughly my interest and motivation so I figured I would do so here and see what everyone thinks! tl;dr - At a high level, I think that adding an OpenAI gym-like interface* could be a cool addition to 0 AD that would benefit both 0 AD (technically and in terms of publicity) as well as the research community in machine learning and AI. I go into the specifics below as well as discuss other potential avenues for integrating/leveraging machine learning: Potential Machine Learning Problems/Applications Intelligent unit control (micromanagement) I have an example where an AI learns to kite with cavalry archers when fighting infantry at https://github.com/brollb/simple-0ad-example. This is probably one of the easiest problems to explore as it can be done progressively starting with small, clearly defined scenarios using the functionality added in the beforementioned ticket. That said, there are still some of the standard challenges present with machine learning around ensuring that the AI has been trained on sufficiently diverse scenarios so that it doesn't ever encounter something new and behave incorrectly. As far as potential impact on the game, automatic micromanagement could be interesting for either a component in an otherwise scripted AI such as Petra or as a way to make the units more intelligent as they gain experience. That is, I could imagine that as the units gain more experience, they could also start having improved tactical behavior, such as kiting, automatically. Enemy AI Trained Entirely with Reinforcement Learning This is actually very difficult although it has been recently done in StarCraft 2 (https://deepmind.com/blog/article/alphastar-mastering-real-time-strategy-game-starcraft-ii). Although I think this could be fun for people to try to do, I wouldn't have high expectations on this front for awhile because it is a very hard problem for ML to solve - especially given the large number of different civilizations, maps, resource types, etc. Enemy AI with Scripting and Learned Components This is referring to a generic version of what I mentioned under "intelligent unit control". Essentially, there are a lot of opportunities to incorporate learned components into an otherwise scripted AI. From a technical perspective, this makes the machine learning problem much easier/tractable while still enabling more intelligent behavior from the built in AI. There are many different examples of intelligent components that could be incorporated. For example, it could try to predict the outcome of a battle (to determine if we should retreat) or try to imitate various high-level human strategies (such as predicting what a human might target for an attack). Quantitative Game Balancing This is a very interesting problem and I find 0 AD to be a particularly unique opportunity for exploring it. Essentially, the idea is that there are many different parameters in a game (such as attack damage for each unit, etc) which are quite difficult to tune without making the game imbalanced and one of the civilizations/strategies OP. (I don't think I need an example for this community but I enjoyed watching https://www.gdcvault.com/play/1012211/Design-in-Detail-Changing-the.) This problem is nontrivial since detecting overpowered strategies really requires an understanding of the way various aspects of the game can be exploited. Although this is a nontrivial problem, I find it to be an exciting opportunity for 0 AD to gain publicity and for researchers to have a sandbox in which they can explore this research question in an actual game (rather than a trivial, toy environment). That is, many of the other environments used in reinforcement learning research are either open source toy environments (eg, CartPole) or proprietary games which cannot be modified (eg, StarCraft 2). There has been a bit of related research in detecting imbalance in complex games like StarCraft 2 as well as balancing simpler games but as proprietary games will not be exposing the parameters used for the units (and other aspects of the game), automatic game balancing approaches are limited. Being an open source game that people actually play, 0 AD provides a really exciting opportunity for research in this direction as the parameters of the game are not proprietary and could be modified programmatically enabling researchers to explore this rather complex problem. For the 0 AD community, enabling researchers to conduct this type of research in the game itself should make it much easier to be able to incorporate any results of such research into the game making 0 AD more fun and an even better game! Imitation Learning Training the AI to imitate humans is worth mentioning although the impact on the game is likely to be in one of the beforementioned ways. Imitation learning, unlike reinforcement learning, is training the AI using expert demonstrations of gameplay. It is often used as a method for essentially initializing the AI to something reasonable before training it further with reinforcement learning (ie, training the AI using a reward rather than example). Imitation learning can arguably be more valuable for game development given that it can more directly instill various human-like behaviors (hopefully making the gameplay more engaging and interesting) rather than simply trying to maximize some reward or score in the game. Techniques to Train and Understand AI Agents This is more of a general research direction that I find interesting (and is similar to research that I have done in the past). Essentially, this is exploring the means by which the game developer can use the various methods of instilling behavior into an AI (programming, reinforcement learning, imitation learning) to create the desired behavior (and game experience). This is a bit of both a human-computer interaction (HCI) and machine learning question (also related to machine teaching). To give a more concrete example, this would include exploring the behavior of a trained RL agent in the game, correcting these behaviors, and perhaps trying to detect potentially incorrect behaviors to raise to the user automatically. 0 AD is well suited for this type of research for the same reasons that it is well suited for exploring game balance - most games used in research are either proprietary or not something people would actually play. Optimizing Existing Game Parameters (Relatively Easy) There are some existing machine learning tricks that could be used to make other sorts of improvements to the game rather than explore research questions. A while back, I was playing around with CMAES (a machine learning technique to optimize a set of parameters given a "fitness function") to improve some of the sort of magic numbers used within Petra such as "popPhase2" and "armyMergeSize". Essentially, this made it possible to find values for these parameters which would improve the AI's ability to win when playing against the standard Petra agent (on the hardest difficulty). Although I don't find this as interesting as the other areas, it is a useful tool that could be nice to apply to other aspects of the game. Overall, I think it would be really exciting to be able to explore some of the research questions in 0 AD as I think it could be beneficial both to researchers but also would make it easier to incorporate the results of this research into 0 AD (making it an even better game!). Of course, this is only true if the functionality required to be added to 0 AD is easy to maintain and doesn't add overhead taking away from the development of the core game features and functionality. I am also hopeful that incorporating some of these machine learning capabilities could also be beneficial to the community and raise awareness of 0 AD! As far as technical requirements, I made an RPC interface for controlling the AI from Python (because the majority of machine learning tools are in Python). This makes it possible to explore 1, 2, and 3 as well as provides necessary functionality for 4, 5, and 6. As mentioned above, I have an example of #1 on GitHub and I think this could make for really interesting undergraduate projects (as well as potentially interesting integrations into the game). However, I think 0 AD is a particularly unique opportunity for exploration of 4 and 6. Game balancing (#4) still requires the ability to programmatically edit the unit parameters which I have explored a little bit but haven't added to the game. If this is something that others find interesting (and wouldn't mind me asking a few questions ), I would be open to adding this as well. Anyway, I find these machine learning problems and applications quite exciting both for 0 AD and for AI/ML research but I want to know what the rest of the community thinks! Let me know what you think or if you have any questions/comments! * I say *OpenAI gym-like* because a gym environment requires an observation space (numerical representation of the world for the AI), action space (numerical representation of the actions the AI can perform), and reward function to be defined. It isn't clear what the most appropriate choices for these would be (and they could vary based on the specific scenario) so I would prefer making more of a "meta-gym" where it is basically an OpenAI gym that needs the user to specify these values.
  6. 15 points
    I've just committed the building snapping feature. I'd like to here some feedback: does it behave like you expect, would you like to change something (like adding an option to enable it by default)? To use the building snapping you need to select a building, press Ctrl and move your mouse. When a preview of the new building is near to other structures it`s trying to snap to their edges (while Ctrl is pressed). Snapping (1).mp4
  7. 15 points
    i wanna to wish 0 a.d. community and developers beautiful chrismas and a good time at next year. watch forward and keep ur work amazing
  8. 14 points
    Hello everyone, This year and for the past three years 0 A.D. was holding a stand at the FOSDEM. Like every time, it was a very great experience for me, and I was happy to be able to join @Itms, @plumo, @implodedok, @FeXoR, @bb_, @Imarok, @vladislavbelov and @fabio in this adventure. This year was a bit special because I got to co-host a game dev room with the guys at Godot thanks to Akien and Straton and of course to all the people I convinced to give talks and the people that attended said talks. I think the dev room was an overall positive experience so it's great! You can find the videos here. Our room was K.3.201. Some videos might not have been uploaded yet. There were a lot of interesting talks, especially the one about the Spring engine going to Steam. I got to talk a bit with the guys at the GSOC stand and they apparently knew us, so maybe we'll be more lucky this year. I got to meet a lot of people for the first time, some of the above team members, but also @Krinkle, @balduin. I also met @oSoMoN with who we discussed a potential better usage of the Snap Packages for 0 A.D. The idea would be to offer special features to be tested as snap packages on something like Kiwit CMS. By using this specific platform we would be able to set up test scenarios for things not covered by CI and unit tests. I also had the great honor to meet with Ton Roosendal (the CEO of Blender) and Dalai Felinto. We had an informal chat at our stand about our usage of Blender. Bernard Tyers asked me to give a talk at the design dev room next year and I think I'm gonna deliver. The Raspberry Pi 4 I brought had quite a nice success as it caught the eye and people were amazed that it could run on such a low end device. A few people were interested in helping out. We are looking forward to hearing from them. Thanks for all the people who gave us donations! For those who paid for music CDs I hope you'll enjoy them. For those that could not get one you can grab it here. See you all next year, or at the next FLOSS event that we will attend which will likely be JDLL in Lyon, France.
  9. 14 points
    @Stan`thanks so much! that did the trick! City
  10. 14 points
    Hi all, yesterday I gave an ~1 hour presentation about 0 A.D. at the IT company I do my traineeship. It was very nice since there were many positive reactions from the attendees I attached the presentation for those who are interested. Presentation0ad-Sogyo2020-ForForum.pdf
  11. 14 points
  12. 13 points
    Happy new year have a map It is extremely heavy with foliage, and will likely choke low range computers, I stutter a bit when I zoom out on my mid range tower. Not sure what else I'd expect from a rainforest
  13. 13 points
    https://code.wildfiregames.com/D2459#inline-47983
  14. 13 points
    Sometimes all you need is a little magic and a few orange fireflies...
  15. 13 points
    Prickly juniper, or cade trees and ground brush 3 new grasses with graded transparency on the bottom so they'll blend with any terrain without a seam
  16. 12 points
  17. 12 points
    visuals would benefit greatly if we had more birds
  18. 11 points
    Offence Reporting A sure-fire way to get your concerns read and addressed! Be sure to post with not only a modicum of dignity and self-esteem, but also a profound respect and understanding of others and their limits. Do not imperiously demand immediate solutions. Currently only supporting 1 vs. 1 Rated Game offence reports. Help & Support Dear User, If you would like to report someone, please observe the following steps to ensure that your concern is noted. It is necessary for you to create a post on this thread detailing the incident and including the replay file. When reporting a player, it is mandatory to upload the correct replay. Instructions: Locate replay at Main Menu/Multiplayer/Replays Select replay and note replay file path. Go to path in your file manager, locate the file named "commands.txt" Upload commands.txt to the Forums (account creation required) Tag @user1 Please state your lobby username and the lobby username of the offending player. You will not be notified of the result automatically, you may view the ongoing status of our progress at the bottom of this first post. Execution of these steps will lead to your report being noted and filed, then inspected and processed. (in due time) We thank you for your co-operation and wish you happy gaming. Find more detailed instructions below: Progress Report: td { max-width:200px; wrap-word:break-word;height:20px;overflow:hidden} div.wraptext {overflow: hidden;height:20px;} .ipsAttachLink_metaInfo {visibility:hidden;position:absolute;}
  19. 11 points
    An ancient river-valley civilization...
  20. 11 points
    Been having fun with cliffs and hills- the houses stack nicely and look like vertical hillside villages.
  21. 11 points
  22. 11 points
    I urge you mapmakers to play around with terrain, object, fog, water, and sun colors as well as postproc There is a lot you can do in Atlas
  23. 11 points
  24. 11 points
    Hi all, Now is the time to use the power of the 0 A.D. community to develop the next 1v1 event. This thread is the main place for you to share, and vote for, all of your valuable ideas for the style, duration, score system, rules, streaming, commentating, drawing of lots, level of players, awards, etc. anything. Let's all work together to make it better. Event Period: Late October 4 weeks + 1 week optional on Sundays at 17.00 UTC Here are the rules: -Single elimination, 8 Players, 3 rounds -The best players have priority to play. You need to be in the room early if you want to play. -Players are allowed to ban 2 civs before every round. -300 pop, small map, no dance -The best players have priority to play. You need to be in the room early if you want to play. -Players will be ordered by seed, best to worst. -If you win, you gain 3 points. If you lose, you gain 1 point. -At the end of the 4th week, If the best two players have the same point, there will be the 5th week. @psypherium @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD @kizitom @mord @ffm @user1 @elexis @Stan` @SaidRdz @Emperior @Emacz @Dunedan @Ivaylo @yilmazgng @go2die @MorTak @Imarok @sarcoma @Lion.Kanzen @D_D_T_ @R4PT0R @Servo @Itms @coworotel @badosu @sphyrth @wowgetoffyourcellphone @faction02 @feneur @Issh @PrincessChristmas @RolandSC2 @Jofursloft @CAGD_lulofun @HirnWolf @Dakara @thankforpie @mgx *** If you want to be in the notification list, or not, send a PM so I can add/remove your nick.
  25. 11 points
    Hi all, I'm working on a City Building mod. This mod is trying to incorporate elements of city building games like Caesar or SimCity to 0 A.D. The end goal here is to have a RTS/city building hybrid mod using 0 A.D engine. The balance between the two genres that I'm trying to achieve here is to ensure that the city building part should be fun enough without getting too complicated. The plan I've made consists of several phases, each with different features to implement. But currently I'm focusing on two mechanics: I. Building placement In city building games, building placement is important. Especially housing zone. People will only live in your city if their needs are met. Job, food, desirable location. Otherwise they will leave. Resource and storage building placement is also important, finding sweet spots to shorten the route without disturbing existing residences. Since this is still a RTS game, effects need to be tweaked in such a way that normal player can play the game without crippling penalty, but player who takes time to plan the city can optimize it to gain edge. Implementation: Every building has aura that indicates their desirability, which will increase or decrease population count of nearby houses, e.g. civic building increasing nearby house population, military building decreasing it. Since resource management is already complicated in 0AD, alternative implementation is using building aura to increase performance of related nearby building, e.g mining dropsite increase nearby blacksmith research speed, blacksmith increase nearby barrack training speed, etc. This will cause crowds of buildings in desirable area, so to justify it every building is implied to have been constructed along with its nearby infrastructure, increasing nearby unit speed. Status & TODO: Released, but with general rule. These are the desired changes and their detailed implementations. A complete explanation of Phase I and download link is posted here. II. Economy In city building games, money is usually the only resource the player needs to build the city. It can be gathered from each citizen, or received by importing resources to other cities. Implementation: New resource available to simulate productions. Money: House and Economic buildings trickle money periodically. The amount of taxes will be influenced with the same rule as Phase I. The trickle should be low enough that player should spend responsibly, but should also be high enough so that it's not the first resource to run out before other resources. Money should be requirement of every building and unit creation, as it is analogous to builder/soldier salary. Weapon: Blacksmith will be available to construct in town phase and trickles weapon over time. This will be used to train soldiers. It would consume wood and metal, so wood and metal resource for unit training can be removed and replaced with only food, money, and weapon. Training time should also be made faster. Working animal: Horses/Elephant is trickled resources as well. Useful to train cavalry. Status: In progress. Money has been proven to be workable, but still tweaking 0AD GUI to support more than 4 resources. Weapon and Working animal is still being researched. TODO: Test other impacts of new resources, finding out other uses of money, learning about Summary screen (after battle) GUI as it is bugged out on Resource Tab. III. Citizens City building has NPCs that simulates production chain and distribution. To enhance the experience several new citizen types can be created that work like modified Trader but between resource dropsite and market/house/blacksmith. This is still in research phase. Feel free to criticize or ask if any of these doesn't make sense/needs work/impossible to implement in 0 A.D. I still have a lot to learn in modding 0 A.D, any feedback is welcome. I will keep updating this post if there's a new idea to share. Thank you.
  26. 11 points
    Well exo convinced me to work on a campaign mission.
  27. 11 points
    Since @wackyserious mentioned he wanted some textures I made a while back as a test, I'll leave them here. I thought originally that they differ a bit from the current artstyle of the game, but if you guys want to push it further, why not. I attached them to the thread. The process I used to get the textures was to model/sculpt high-res meshes, using a human model from makehuman (CC0), then creating PBR materials, and using a "expanded" 0AD mesh as the cage for the baking into the standard unit: This is the model from where it was baked: This below is the "cage mesh" which is just the regular 0AD unit mesh, but expanded to cover all the hi-res model. Then the "real" mesh where it was baked to is in the same pose as the highpoly, and should have exactly the same topology/polycount of the cage. The cage is using when baking to avoid having to deform the standard mesh, and to have a direction in baking rays that would look good on the final mesh: Finally this test was nice, but I thought it was just too much work to re-do all unit textures in this fashion, although as you can imagine, it has the best results: (good AO, perfect normals, much details) which by the way they're a bit innecesary on a RTS game (specially without LODs), even though it looks cool. I must say I followed up a bit this as a personal project to learn about the PBR workflow of blender 2.8 and test the realtime EEVEE engine. Good learning experience: If anyone interested I could upload the blender file with the setup for the baking showed in the first images, although textures and all, it is around 270 MB The textures attached are from the original tests I made, they are in different resolutions and also different render pases, they may be used for achieving different textures if edited too. (Normalmap green channel is already inverted, so it is 0AD-engine ready) Cheers! 0ad unit test hires.rar
  28. 11 points
    Hi its me again (As you know I have been working at battalion mod. It is sad to said but I might to break something I cannot fix now and have no idea what and at what point I broke it. Anyway here we are.) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ git: https://github.com/SlavomirSlovenkai/Survival basic overview: https://github.com/SlavomirSlovenkai/Survival/blob/master/Research.xlsx Basics: Every living entity (sure, there are some exceptions) consumes some kind of food. If it cannot consume, hp is lowered. If can consume, will be healed. It does not have to eat from every type of food (visible in tooltip), just one. (Cavalry is exception as grain is must for horse). No formations No promotion No healing by healers and temples No expand of territory with phase or other bonuses Low resource capacity for units Soldiers gets experiences (except champions) 4 Types of soldiers (Light, Medium, Heavy, Champion) Attack and Armour: Dealing of damage is directional Shield size defines how much damage unit blocks from front Friendly fire for all units Attacks consume energy, if unit is low on energy, will fight terrible Soldiers can be trained to get experiences in barracks, ranges by garrisoning inside. Citizens: can build any type of building work unit limited per house and cc pays you coins Slaves : can be bought from civic centre cannot attack (even slaughter) cannot place foundations are limited per citizen does not have to eat Soldiers: limited per barracks Cavalry: limited per stables Ranged: limited ammo (will refill after all used) Mercenaries: do not eat hire them with coins need to pay them else they turn to gaia Rams: cannot destroy by attack provides radius of protection from arrows need to be garrisoned to be able to attack can be captured Healer -> Priest: Provides auras for faster work and better fighting (based on priest category) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------FUN PART BEGINS----------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Research points: You need them for most of the research. You can get them by collection resources (repeated action) , training some units first time, building some buildings first time and so on. Feed your pigs: If you do not slaughter pig and you will feed it, it will grow over time and will provide additional resources. When will be ready to slaughter, small meat icon appears over it. (need to hover or select) Berries: If you collect all berries, they will grow back after some time ( so it is not good to collect all bushes at once else your workers will be idle and do not collect automatically when they regrow) Fields: Fields starts with growing session and applies for them the same as for berries. You can shorter regrowing time and you can double resources you get from them with research. Metal and Stone: Techs for these resources have been merged. You can research Shaft mining and after you exhaust mines and quarries (the 50k ones) there will spawn additional resource. Wagons: You can research and construct wagon with horse. Then you specify resource with upgrade (can change any time for free). Units will drop resources into it and when full, wagon goes to dropsite and then back to last position. Trade and Barter: Too many resources so that is moved to dialog window ( just in case you wonder why market is empty ) Damage is deadly Mainly from ranged attacks and animals AnimalAI Collective behaviour based on https://trac.wildfiregames.com/attachment/ticket/1724/collectiveBehavior-v4.diff Enlarged vision for wolfs Animals will run when they are going to attack UnitAI Collective behaviour for passive units to flee Animations and Art Horse update from a24 Units will hold tools their are going to use Combat / relax animation variants for soldiers Ranged units will not display ammo when they have none Ranged units will hold daggers when no ammo or only melee allowed Displaying real attack range of buildings even when in preview Buildings Grouped by category Will take resources only if actually build (Queue stalled message if not enough resources) Will give resources back when demolished Fortress Territory root Trees Lowers vision and walkspeed ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------IMPORTANT NOTES--------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Only Athenians AI broken -> so none Every victory condition has survival script (you loose if you have 0 citizens) Maps Some maps might give errors when you try to play I left them so you can play multiplayer. SURVIVAL SCENARIO I have created single player Scenario map with scripted enemy to attack in waves. Cool thing it is actually player not gaia so victory condition applies Your can stop attacks if you manage to destroy its fortress. ( Has one ) Then to win you need to kill citizens of that player. (They are in city and countryside. Some are garrisoned inside CCs, because currently has no active defence reaction.) // Side note: Took me 3h to finish that map (to win) Have fun, enjoy report.
  29. 11 points
    I just committed a tool to easily setup water height for maps. Just select the tool and click on a terrain where you want a plane of water (if you need more precision just zoom in). No need to spend time with the water slider anymore
  30. 11 points
    Hello Everyone, this is a old thread but, I'm starting to be more active, and I'm working in atlasUI once again. For now I'm going to fix some behaviors from atlasUI (like variations, osx, xcode, etc) and adding some QoL for map makers. We hope to bring yours a better tool for map makers.
  31. 10 points
    Hello to 0 A.D. fans and community members As you may have noticed, there have been few recent developer posts on game progress. With that in mind, I will be taking some time to fill in the community with the first April update. A lot of artwork has been done to incorporate more historically informed, hellenistic architecture into the Ptolemy faction. This in turn compelled our resident art workaholic Lord Good to introduce a couple new factions into the 0 A.D. roster that have been sorely missed. Many of you might be thinking that the Chinese might be making their debut, but recent posts have shown that there is practically zero, if you’ll pardon the pun, interest in that faction being in the game. Instead, he has painstakingly created an entirely unique faction to the fray which gives me the pleasure of announcing the first additional faction that will come out this coming alpha: The Thebans. The Thebans are an infantry and cavalry civilisation, famous for their sacred band hoplites and their hegemony of Boeotia. As this highly demanded faction sounded good to a variety of people, the team has taken the adage that more is more, and as a result, there are a few more civilisations to introduce, each more unique than the next. (Here we see Thebes, once proud, under the three year long occupation of Sparta after their attempts to maintain Boetian hegemony.) Next we have Syracuse, a prominent naval power that made use of some of the most extraordinary inventions of Archimedes. (This image depicts the famous Syracusan port, which served as the stage for a decisive naval victory for the the Peloponnesian League during Athens' disastrous Sicilian campaign.) Additionally there is Epirus, employing war elephants and led by the tactical mastermind Pyrrhus. (See a recreation of the battle of Heraclea, victory so great it has been called 'Pyrrhic.') As a rival to Athens in trade and on the seas, Corinth comes into play as credited as the source of triremes and some of the most popular pottery prior to introduction of Athenian black figure ware. (This image shows the cosmopolitan architecture of this city-state.) The Achaean League also makes a showing as the nemesis of Macedonian attempts at conquest. Philopoemen, often called the “Last of the Greeks,” is one of the iconic heroes that leads this federation. (Philopoemen, pictured below, was more famous for his cavalry experience, but since he could walk, is represented as an infantry unit instead.) On the other side is the Aetolian League. This collection of city-states was infamous for its actions of piracy and raiding and functioned as a key rival to the above faction. (This screenshot shows the new and completely unique architectural set that will be used for them.) Joining the roster from Asia minor as well is the Attalid successor state. This nation was centred around the highly defensive metropolis of Pergamum and was a staunch ally of Rome, with its economic and commercial capabilities making it a highly influential regional power. (Pergamum, shown below, was praised as one of the most beautiful cities, housing landmarks such as the Altar of Zeus, which has yet to be implemented into the game.) And coming once again from Peloponnesus is the rival of Sparta, Argos. The Argives fielded a formidable army with an elite contingent that may have even rivalled the best Spartans and were home to a their own unique form of democracy. (See the Argive hoplites nonchalantly drive away a group of Celtic raiders.) I hope that these announcements have made you as excited as me as we embark on a new chapter in 0 A.D.’s history. Much of this might seem worrying to people as the workload to incorporate this many factions into the game may increase substantially, but the team was able to arrive at a unanimous decision regarding this by removing all non-Hellenic/Hellenistic factions from the game since people have been complaining almost constantly about the overly diverse representation of various people groups. Thanks for reading, and stay tuned for 0 A.D.’s forthcoming Alpha 24: Xenophobia. Tune in next month as 0 A.D. begins introducing the ever popular mechanic of micro-transactions in the form of loot boxes.
  32. 10 points
    Here is how the civic center looks like in game. It still needs a lot (seriously, a lot) of work, but I followed @Ultimate Aurelian's recommendations by removing the spiked doorway and the zig-zag decorations, I also incorporated a courtyard in the center, trying to following the references that he provided. I used @Stan`'s techinque, but using only Gimp; I think that the resulting normal map is close enough.
  33. 10 points
    Farmstead WIP
  34. 10 points
    Malian defense tower WIP
  35. 10 points
    Hello 0.A.D. Community, today i post this week work in Art Development addtions. Aspis Remake A new mesh fully 3D with less than 300 tris. Better quality Textures. First step is remake all the textures of the aspis shields with a better quality versions, leaving behind all the 128x128/64x64 textures. Factions: Ingame Colors: Handgrips/Back :
  36. 10 points
  37. 10 points
    Put in in SVN earlier today, but I'll show some nice screenies
  38. 10 points
  39. 10 points
    Ok, probably not going further than this, this was a pain to do and i don't remember how many times i've started from scratch because blender rotation bones bugs or clipping with the hip. And i want to look this beast already ingame. (Probably i will have to reduce attack speed for avoid having a tarzan climbing the lithobolos)
  40. 10 points
    A look at what I've been able to do with @LordGood's new "Badlands" cliffs
  41. 10 points
  42. 10 points
    Who would be interested in a new mod based solely around Alexander the Great? Gameplay-wise, my idea would be to use Delenda Est as a base, but then disable civs and maps that aren't relevant. I'd create a series of scenarios where the player plays as Alexander and his Macedonians as they rise to power and conquer Asia. Key historical characters can even make an appearance, such as Hephaistion, Parmenion, Craterus, Cleitus, et al. There can be two mods, even. Glory of Alexander follows his rise and conquests, while Legacy of Alexander focuses on the Diadochi, or "Successor", factions. Glory of Alexander Scenario 1: Chaeronea. Young Alexander and his father Philip face the Athenians and Thebans. Both Alexander and Philip must survive and all members of the enemy Sacred Band must be eliminated. Scenario 2: Philip has been murdered and Alexander takes his place as king. Thebes takes this chance to revolt against Macedonian rule. Besiege the town of Thebes and make an example out of them. etc etc
  43. 10 points
    Frog AD Swamps Ascendant Coming to a mod downloader near to you soon!
  44. 9 points
    Experimenting with a decal instead a bit like
  45. 9 points
    Hi everyone, I am happy to present a 5-part campaign titled "Macedonia: Rise to Power"! The campaign covers the times of Philip II and ends shortly before Alexander the Great gains control of the kingdom. Some screen shots are included later in this post. The scenario files can be found here:; https://github.com/SciGuy42/Macedonia_0ad Most of the scenarios rely heavily on scripts so make sure to also download the .js files which also go in the maps/scenarios folder containing your scenarios. The scenarios feature more or less typical build and conquer mission, as well as sieges and battles without much building involved. Make sure to read the text in the description of each mission before you play it. Often, there are intelligence reports that can be quite useful. In many cases, there are multiple ways to approach the mission strategically. The AI should be set to Petra, I recommend Medium or Hard difficulty with Balanced option. It's totally fine to play it on easier difficulties as well, especially on the first try. Hope you enjoy! I am definitely looking for feedback -- there may certainly be some bugs or inconsistencies or issues -- please make note and post! I am looking to do a round of updates in about 2 weeks but need to take a break now. If my wife hears the opening music of the game one more time, I'm in trouble UPDATE June 19 2020: - fixed some of the winning conditions bugs that were reported - added support for difficulty levels -- switching the AI between Medium, Hard, and Very Hard will now often result in effects beyond gather rate (e.g., more troops garrisoned in enemy towers, better starting teach for enemy, etc.) - Enemy units that spawn and attack now usually march in formation - Added wall towers to fortified cities and settlements I will shortly be posting the next set of five missions. Thanks for all the comments and private messages. And here are some screen shots: UPDATE June 25 2020: Added the next set of 5 missions, comprising Alexander's Balkan Campaign. Features a naval map, new scripts and triggers, and another siege. Enjoy! Some screenshots (minor spoilers):
  46. 9 points
    After the concerns raised by using the Uffington horse, I have been working on this for a while now, and I think I reached a satisfactory point. @LordGood @Genava55 Some of the references I used
  47. 9 points
    Hi, I am working at new tutorial with attempt to improve it. I aim to have cleaner and less text for user to read. To this tutorial I have added Market, trading, bartering, rotation of buildings. Any military stuff would be in second part of tutorial, this should be only about economy. Any suggestions, improvements welcome. @Nescio I would be glad if you could provide review from language perspective. @Freagarach, @borg- @ValihrAnt @Boudica @Stan` could you please try it and give me feedback? newTutorial.zip
  48. 9 points
    Hello, AOE fan and seasoned "graphics worker" here. I am an illustrator, 3D modeler (this includes UV, texturing, characters with correct anatomy, props, buildings, etc), comic author, pixel artist (as in pixel art for mobile games, and also pixel art for UI stuff), UI (not really UX) expertise, web designer (only coding HTML and CSS), worked in several game titles (at 4 game companies, but not big ones), also free mods (back in the day when I had time, lol), and currently freelancing for board (and card) games illustration and design, 3D for miniatures 3D printing (I mean, gigs for that), and eventual oil portraits (some people still like that for a wedding, mascot, and etc...). The problem is I have very little time, and can't justify to work in unpaid projects, because my full time freelancing already provides low income, and as part of it goes to help some in desperate need (so, not really can allow myself to dedicate big chunks of time to free contributions). But I could have time after lunch most days (some minutes, but that's a lot in what it can produce....), if is there some possible way to contribute. In the case you have tasks that are not involving too much team coordination, neither require a lot of tech specs. Mostly as those require often more work than making the art (have worked a lot in mods, and in actual games, I know that). IE I've seen the specs for blender anims, and of course it makes sense, no engine would require less than that (I've seen quite worse) but this help would be more artistic than technical (when I'm into doing those complexities, gotta be paid, and then I do whatever it takes, no matter what). So, things I might be helpful at... Icons for UI, interested/motivated in large ones... "Maybe" full page illustrations. Maybe UI designs. Largely interested in Blender animations IF someone else could take care about the importing stuff (to the engine) and I could start from already compliant 3D models (ie, having its bones properly named and all stuff, for the game). Specially motivating would be complex animations, as the purpose (the part for my own benefit) here would be to add some animation sample to my portfolio page. I have only animated as a helper guy to the animator of every studio, being a worker covering mostly all the other areas mentioned (and some more...SEO, some scripting, video editing, etc). The other stuff also adds portfolio samples (to my site), but animation is what I'm lacking more of samples. It's always good to add more big scale illustration work. So, that could be fine, too (due to clients work, I'm used to adhere -and research- to specific historic references). My experience at companies was 100% with 3DS Max (a bit of Maya), but since many years (v. 2.28c) I've been using Blender for my eventual 3D freelancing. That does not mean I'm a Blender expert, only that it served for my particular freelancing. I'm expert in modeling/texturing in general, anyway. My strongest point is illustration. Pardon my English, is not my first language. So, I know is a large IF, and probably no collaboration would be possible. But well, just in case. If ends up as not being possible, I'm a huge fan of RTS games, specially Age Of Empires (Conquerors), so, I guess I'll be just chilling around, anyway. Attached samples to be removed soon, they have copyright, and rights, so, shall not be used in anything, other than me showing samples (I know about all of the contributions needing to be open sourced, and the thread where I'd have to post that paragraph, in case I'd contribute, before the fact). Edit: Removed the samples (I believe most team members had already seen them), as I am about to paste that legal waiver in the particular thread, while these samples wouldn't be part of the deal. But yep anything that I'd make from now, for this project. So, heading for that thread.
  49. 9 points
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