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Enrique

WFG Retired
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Everything posted by Enrique

  1. darn... that music video is really cool. I wonder how could have looked like with the new meshes...
  2. @LordGood Any plans on progressing with the construction-progression actors?
  3. Creo que sería mejor enseñarle a cómo encontrarlas por él mismo en las carpetas del juego Lion
  4. I think this adds uneeded complexity and houses with higher pop is good enough for addressing repetitive interactions. If women should have a bigger role, I think it should be in a different way. I like the proposal. Even there are some things that I was initially against (splitting iron resource) but you made some good points about the reason behind adding it.
  5. Para que te hagas una idea, el nuevo modelo de los caballos tiene 800 triangulos. Algo aproximado estaría bien. Un colaborador hizo un modelo basado en el oso actual, pero se puede mejorar bastante. Sería ideal que le hicieses también textura y esquelto para animación si te ves capaz. Aquí te dejo el hilo, que aunque esté en inglés hay algunas imágenes para hacerte una idea:
  6. Forgot to update here about the flag cart, it's being worked on. Just in case somebody was thinking to jump to the task to avoid duplicate work. WIP ( *Note: It's PBR shading, not GLSL)
  7. Hola mike, bienvenido a los foros. Has probado el juego? La pera no se ve mal, pero no sé donde habrás leído que hacía falta una... quizás skhorn se refería al árbol, un peral que la traducción al inglés será directamente "pear". Te pregunto si has probado el juego ya que lo que buscamos son modelos eficientes en polígonos, (es decir, la menor cantidad de polígonos posible, sin que se vea mal). 0AD es un juego de estrategia y por ello la cámara por defecto es más o menos isométrica y bastante alejada del suelo para tener una vista estratégica. Se puede hacer zoom, pero es limitado. No disponemos de sistema de nivel de detalle, por lo que tenemos que ser estrictos con la cantidad de polígonos en el caso de objetos que van a ocupar poco espacio en pantalla. En este caso, la cantidad de vértices/polígonos para una pera sería mucho más bajo que ese modelo, y en el caso de necesitar muchas peras en cajas o cestas, usaríamos una textura de un montón de peras en lugar de usar modelos. Si estuvieses interesado, estaría muy bien contar con formaciones rocosas, árboles, piedras, arbustos, plantas, ruinas.... para decorar mapas. En el caso de que estuvieras interesado, dime en qué tipo de modelos lo estarías para darte referencias y concretar más. Respecto a las animaciones que has compartido, son bastante básicas. Estaríamos buscando algo parecido a este ejemplo. Respecto a las texturas, dada la naturaleza del proyecto deberían de estar publicadas bajo CC-BY-SA 3.0 o superior (o de dominio público) o que seas tú el autor de las texturas, claro. (Es decir, texturas de páginas web "populares" no suelen servir, ya que tienen licencias que no permiten ser usadas en otros proyectos)
  8. Reading this saddens me deeply.
  9. That's the point of the discussion. Impactful changes. It's not the first thread I read about the game not being appealing through the point of "checking it out". More arcade? what? You asked for specific solutions/ideas, and he gave you a list of posts with specific ideas. He then proceeded to put a quick draft of overall core gameplay system and you started nitpicking it when it was clearly an example. The point is, don't be so defensive about the game. 0AD It's not perfect, and DarcReaver is clearly wanting to prove a clear point here, even if it sounds harsh. Doesn't seem to me that it's for the sake of just complaining, but to actually realize the issue. Also it's not just a random player as it seems he has experience on RTS game dev and modding.
  10. It has been said already on the thread. There's no tradeoff for making units that can fight and gather so there's little to none benefit on doing pure-economic units. In AOE2 defending villagers is ultra important on high level matches.
  11. Unlike Lionkazen and sphyrt I understand DarcReaver and share some of his thoughts regarding the core gameplay even if his words aren't as polite as we're used to. There are some reasons that made the gameplay direction to the current state it is, but it is not a valid argument to defend the current gameplay at all. I think experimenting with more radical gameplay changes, even if imbalanced, would be a better way to find the correct gameplay systems' mix to get a fun game instead of trying to balance the alpha to make it enjoyable for its current playerbase. Sadly, we don't have a lead gameplay tech/dev and normally each member has its own game view.
  12. Hey @Strannik ! Lovely animations! and glad to see you back! Visual actors (models) are out of the equation of selection boxes, so they doesn't interfere at all. However, the origin point does. Imagine a small circle decal of the "selected" stuff will always be around the origin point, and the unit/actor will rotate with that origin as a pivot. Resuming: in this case, the selection ring would be around the origin point, which would leave half of the snake out of the circle. It doesn't really matter where the root bone is, as long as you have in mind that the origin point would be the "center" of the selection ring. There should be a workaround to offset the animation towards the origin so it can be more centered, but can't think of it now other than going through all frames manually. Such good work on the animation man. Looking really detailed, too bad we don't have a FPS mode lol. Keep it up!
  13. I'm not following very closely the developement of this civ, but I can't avoid getting a lot of mexican vibes from the buildings. More earth-y looking facades would fit better IMO - There are very good references in this previous post:
  14. Any objections on adding SSAO effect that was written by Myconid? Reasons: - Lighting in general tends to be inclined towards brightness rather than darkness. SSAO would help to differentiate objects on high-brightness maps - Beautiful effects like normal/spec are only visible when the texture is lighted, textures in shadowed area do not have any kind of enhacement. SSAO would bring more depth on shadowed areas. - Our static pre-rendered AO approach for buildings is subtle (good thing) which won't make the addition of SSAO an overkill effect. - Obviously, terrain will have AO, which now it doesn't have it. - Implementation left units out of the AO calculation, so only static meshes would be the only ones affecting AO, avoiding halo artifacts around units. - Every single game uses it nowadays. Here's the link to the diff where the effect should be: And the post where it is explained that units are left out the SSAO effect to avoid halos: Shouldn't be hard to implement if it is already written, isn't it? It would just need to expose a pair of sliders for the strength of the effect like the other postproc effects and a option in options menu to enable/disable. Thoughts?
  15. While @feneur is right on his first point, I agree with @Tomcelmare to some extent since being a team member conveys certain level of responsability towards the core game. This is also very true for programmers where tasks may (or may not) be as fun as creating art, but they perform them nontheless. I like myself to work on "fun stuff" between "core" tasks too (l did some stuff for other mods) but I also try to keep an eye on art tickets and do some cleanup sessions from time to time. As for this case, I thought @LordGood was going to take care of it since he replied in the topic and seemed like he already knew of the problem.
  16. Not sure if it's worth since balance changes are so kind to be altered frequently. But yeah, that's the only solution if we can't flag certain anims to play it's animation twice since this is prone to happen more than with one unit during balance changes.
  17. I'm pretty sure he's referring to the cavalry attacking in matrix-like slow-motion looking stupid, it's very noticeable when they attack. Nothing to do with numbers, but the visual effect of them attacking. Mix spear cav against some "high fire rate archers" and I'm pretty sure I'd report some issue with the animations if I didn't know that those attack speeds are consequence of the unit balancing.
  18. Gruesome. I really like them. I may be biased cos it turns out that I made these, so I'm really digging them with such cool sounds haha. Thanks, it'd be great to add them in future videos
  19. Wildfiregames logo a bit too strong, but awesome nontheless. 0AD Logo sounds incredible. Very nice craftmanship I must say. Are you still interested in contributing to the game or you don't agree licensing your contributions with CC-BY-SA 3.0?
  20. Is the donkey rig and animations done?
  21. Hello Luke! Welcome to the forums! Indeed you noticed right, we're in need of someone that can help with the sound area of the game. Do you have any examples of your work? or would you like to make a test sound for us to hear your craft? I'd be really interested if you could try the game a bit and hear your thoughts about the current state of sound effects in the game. What would you add, what would you change, what would you think it needs more improvement etc...
  22. Looking great Leyto! It's possible that we can do the transparent trick with the white variation. Now, who wants to animate it?
  23. Ptol mercenary thureos skirmisher, cart archer and judean slinger fixed/commited in r19167 Thanks @wowgetoffyourcellphone for the portraits and files and @fatherbushido for the issue report
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