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Showing content with the highest reputation on 2012-08-05 in all areas

  1. Good idea, we have thought of the academic part before, and I have personally made some contacts in my university that went nowhere. The video game company part is unlikely to work, because the company wants employees to work on their own games so they can make money. Professional game developers are overworked and in short supply anyhow. I have also presented 0 A.D. in open source software and game development conferences and while it does help raise awareness, I don't know of any contributors who joined the team after my presentations. Most importantly, though: This is not helpful. It is very easy to tell other people what to do, but cop out of personally helping with the effort. You probably have a university nearby and can find a few professors to e-mail. Maybe you can even write a template e-mail, or design a poster for other people to print out and use. We can help improve it as a community together. But the "somebody ought to do it" approach must go, none of what we've accomplished so far would have happened if people just sat back and said "somebody ought to do it".
    2 points
  2. Totally off-topic, but I think we can all relate to the enterprising spirit: NASA's Mars Science Laboratory mission is landing its rover, Curiosity, on the face of Mars tonight at around 05:31 UTC (in about 9:31 hours at the time of writing). NASA TV will be broadcasting throughout the event. Good luck, Curiosity!
    1 point
  3. Couldn't they just be propped? A trained siege units pops out with a few actors to push it, when idle they stand around, when moving they go into walking animation, etc. For firing and if they need to walk around relative to the siege engine itself, that might get more complicated for the animators, but since props are attached to animated bones it seems technically feasible. They shouldn't add much lag, other than having a few more animated actors in the game, and a few more bones per model for the siege engines.
    1 point
  4. Well, there is two choices here. We can wait for someone with time to review them, and possibly not have them in Alpha 11. Or, since they only affect GLSL and not ARB, commit each commit with it's own SVN commit, and then all SVN users get a chance to opt in to the GLSL version for testing. We talked about the latter option, and I'm leaning toward it myself. Since GLSL isn't enabled by default, it won't affect much. Plus, if we get them in now, we have a week to fix any issues we find.
    1 point
  5. I'd like to add a Carroballistae at some stage. They could even be in part 1 because the technology existed before 0AD I believe. I think you'll find we have more siege units than other commercial RTS games.
    1 point
  6. The Celts are in the game even two culture varieties Britons and Gauls and generic Celt if you did not see them you are not looking very hard Enjoy the Choice
    1 point
  7. Using flags like that is not a good idea, they would only be confused with garrisoning. I wouldn't mind something subtle like using banner or statue props: more or fancier banners could indicate a later phase. I'm not sure it would look good with every civ's style though.
    1 point
  8. It is a city phase change, not an era/age change like age of empires, so upgrade/change building's appearance it's not very logic. Adding more props to the buildings sounds like a cool idea, but having more barrels/crates or whatever around the building does not give you an accurate visual feedback of which phase are you or your enemy. (also it's not very realistic to suddenly appear more props magically when the phase changes) When I play, the way to know which phase my enemies are is normally observing which buildings/units the enemy has. For your own visual feedback on which phase you are, some subtle changes to the GUI artwork could do the trick IMO
    1 point
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