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Showing content with the highest reputation on 2013-05-16 in all areas

  1. House variations realtime screenshot (no AO) and rendered with AO to see more detail.. I'll probably make one or two more. I've almost finished the texture, I just want to make some minor corrections in one portion to make it more grey to break the yellow a little bit. There is still room fore more textures if needed/suggested. We'll probably add a greek looking building, but I think it will look a little weird, we'll see.
    2 points
  2. Hello everyone, I have followed the project of 0AD ever since it was announced Wildfire Games was working on it. I have, however, never actually played the game yet because my time-schedule was too busy due to the fact I'm studying and prefer to spend most of my free time on the game StarCraft 2, which I play professionally. I have formerly played Age of Empires II + The Conquerors, Age of Empires III with all expansion packs, as well as Age of Mythology + The Titans. I guess my game history for RTS brought me here sooner or later to check the game and see how everything is going. Even though I will not be playing this game as much as I'd love to, I decided it was time to download it and give it a first try and see where it stands. I am also interested in the community and see if it's actually a game and community that I'd like to spend more time with. I'm actually not sure how desired an introduction such as mine is by the community, but I guess it's worth finding out how you guys roll as a community and developers For anyone interested to teach me the game, feel free to add my skype: patrickvankum or mail me to patjuh[at]druidz[dot]se. Cheers! Patjuh
    1 point
  3. Hoi, Just thought I'd post this link I found concerning an indie game currently being developed. It looks pretty cool and the guys blog has some good posts, especially one concerning pathfinding. I don't know if it applies to us, but I thought it interesting none the less. It shows the pitfalls you face trying to optimize things like this. http://www.shiningrocksoftware.com/?p=901
    1 point
  4. There are some tutorials in the game, although quite well hidden Set the map filter to "demo maps", and then you can pick the "introductory tutorial" (learning the commands) and the "starting economy walkthrough" (learning a good way to set up your economy. Anyway, these tutorials are not profect, as a big part of the game is still work in progress. A lot of statistics even changed since the latest alpha version. Aegis bot (the most intelligent AI for the game this far) is also a WIP. It can't handle naval warfare yet (so no island maps), and it has problems with packing and unpacking certain weapons. Next to that, it isn't the smartest one out there. But it gets smarter every release. The biggest problem in this game is pathfinding. If there are a lot of units, it can sometimes generate a serious lag. So if you play against AI, try to limit it to one opponent, and keep your population limit at 300. Development happens very openly (if you follow the forums, you'll see every new model pass by, you'll see which statistics or technologies they want to change). And I'm very happy for that. Btw, I'm not a developer, just an admirer of the beautiful work they deliver.
    1 point
  5. Hi, sorry for the delay, I missed this somehow... https://github.com/stwf/0ad/tree/spidermonkey Is the link to the branch, I think any bugs in it now already existed.....
    1 point
  6. Next non fancy texture and house iteration. House footprint is the half as before: (sorry, image is too big)
    1 point
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