Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2013-06-25 in all areas

  1. http://trac.wildfiregames.com/ticket/2003 A quick texture based on: cobra.zip
    2 points
  2. About the constant hitting bound check. I'm not sure this is a JS error, it could potentially be an IonMonkey issue. I'm willing to look into it and fix it if you can provide me a shell version of it. About the messages: [Abort] Script too large (2149 bytes) This is telling me you are running a non-threadsafe build. Therefore you don't have parallel compilation and we cap the max script size to 2000 bytes. You should really try a threadsafe build. (That's the default in the browser). The maximum script is 20000bytes and compilation happens on background thread. Should give a nice performance boost. To compile a threadsafe shell: $ cd mozilla-inbound // this is needed for threadsafe build $ cd nsprpub $ mkdir build-64 $ cd build-64 $ ../configure --disable-debug --enable-optimize $ make // building js shell $ cd mozilla-inbound/js/src $ autoconf2.13 $ mkdir build-64 $ cd build-64 $ ../configure --disable-debug --enable-optimize --enable-threadsafe --with-nspr-cflags="-I/PATH_TO/mozilla-inbound/nsprpub/build-64/dist/include/nspr" --with-nspr-libs="/PATH_TO/mozilla-inbound/nsprpub/build-64/dist/lib/libnspr4.a /PATH_TO/mozilla-inbound/nsprpub/build-64/dist/lib/libplc4.a /PATH_TO/mozilla-inbound/nsprpub/build-64/dist/lib/libplds4.a" $ make Execute test.js $ ./js --ion-parallel-compile=on test.js
    2 points
  3. http://trac.wildfiregames.com/ticket/1967 Modeling an Oryx. It's a big to high poly this time, (currently 850 triangles). I was aiming for 700, like specified in the art document, but there is plenty of regions that could be simplified, but I figured I'd finish this model first before tweaking it for 0AD I've been rigging it up to see how it looks (but it's not quite finished). Here is a sample
    1 point
  4. At alpha123, when you're doing competition, shouldn't you just take a map that has at least random as possible? Also no dangerous animals. If there is only a limited number of animals that can "attack" your food resources, you can surely find a map without bears. It could be fun for casual players I think.
    1 point
  5. I really think that we should add a "Sandbox" difficulty. Something with 25% gather rate and more delay before the first attack.
    1 point
  6. Perhaps a wonder could be given technology to research. That or I thought it was agreed that the wonders would have an effect. The lighthouse in Alexandria for example would reveal the fog of war in water.
    1 point
  7. The date for feature freeze has been pushed back a few weeks to allow us to get more into A14, you can follow the planned release dates here: http://trac.wildfiregames.com/roadmap The multiplayer lobby is looking unlikely at this point, there are too many questions, but we'll see.
    1 point
  8. Yeah, also the one from Civilization III could be usefull, but RON's model is a great model to use.
    1 point
  9. Let me help out. I know most of the common animals. Go for Rose-necked parakeet, it was both in Africa and India, and is very common. It is a parakeet though, not a parrot. Go for Griffon Vulture, it looks like a stereotypical vulture and it also has a huge range; it lives in Europe, Asia, Middle East, North Africa. In ancient times it would have been much more numerous than now. Additional animals of ancient times of the regions in 0 A.D: Important to have (common) Good to have (more important as gorilla) Nice to have but not important (very location specific) (think gorilla) (Might add more) Flora I will do myself. EDIT: some can just be reskins, like chital and fallow deer, perhaps the gazelles. Though I would like to see them as placeholders, and someday replaced by accurate models.
    1 point
  10. Still work left, but the basic shape is there.
    1 point
  11. Really nice model. I hope you like the texture: Source: http://commons.wikimedia.org/wiki/File:Panthera_tigris_tigris.jpg
    1 point
  12. I feel pretty satisfied with the model now. tiger.zip
    1 point
  13. Since the pc at my workplace has been changed and cannot handle the shields hipoly sculpts... I entertained myself this afternoon giving a try at texturing the Oryx. Sources: http://commons.wikim...ryx_beisa_1.jpg http://commons.wikim...ntelope_new.jpg 1024 texture: oryx texture.zip
    1 point
  14. Sounds brilliant to me.
    1 point
  15. The following would be a good example of a "Roadmap" for an alpha or beta release, where a list of projects is decided and references found for each project. Then, task threads and Trac tickets created based on this road map. There are a few things we missed in Alpha 9 I'd like to see cleaned up for Alpha 10. These should be done first or ASAP so we can move on with specific Alpha 10 goals. Roman Merchant Ship (Corbita) Model needs finalized Needs textured and UV mapped Roman Bireme Needs modeled and textured. Right now we are using the Greek pentekontoros, which is not a good thing. Animated Roman Quinquereme Needs modeled and textured. Animated Roman Siege Walls Similar look to the Roman Army Camp Now, things for Alpha 10 This is the "big cleanup" Alpha for the Art Dept. We're going to go back and tweak or redo some of the stuff that's been bothering us for a while. First up: The Greeks. Quite a few of their buildings still use the old textures from 7-8 years ago and aren't as nicely modeled and as nicely detailed as the newer buildings. Then there will be a couple of Iberian buildings. Priority Greek Buildings These need completely remodeled and use the newer Greek structure textures (seen on buildings like the Civic Centre and others). Priority in order: 1. Barracks "Strategeion" 2. Market "Emporeion" 3. Council Chamber "Prytaneion" 4. Docks "Limen" 5. Theater "Theatron" Non-Priority Greek Buildings These can be redone or touched up if we have time Priority in order: 1. Fortress -- Mirrored, so that the big doorway faces bottom right. The model could use some help and better details. The overall design is good though. 2. Farmstead -- It feels too big to me. Could look more rustic. 3. Gymnasion -- Trains champion units. Could have some more architectural details to make it look more interesting. Iberian Buildings Priority in order: 1. Temple -- It is currently much too small. Too small footprint and not detailed enough. Here is an old concept: 2. Civic Centre -- The design is good, but should have a bigger footprint (not just "scaled up"). 3. Fortress -- There is some weird smoothing/shadowing going on on the round parts. Perhaps look in to that and possibly update the whole model. 4. Venerated Monument -- The Iberian player will probably build a lot of these. It would be good to have some variations. 5. (Not shown in image) Corral -- Would be better to remodel it to look something like this: Walls Walls for all factions need revamped, revised, reworked, added to, etc. in order to work with the new click-drag wall system being devised by the programming department. Pureon is taking the lead on this. Don't get burned out on it though. Stay loose and work on other things too. Siege Engines Many siege engines need touched up or reworked in order to be properly animated. Then they need attack animations. Death animations would be nice too, but attacks are more of a priority. The Greek Siege Tower (Helepolis) could use some player color. Gaia Stuff It would be nice to update some Gaia assets for Alpha 10. This includes: Geology 1 or 2 more variations each for Metal slabs and Stone slabs. Some custom and cool looking rock formations for the Desert biome, specifically for the Neareastern Badlands map. Examples: And then let's experiment with "mountain tops" to make some cool and realistic looking pseudo-mountain ranges in the game. Trees/Flora Some additional tree species would be nice for visual variety and authenticity. Also, new bushes and plant life. This topic has a list of flora needed/wanted for the biome maps in the game: http://www.wildfireg...showtopic=15562 Animals There are tons of animals that need modeled and animated. If we could get anywhere from 5-10 new animals updated and animated, then we can call that a success. Here is a good list of animals wished to be in the game: http://www.wildfireg...showtopic=15562 Priority: 1. Elephants -- Big priority. Need rigged and a whole set of animations, including Idle, Attack, Walk, and Death. Must have these prop points: driver, rider (on the back, for riders and towers), chest, head, and tusk (for tusk variations). 2. Huntables/Gatherables -- Wildebeests, Goats, Aurochs, etc. 3. Dangerous animals that attack the player's units, like tigers, crocodiles, hippos, etc. 4. Cosmetic animals, like hawks and rabbits. Elephants are the big priority, then if we could have a few new ones from 2 and 3, then we are successful. Terrain Textures This is mainly a task for Mythos (me). Though if anyone would like to help, that would be nice. The Polar, Steppe, and Alpine terrain sets need particular attention. Eye Candy & Easter Egg Wish List
    1 point
×
×
  • Create New...