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Showing content with the highest reputation on 2013-07-21 in all areas

  1. Hello everyone, I apologize for the tardiness. I do have some new updated gifs. The following have minor adjustments: minor headbob, left to right headbob, tail flick, etc NoSubSurf & SubSurf01 are the same.
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  2. This feature is planned. We'll probably just warn the player when they download an untrusted map.
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  3. On the GUI config system, there are a few things I'm waiting on/would like. 1: leper mentioned having a WIP patch for #1880 and I'd like to use the new system rather than implementing everything using the old config system. 2: On text fields, the "update" event seems to be broken and makes it significantly harder to implement some things. 3: Sliders don't exist in the GUI system, these would be perfect for audio levels and I'm going to have to use text fields or drop-downs otherwise. As it is now, I have a number of options implemented and some basic layout. If anyone has any questions/comments I'm frequently on irc.
    1 point
  4. Updating the status. Major features: -we have exponential armor -we could probably get the MP lobby in "shortly". -I think Josh| is working on the Options menu, but I have no ETA on that. -Running/Charging, Capturing Buildings, Trample Damage and conversion seem out of the equation. I think the new music is sort of in. No idea about elephant animations. Bugs: -Ranged units turning bug is I believe fixed. Performance wise; We could probably quickly get in Kuranes' pathfinder patch (perf difference ranging from 5% to 15%, apparently, but it's better than nothing), and the RangeManager optimizations, which would improve that component's speed by about 900/1000%. RedFox wants to commit his shader rework as soon as possible. No idea on possible performance improvement (I mean it's most likely faster, but I don't know by how much). There are several other patches for performance, but those are trickier/impossible to review, which is annoying. Other stuffs: -we have a quite advanced attack notification patch, would be good to get into A14. -we also have a (working, iirc) patch for giving elevated units a range advantage. Might want to commit or not. -indefinite farming is being talked about, as well as regenerative resources, and new fishing behavior. -new corral features are also being talked about. Overall, as we ought to be in feature freeze, I'd say push back. Edit: Ah, also we have several OOS errors with AIs in MP but that'll have to be sorted out when I finish rewriting Aegis' core, which should be possible this week.
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  5. Here is an interesting article about texture blending : http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php The algorithm needs a dept map for each texture(but isn't there already a bump/normal map with most textures ?)
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  6. http://fc00.devianta...ura-d4sanhw.jpg I suggest the nation symbol Ame Kamura godness, because deer symbol is more hungarian, magicdeer is hungarian legend. But falcon is similar hungarian Turul, more nation use. And more one suggest to wonder: legendary hero Attila king use mobil tree town.
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  7. Although not scythians, but Mongols, this ancient warfare is similar. Scythians are Reapers and harvest death. Scythian not one nation, many tribes federation. Forms same members as 24 Hun tribes federations, for example: Kaza-hun: Hun, Széki-hun: Székely, Türk, Jazig: Jász, Lett, Bolgár, Manysi, Kabar, Úz: Magyar, Mari, Tatár, Mongol, Cuman: Kun, Manzsu, Suoma, Vót, Baskir, Uygur, Oghur: Avar, Észt, Komi, Csuvasz, Vepsze, Mordvin Nomadic life not means they didn't move into little towns in winter, they had to produce the animal's food besides towns.There was wall around nomad cities, like Troy. Horseman nomadic nations had light and heavy armors, weapons, don't forget scythian chariots!
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