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Showing content with the highest reputation on 2013-09-07 in all areas

  1. Hi all, As the fund-raiser is happening, perhaps it would be a good idea to also showcase the game via gog.com/indie . You might be able to generate some cash or if nothing else make it easier for people who may have not heard the game or played it, be able to see and play it. I don't see any downside to it, can the people who are leading 0ad take some initiative and see if something can pan out. Good luck on the fund-raiser.
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  2. Definitely an improvement. Looks pretty good. What about maybe adding some spikes around the base of it? Make it look more menacing? I think some AO mapping will make this look pretty good.
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  3. Can we use that shot for the next dev report?
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  4. It's not bad, and definitely looks different from the current square ones. I'd recommend the roof be a little shorter though. And the wooden beams mapped to look higher res. Maybe use a different wood texture.
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  5. The lag is the most big problem in the game, and is not easy to fix but the programmers are working in that.
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  6. I haven't seen yet the sceenshot yet because of its size... (connecting from my phone) We removed the max. Attachment size because we needed some quick file sharing here in the forums, but we'll appreciate if we you can avoid such file sizes for a single screenshot. Ontopic: I'm working on new gaul houses and market models. Feel free to give a try to another buildings if you are in the mood. (specially a different barracks would be good)
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  7. Unfortunately because we have limited time and resources, it might take awhile to fix the issues you're encountering. The best way you can help would be by promoting our fundraiser. If we can make $300,000 we would be able to not only fix all these errors but make massive improvements to the game. So, if you really want these errors fixed, promote our fundraiser as much as you can.
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  8. Do you mean you want to do narrating? Or human sounds? Currently, we don't need real voice acting (as you'd see in some introductory movies), as the software can't handle it yet, and the modellers are too occupied with in-game low or medium poly models, and not with high poly movie models. We could use some good narrating on certain occasions (like for tutorial or release videos), so if you want to do that, please send us some examples. And lots of civilisations still need their own voices added, but it could require historians to get the sounds correct.
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  9. Hello! I am Clayton McCray, soldier in the US Army. I stumbled upon 0 A.D. a long time ago when it released it's first playable version to the public! I just today saw a thread about the kickstarter-esch founder for this game on a forums I frequent, and decided I would check out the progress. I also want offer my help; I am skilled in 2D art (pixle art and textures), I also know C++ and I am a writer by trade.
    1 point
  10. One of the things that has always interested me in RTS games is a unit ranking system. I first noticed in Starcraft, where units didn't gain ranks, but they did have the "Private", "Corporal", ect. which, for me atleast, was awesome. Other notable examples are games like Command and Conquer; units gained ranks from how many enemies they killed, and it would give them increased damage/health/other bonuses ect. I think a system like that would be awesome in 0 A.D.! Also, this is a bit of a longer stretch, but I've played RTS games that have allowed me to change/swap equipment for my units. Not like Men of War, Soldiers of Anarchy, ect. where you control your units inventory, but more of like allowing a unit to swap between a bow and dagger/shortsword, or something along those lines.
    1 point
  11. Are you placing entities, not actors? (actors will be decorative, non-interactive props) Are you testing this in Atlas or saving the map and loading in-game? You say it's a new map but existing entities are interactive, can you explain what you mean and when you're placing the new entities? Basically if you can give us exact steps to reproduce what you're seeing, that would help a lot
    1 point
  12. Unless someone is already working on it, I'm about to make the Uffington White Horse on Blender. I see the wonder like that : a hill with the horse at the top, slightly oriented on a side of the hill, so that we don't see it equally from every directions. What 0AD grass texture can be used ? I have my own stock of grass texture but if the horse's hill must connect seamlessly to the rest of the map, it's going to need the map's main texture. EDIT : my Stonehenge model has just been baked by Enrique. He's going to make the normal and specular map for it soon, and it will be commited. Soon coming to a map near you ! Here is how it looks for now, without the normal and spec maps :
    1 point
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