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Showing content with the highest reputation on 2013-09-19 in all areas
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I suspect Royalty free isn't compatible with our stuff. No need to go to Burma, we have very similar sound effects in our source files. Take a look through http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/audio1 point
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That's how I'd do it. It could just be a simple GUI to choose which mods to load, which could either write a start.bat|sh file which would launch pyrogenesis with those mods, or write to a special file which pyrogenesis could read on startup. This has the advantage that a menu item could just spawn the mod selection program, which avoids the "the selected mod doesn't have the mod selection GUI" problem. Since we support hotloading of almost everything, I don't think we'd actually have to restart pyrogenesis.1 point
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Hi Pureon, The sound were created 100% in our studio. We only used sections of open source horses and Elephant sounds. Could you please refer to the sounds do you think are from 0 a.d.? If needed I could share the DAW sessions. Matias1 point
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I like the look of the buttons but the color is rather poor as wraitii and Enrique outlined. Perhaps just switch it to a gold texture, or some kind of marble as wraitii mentioned. Quick mockup of the marble type (these are probably a little big, I think we'd want to scale them down) (not to mention loaded with issues, but you get the idea I'm going for, right?):1 point
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Would you recommend using a separate program that comes with 0 A.D., a bit like Atlas? The Nexus Mod Manager also comes to mind (for Skyrim).1 point
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It just happened to me while playing on Azure Coast 3 against bots. Unfortunately I played with a modified version of 13871 (patched with #799) so the command file might contain a reference to my own commands. I post my data though. crashlog.txt commands.txt1 point
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Indeed, the ones who posted on the topic mentioned seem to disagree totally with my vision. If anyone shares my opinion, please participate to the discussion ! Otherwise, I shall abandon the idea.1 point
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Good draw style my friend! But indeed as you say, the barracks must look more menacing than this charming cottage! A perimeter wall with pikes would help give a sense of war structure, what do you think ?1 point
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I knew someone was going to answer that ! My aim was to make more consistent the general "treasures must be collected only by the player himsellf"-idea by disabling the automatic gathering behaviour in the case of treasures.1 point
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The new menu buttons look quite confusing. The gray colour of the stone texture make the buttons look as if the buttons are grayed out and unusable. My suggestion for the buttons would be that a different colour be used for the buttons. However, it is an improvement over the current UI. I quite like the brass frame around the menu buttons. I can barely wait for a redesign of the HUD.1 point
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No. Assigning "treasure-hunters" seam sane to me. And why don't you want that? It's convinient in the end.1 point
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I think a "Wonder" victory condition would be in addition to the standard "Conquest" condition.1 point
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The radio buttons are fine to me. Not sure how else you would do buttons like those. Great job Pureon. Now, to design the rest of the UI. Maybe we can start with a Game Settings page?1 point
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Yeah, that's an issue. I'm not sure what the best way of doing it would be, unless there was some sort of splash image / GUI where mods can be activated before loading pyrogenesis.1 point
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It will help indeed in scouting for resources and fast economy expanding but i think that at a game like this where resources are scattered on the entire map it can get a bit too clustered. It`s not like you have fixed mining spots that mark where your next expansion should be or certain hunting and foraging spots. Yes the function is indeed good but the only way to implement it in such a game would be to have a function to also turn it off. SO basicly make somthing like 3 minimpa modes: military ,economy and a standard mini map1 point
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I don't think the GUI has to look like it's made out of stone or something. But I would prefer something more neutral that doesn't look like a piece of semiconductor technology.1 point
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Thanks for working on this. OpenBSD currently has Spidermonkey 17 as the default, which means we have to use the internal Spidermonkey for 0AD. Looking forward to when we can use the system lib instead.1 point
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I think the buttons look a lot better than before, well done! The radio buttons look a bit like LEDs, but maybe it's just me.1 point
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Before we add ANY terrain alteration ingame we should have a concept of how this should work in the end. As many times stated terrain flattening under buildings RAISES the maximum steepness of the terrain in the surrounding area. Giving the player the ability to deform terrain in general (for some resources or just time to let workers deform it) would work out, I guess. However, workarounds like terrain alteration just for certain buildings I'd consider a bad hack (with unpredictable consequences for gameplay).1 point
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@GunChleoc: Don’t you worry, I think I’m covering all your points in my on-going implementation: https://github.com/Gallaecio/0ad (language selection is not there yet, but it will be, hopefully without the need to restart the game as well). Once that is finished, if RedFox detects that this internationalization implementation is a bottleneck somewhere, affecting performance noticeably, anything we do to increase performance with translations will hopefully be without removing features for translators provided by the working implementation.1 point
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idanwin : so you need to do a gmail account, not a youtube account And if you haven't facebook.. Don't be so protectionist, and be happy other posibilities exists ! That's why 0ad exists : to offer another posibility than aoe, same for dailymotion than youtube !1 point