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Showing content with the highest reputation on 2014-04-15 in all areas

  1. I think it's easier to mod the ai code, so the ai can't research the tech. We want to differentiate ai and regular player as less as possible.
    2 points
  2. For now, A15 is our most recent release. Only SVN versions are newer. But we're planning to release a new version in a few weeks. @modders. It might be good to also do a release of a mod when 0 A.D. does a release. That way, players with an older version can still download the mod suited for their version. If you keep developing on SVN, you should have a working mod against we do our release too, so it can be released more or less together.
    1 point
  3. Euh, isn't it just because Artesia is updated to match the SVN version, while shieldwolf plays with A15? A15 expects the old formation definitions (those don't include "formation/", that's how the extra "formation/" got into the path). There's nothing wrong with Artesia code.
    1 point
  4. FeXoR, if it can help you a bit, the Engine is made to allow a water height map (or at least different water heights). The method to query the water height does it on a certain point on the map. I think, the main reason that different water heights aren't implemented yet, is because it's hard to design an Atlas GUI to allow different water levels in different places. But for random maps, this should be a problem.
    1 point
  5. Summarizing: The game still can't find those formations (hmm, I thought I had fixed those, maybe a typo) Females trainable in houses do not exist (indeed but we need to decide whether we want them or not) The persian mill does not exist: That is true, it hasn't been created yet. And a bunch of Aegis related errors which I can't help
    1 point
  6. I will be writing up a new post over the next few days.
    1 point
  7. The problem with the approach of the link is that the algorithm only works on a uniform map (equal height everywhere). The hight could then be changed according to the shading. However, I think I can make the erosion work reasonably fast (I have a few more ideas). My latest version is indeed more sophisticated then everything I've seen so far in code. It roughly works like: - Let it rain dependent on height (get/change water depth map) - Get slope vector map (from height map) - Get acceleration vector map dependent on slope and gravity (would be nice to have the correspondent variable from the engine at hand) - Calculate total speed vector map considering acceleration, last steps water speed and friction (dependent on the water depth and previously calculated water speed) - Change the water depth map accordingly and the height map dependent on water speed and soil portion (dependent on water speed as well) (This takes longer to calculate for each step obviously but the erosion effect is much stronger then just considering water derivation to appending tiles so much less steps are needed) However, there's only one direction all water flows from one tile (two appending tiles getting it) so in the end the resolution might always be a little bad. And wraitii was right at the start: One problem of the actual implementation is the slope is calculated wrong (shifted half a tile) so the outcome gets edgy at ~100 cycles even if gravitation, rain and soil portion is quite low and friction is quite high (already did this for the realistic terrain demo so all I have to do is puzzle everything together). After this change it might be possible to raise the erosion strength (raise gravitation and soil portion, lower friction) so less steps are needed (10-20 would be OK meaning about 2-3 min calculating for giant maps... yes, still a lot but some other random maps take longer). If this (quite realistic) approach fails in speed I can still use an older, simpler one (though I'd be a bit sad ^^). [ofc. this would all be much faster if implemented in C/C++ and given to the random map libs as a shared function]
    1 point
  8. I agree with sanderd17. This idea sounds more like a cheat then game content. As player AIs (which as a side note are players) should not cheat (before the hardest settings) the human players shouldn't also (unless specifically determined as cheating).
    1 point
  9. Thx for the answer. Concerning the snow: I only have a decent overview about RMGEN codebase and not the simulation code (or the engine) so I can't help you here. The "only visual" height change is also used for terrain flattening underneath buildings AFAIK so maybe you could look there. The function would be similar to erosion functions like in here. I also played around with rain amount depending on height (a linear function did do fine). A function to redistribute the snow locally might be similar to getAdditiveWindErrosionedReliefmap() in the above linked map (only 8 possible directions though since tile, not vector-based but fast). A global wind strength parameter will do fine (the local effects could be (randomly) determined in the functions doing things with wind involved). An additional parameter like "windBumpiness" would be helping though. I have no idea where those global parameters should be invoked (guess right in the C++ code since e.g. tree movement depends on it). Ofc. the map/RMS designer should be able to set it.
    1 point
  10. A lot of these ideas I was already going to include with my mod or would be very compatible and many of these ideas fit very well into the Imaldra faction Shapechanger. Magic items. Portals walls that can regrow(ie walls made of vines so they regrow instead of repair) same with buildings Reanimation (ZOMBIES!!! RUN lol) Skeletons (biped and quadruped). so whats the difference between zombies and skeletons? i'm including a goblin race in my mod and a dwarven race
    1 point
  11. The sea and the river is crossable. At one passage either. In Atlas Scenario Editor i made about 15 level steps of water height over the to traversing ground. If a bears nose is well over water surface it works, a good quick test when modify the terrain.
    1 point
  12. I had them in my hard drive since some time. I have commited it now. However, I downscaled the textures to 512x512. 1024 seemed like too big for a texture just for one structure. Preview:
    1 point
  13. What remains to be done on the Stonehenge is Enrique's part. Normal and spec map, I believe... Enrique, can you commit this soon ? Do you find that the horse lacks relief ? I had few time available those days to work again on the horse, but next week I might complete it. I'd like to add some 3D grass here and there, and I will move some of the stones to have them look even more random. I can try to improve the horse 3Dness too.
    1 point
  14. Hi all, I've spend the day improving a lot my Stonehenge model, by making a more realistically scaled texture (still 1024px wide) and by making the profile of each stone random as it should be for a megalithic structure. It was a lot of work to get this all looking real, but I'm, well, very happy with the way it looks now. And as always, I've had some fun with warm light atmospheres. For the next post, I rescale the model to the size of the wonders. For what comes after that, I'm going to need some help, how to test it into the game and how to deal with the texture skin file, shadow map, etc.
    1 point
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