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Showing content with the highest reputation on 2014-06-24 in all areas

  1. Well, it's certainly sad when someone leaves, and especially someone who has been as important to the project as Michael. However, I wouldn't say today is the day to call dark. It's not as if he's gone from 100% active to leave, but rather a long process. I'll leave it to him to explain his personal motives if he wants to, but the more general picture is this: after the fundraiser failed to get us enough money to hire him (+ a programmer) he's had to focus more on his job. Leaving less and less time for 0 A.D. It's indeed sad as Michael really was/is the person who had the best idea of what the game should play like, and the historical knowledge to complement it. However, the main thing is that we who are active will do our best to work on the game, not to focus on those who are not active at the moment. I would also not worry too much on a more general note, people have left the project before and it's still kept going (Michael has left several times for that matter). Sometimes progress has been slower, sometimes it's been faster. But so far the project has kept going And I don't see us slowing down now, I'd rather say the opposite: we're getting really close to Beta now imho (There's still a lot of work left before the game is finished of course, but there actually aren't that many missing features now.) About Philip /Ykkrosh) I don't think there's any reason to worry either, he's been more active lately than in years. He wasn't going to work on the project for money though, so that's not something that has/will change either for that matter. If he's motivated to work on the project now or in the future - then he will work on it
    4 points
  2. Just one of the facts of life for FOSS development I have lost count of the number of times when I was the only person active on the Vegastrike project in the last eight years I have been with that project,as feneur mentioned it's just real life making it's self the priority for now,luck Michael Enjoy the Choice
    3 points
  3. Thank you for clarifying. It confused me that a producer left without a note. The removal of his Avatar already was the prophecy, though whenever he'd been in the forum, it had always been a boost. (true for team members in general as it shows interest in the community's opinion and ideas). However, the main thing is that we who are active will do our best to work on the game, not to focus on those who are not active at the moment. Understood. I felt a bit too pessimistic when posting the topic. And at least you are back. It was uncertain too for a while which made me think there'd be suddenly all gone without notice. It's always good to have a nice mix around, be it historians, artists, programmers or authors. I also notice Ykkrosh wants to avoid the Red Fox scenario (who was put a apart by the community's demands + general critics because clearly everyone expects a lot of paid development) but Ykkrosh's strict + amazing works on performance lately really surprised me so much that I felt either something was wrong or he'd try to save 0AD. I had to force me to not believe the latter, therefore I had to expect the worst. There is no doubt he's the most awesome contributor ever (on the C++ side for certain) and is undoubtful impossible to replace. The community just wants to avoid that he has a hard time to help 0AD due to work and paid development at least seemed to solve this. Indeed, with triggers in now even funtionality of Part II has come earlier, and I feel it's pure epicness. 0AD is the most promising project I have seen for long (since opensourceecology failed). In future even teaching history might be possible with it. Might be that I'm a dreamer. But I like if things are useful and not senseless. And 0AD is useful for sure, especially as it is open source and as a consequence stops mankind reinventing the virtual wheel again and again.
    3 points
  4. I've also added this little demo mission for demonstrating triggers in a multiplayer scenario and giving some ideas how they can be used. I've played it with leper yesterday, it's actually quite fun already (could use some fine-tuning though).
    2 points
  5. stanislas69: Try limiting yourself to 1 or 2 colours that complement one another per helmet. The edges on some of those coloured areas look quite harsh, maybe that's just the screenshot? One other thing I spotted was the feather looks more detailed than the rest of the helmet - is that the case?
    2 points
  6. Sad. As it seems, Mythos_Ruler has decided becoming a 0AD mythos. He's listed as Former Staff. With that I now fear Ykkrosh will also leave soon and not get employed by us. If it weren't for the trigger commit today I'd be pretty pessimistic for 0AD. 0AD is an outstanding project where so many people from all around our blue planet pursue a set of joint goals, making things happen, recreating worlds of the past and teach history as a side effect. It's outstanding where this is leading, though to recover from yet another two titans leaving the team (after jason + 0AD founding consorts) will be pretty hard. I will try to help by continuing to help with all mods as much as my time permits. Thanks for this awesome community full of talents, artists, programmers and historians and those interested in history and civilizations. THANK YOU MYTHOS_RULER FOR MORE THAN 10 YEARS CONTRIBUTING.
    2 points
  7. Do you mean when you are allied with the AI ? or enemy ? If it happens when allied, there is already a minimum distance with allied cc, but this can be increased. if it happens when enemy, I guess that's part of the game: it is up to you to prevent this to happen by destroying its foundation In principle, Petra is not "attracted" by other cc, but by good location, and fighting for a good location is expected.
    1 point
  8. There are currently two interesting debates going on at HackerNews about JS libs providing functions faster than native JS functions. The trick is to not implement all edge cases the standard expects. E. g. if you loop over an array and know it has no holes you can drop that check. Now at http://jsperf.com/fast-vs-lodash a test case appeared showing fast.js vs. lowdash.js vs. native giving me very mixed results with FF 29 and FF later. A few of the test cases shouldn't be used at all if one wants to go very fast, like forEach vs a simple while loop. But on the other hand fast.js has an indexOf which is surprisingly 15 times faster than the native. Since I tend to implement number crunching parts of a program in small, optimized and inline-able functions, I found some results an eye-opener. And it made clear the JS pathfinder has room for optimizations. Yves, if you read this, it might be a good idea to stick a while longer with SM29.
    1 point
  9. If you're working on triggers, and would like more/other default helpers or more trigger events (or even different event data is still possible as it's still young), we invite you to join #0ad-dev on Quakenet to discuss it with us.
    1 point
  10. Thanks for the advice, well the reference itself had a lot of colors : About the feathers, that is just a middle trail with lines coming out, they are thinner than the big red thing, so they look more detailed. If you look at the texture in the zip they are not realy more detailed. Feathers are six flat polys About the coloration, well that's just gimp lasso, I guess I could improve it.
    1 point
  11. Those colours doesn't look good at all :/
    1 point
  12. I know this is a bump but as a brand new player and member of this forum I would like to add another suggestion to solve this problem. In Tribal Trouble 1 and 2(most people wouldn't have heard of this before) the dev Oddlabs ran into the exact same problem. They fixed this by making it so when a player has no buildings all his units appear as light (red would work better, no blending into water etc.)blue - colored dots on the map. This would be removed upon the construction of a building being started. edit: they had a separate color for each player, not all players blue. The reason I remember blue is because most players chose that to make hiding much easier via hiding next to water on the edge of the map. Another suggestion might be to make killing all of a player's buildings be the death of him like in Star Craft.
    1 point
  13. Well if the goal is to recreate history then I guess do whatever ^^ However if you're looking to make an enjoyable game you're going to have to bend historical accuracy here and there. I realize historical accuracy is important in 0 AD and even more important for some people; however you have to draw a line somewhere. Humans and horses are already way bigger than they should be compared to buildings, things like supply lines, food, money, trade and whatnot aren't really modeled. Even the best simulation is an interpretation of reality, it can't be perfectly spot on. In 0 AD you'll probably get fights that never occurred, like Celts vs Mauryans. In terms of actual game design, some concessions need to be made to history. I'm not saying disregard history, I'm just saying that history shouldn't get in the way of good game design. It's best to find a compromise between both instead of giving one priority over the other. For the record, I think the best course of action right now would be to >simply< switch skirm cav with melee cav for every civ in the tech tree, without doing a radical change like giving romans/iberians spear infantry in age 1. I don't think that melee cav are strong enough to be as effective as skirmcav if you do a melee cav rush. This is where theory needs to stop and actual play-testing needs to take its place. I believe, but I'm not certain, that ranged infantry with the CC can fend off melee cav rushes. If it really turns out that civs without spear infantry in age 1 can't fend off melee cav rush, then perhaps it would be time to look into deeper changes.
    1 point
  14. We'll cross this bridge when we come to it.
    1 point
  15. And a reminder that only with walkable meshes will true bridges be possible for now they will be only a hack and that means an almost complete rewrite on the rendering pipeline not a trivial task so I don't see it happening for a long while. Enjoy the Choice
    1 point
  16. I think if we're going to implement (buildable) bridges we should make them simple, i.e. no weight. Drawbridges (a bit like gates) sound interesting, I'm curious as to whether that's feasible. I think we should make bridges high enough so that boats can go under. I always hated how bridges blocked boats in AoE, but this might be difficult for the artwork. Here's my opinions on your points: - There will should be two types of bridges - wood and stone. Ok, I agree - They should be implemented similar to walls, with sections and towers (maybe?) for the stone ones. I agree, that way the stone bridges can also easily be used for docks :-) - When a bridge section with units on it is destroyed, the units drown. Not sure whether 'drown' is the right word here. Let's say we just instakill them for the time being. If someone wants to make drown animations some day in the future that would look amazing, but atm it's overkill. - Wooden bridges have less weight capacity than stone ones (might need a weight property for units now) Nope. Let's keep weight capacity out of it. That's good for building sims, but this is a strategy game. The fact that enemies can destroy bridges is enough. - Stone bridge sections could upgrade to drawbridges to allow ships to pass Like gates (but over water)? Sounds interesting, not sure how feasible (because of the sudden gap), but definitely something to think about. - Bridge sections can be built from ships with units garrisoned aboard, or from adjacent sections or land I'd leave the ship part out. That's going to look weird, and why would you do that??? - Maximum length for wooden bridges is greater than for stone bridges (no typo) I'd have both bridges be only buildable in a straight line and for a certain max length. - Stone bridges will be able to cross a deeper depth than wooden ones Hard for players to see at an instant which one they need to use. I'd leave that out for simplicity. - Bridges needn't be over water agreed - Bridges over land (a canyon, say) will look different from water bridges That means 2x the artwork, not sure that is necessary... we could add some waterlines/algae to the water bridge textures. I'm a cs student and I'm really looking forward to contributing to 0A.D. but I'm afraid that bridges are slightly out of my league for the time being. If no one does it by 2017, I'll do it :-)
    1 point
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