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Showing content with the highest reputation on 2014-12-22 in all areas

  1. okay, so i improved my playstyle a little bit (using the Iberians at first since i like to play defensively until late in the game). now, my mention of Petra being too aggressive earlier, i think some of the big things that the 0ad really needs, but which would definitely be closer to the bottom of the list, are some aesthetics: resources should look like they've been worn down over time depending on how much of them has been gathered, and buildings should have visual indicators that they're damaged--at the very least, it could be fire coming from them like in Empire Earth. the only other things i would (currently) recommend is that trees are knocked down when you start gathering from them, like in AOM since it adds some realism to the game, and that thickets of trees should be mostly impassable, with some civs having special traits allowing them to navigate forests. while i understand the reasoning behind trees being passable, i think it hurts the game on a strategic level. in my most recent game, i had a defensible position with lots of cliffs around my starting point, but because trees fill in alot of the valleys leading to my base, i can't build walls to block off those routes and fully exploit the defensive position without knocking down an entire forest first
    2 points
  2. Also, new pattern for the shield. Color are red-on-black or black-on-red. There are also plain shield colored in (dark) red.
    2 points
  3. Wildfiregames presents: 0AD's unit upgrade. -Why do you work on this upgrade when you should be working on pathfinder and performance improvements? -Please note that this upgrade has been done by an artist who hasn't any knowledge in programming. This upgrade has not taken away any precious work time to 0AD programming developers who continue to work on the needed pathfinder and performance improvements. -Why do you make this upgrade? For a number or reasons: Unit models are very old, around 6-7 years old. These new models are closer to today's industry standards. UV mapping and model proportions aren't ideal on the current models. The new ones have realistic human proportions and much better UV mapping. Old animations cannot be modified, only created from scratch. With the new models we can maintain the blender source files of the animations and modify them at will. Since we share the blender source files, the team and the community can make variations for their own model variations and still use the new armature. Old model's armature (skeleton) is very basic and limited. With the new model's armature we can achieve more detailed animations and are capable of basic prop animation -Are these new models already implemented? Do they work with the old animations? -No. The models are finished and ready to start animation production. We will remake all the unit animations and implement them when there are almost all of the required animations completed. However, the models are commited to the SVN version of the game with some test examples that you can check in the map editor. These examples and the models will be released in the next Alpha release (Alpha18) if you don't wan't to set up a SVN version. To check some unit examples in SVN, go to the map editor and in the object tab, search for all actors and filter by "newunit". Once selected click on "Switch to action viewer" to isolate the unit and zoom in. (please note these are just examples and they aren't final unit setups) -Do you have increased the number of unit variations of the game? -Yes, now there are non-armored unit variations, and armored unit variations with some differences. There are plans to add some more in the near future if time permits. -Can I make my own animations for my mod and use these new models? -Yes you can! Check at the bottom of this post to download the blender source file(s) of the armature and check the SVN newunit xmls example for setting up your own units. Don't forget to check the presentation video where there's a short explanation of how the armature works. -What is left to be done before I can play with these new models? -Since the unit heads have different size than the old ones, all the helmets in the game must be resized to fit them. Also as pointed a few lines above, we're going to upgrade all the animations to fit these new models. When these two tasks are complete or close to completion, we'll implement them and you'll be able to play 0AD with them. -Is there something I can make to help with this task? -Yes! If you are a skilled animator with experience in human models' animations you can open a thread in "Applications and contributions" subforum, tell us about yourself and show us some of your animation works! Male unit variations (Old Work in progress): (Click following images to enlarge) Female unit variations (Old work in progress): Download the blend file and start animating! Enjoy! New unit upgrade animation template.zip
    1 point
  4. Hi ChristonianCoder, and welcome to the community About recording sounds, I think Lion misunderstood you, you might be interested in the Recording Voices topic.However, some informations there are very outdated, don't hesitate to open threads, or to contact me or Pureon. We're looking forward your contributions!
    1 point
  5. Instead how about this? Make trees fully passable (might help cut down on pathfinding lags too?), but allow buildings to be built over trees (the trees disappear like a dead animal would disappear). Celts, Iberians, and Mauryan civs get some kind of fighting or movement bonus in trees (or both or either: Celts and Iberians fighting bonus, Mauryans movement bonus). Can maybe do this with an aura if you make "groves" of trees be 1 object (so you don't have thousands of auras at once, just some dozens). I do some of this in my mod.
    1 point
  6. Actually it doesn't work like this, it is based on the ELO system that is used for chess rankings. If you don't know anything about it, I guess the Wikipedia page can provide some interesting informations
    1 point
  7. When we are sure we can gather voices for all the factions (which is not certain at all)
    1 point
  8. Naw, they're just more realistic... I mean, come on... After chopping all that wood/mining stone/metal or farming, wouldn't you have a six pack too?
    1 point
  9. Sounds really cool! Looking forward to seeing this play out in game especially since it will give the Celts an extra building.
    1 point
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