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Showing content with the highest reputation on 2015-02-25 in all areas

  1. Welcome. To clarify the above a bit: The source code is released under GPL2+ (if you build without the lobby, if you build against gloox it depends on the version of the license the version of gloox you are using is under (GPL3 with the latest releases)). If you distribute binaries (executables) you must provide access to the source code if someone asks for it (would be nice to have it publicly available without having to ask though). Some source code files are under different licenses that are compatible with the GPL and most of them just require you to include a notice that you are using code by those authors. So yes you can release a commercial (in the payment for the game and executables sense) using pyrogenesis. Nothing prevents anyone having paid for the game to obtain the source code and just release their own binaries for free however. The above covers the code side. On the art side you can use some other license that prevents others from distributing it. This assumes that you create all art from scratch (or you have the right to use it under some terms). This combination (free source and commercial art/data) is used by e.g. Doom, Quake, Duke Nukem 3D. Using art from the game requires you to adhere to the licenses the art files have (which is mostly CC-BY-SA3.0), and mixing your own art with that might or might not count as a derivative work so you should read those licenses really carefully and possibly ask a lawyer. That isn't doable with terrain, but as Stanislas noted it can be done with a decal. Using an entity with the decal, where in case of destruction of that entity (Health <= 0) it is replaced by another entity that has just the decal. Actually that should be quite simple. The simulation should need some small changes to add new resource types (mostly for gather rates and transport capacities), but apart from that it should already work. The GUI code might need some changes to nicely work with the new resources but that shouldn't be a lot of work. Of course to add this you will have to change a lot of templates. Having two different resources for different factions should work with some slight changes to some simulation code (or maybe even just some template changes).
    2 points
  2. Hello everyone. I am a long time modder and recently I've been looking for a new RTS engine to suit a project I want to begin development on. Some of my work includes Hyrule: Total War, Star Fox: Event Horizon, and the space based RTS called Sigma. I am capable of modeling, texturing, animating, and pretty much everything necessary for the creation of assets so I am not seeking much help in that regard. I do however have a few important questions to ask to make sure this engine is right for my idea: Thank you anyone who is able to help out with these questions. I'm hoping my search for an engine has come to an end and 0 A.D. ends up being what I am looking for. It's a beautiful looking game and a perfect spiritual successor to Age of Empires. I will no doubt be playing it for weeks to come and spreading word about it even if it ends up not suiting my needs.
    1 point
  3. There are some tutorials in the wiki: * Basic3DImplementation * AnimationExportTutorial
    1 point
  4. Maya does have a Collada exporter, so you can export them from here. If you need any help on how to import models, you can ask me, if you need some help on your project, I'm here too.
    1 point
  5. Oh goodness, I've never received so much feedback and help so quickly in any modding community! Congrats on being the most immediately friendly group of people I've run into. Seeing as all my questions seem to have been answered with some form of "yes," I think I will most definitely use this engine. I've looked through the template files and found the faction json files and everything looks pretty easy to mod compared to other engines I've used. My only question left is if there is a tutorial floating around on how to import my own models and animations into the engine. I'm not familiar with the .pmd format the meshes seem to use and I'm wondering if third party software is needed to export models in that format, or if it can be done with a more common program like Maya (my preference) or MS3D?
    1 point
  6. I didn't say new units. I said move existing units from the barracks to that Border Fortress. (So you have to: 1. Phase up to City Phase 2. Build a new (fairly expensive) building before you can train those units)
    1 point
  7. - I've looked at the license for this engine, but I just want to clarify: Is it possible and legal to publish a game using this engine commercially, say using Steam as a platform? The conditions seem to imply that I can so long as the source code is made freely available, but I just want to make sure I am not misunderstanding. You must take a look at the LICENSE.txt file and, for each part of the code, read the corresponding license and see if you can. I think you can't for some though. --------------------- For your other questions, most are possible to add in a mod. If possible, I indicate what amount of work it would need IMO: - Is is possible to slow the turn rate on units such as chariots and siege weapons? I'm not really a fan of such high turn speeds, and seeing as my game will involve more vehicles I'd like to change that. I notice birds taking their time to turn and bank smooth and slowly, so I imaging it's at least possible in this engine. Very easy - Are projectile weapons such as flamethrowers or a steady beam possible? I image workarounds by just having an extremely fast rate of fire, though I imagine the issue of the firing unit cycling through its fire animation very quickly coming up as a result. Rather difficult, might be necessary to tweak the engine a bit, but might be possible without - Is it possible to build structures in different ways other then a civilian? For instance, I select a building and it has an option to add another building adjacent to it? Rather easy - Is it possible to require a structure be in the proximity of another structure in order to build? The best example I can think of are Protoss Pylons from Starcraft. I imagine it might be possible in this engine seeing as you can only build inside territory and other buildings such as mills seem to have area of effect buffs on nearby farms. Already in the game, but you will need engine changes to see the range effects, which is planned - Is it possible for a civilian or builder unit to actually "build" other mobile units instead of bases? For instance say I wanted a civilian to build a spearman instead of a house, would there be any issues in the engine doing that? Easy - Is it possible for a building to change the texture of the ground around itself within a certain radius when it is built? No, the engine can't do that for now - Is it possible for a structure to periodically spawn units, gather-able resources, or other entities without player input? Very easy - Can the engine support more then its four current resources? If not, is it possible for the string descriptions of each resource to appear differently depending on your faction? For example to faction A the Food Resource appears as "Food" in text, while to faction B it appears as "Energy". Very difficult, but no problem with the engine (problem is the resources are really hardcoded in the 0 A.D. vanilla mod) - Can structures slowly generate resources? I notice that the corral currently in game says it is capable of doing so as long as sheep are garrisoned, though it seems that feature is currently disabled. Is there a way to enable it, and if so without needing sheep or other units? Already in the game, there is a wonder which does that - Can map based/NPC factions with AI exist separate of playable factions? For instance one map could have a nest of wild creatures that create a handful of units and gather some resources, but otherwise doesn't expand past their initial base. Rather easy, see the map A Silent Day in Gaul (not in the main game yet) ------------------ We have a semi-official community of modders in the community, so I suggest you contact them for more information. Some people from it will probably stop by this thread and say hello Welcome to the community! Looking forward to your contribution
    1 point
  8. The 2 handed swordmen could be for anti-cavalry. There are mentions of the zhanmajian (horse cutting sword) dating back to the Han so the unit can be based off that.
    1 point
  9. Personally I would like to suggest: Two-handed swordsmen (there are many archaeological finds of two-handed Han swords, but sadly no specific textual record of their use that I know of, so I don't know how applicable/historical is this) Spear (or sword) + crossbow hybrid heavy infantryThen again the official "Imperial Guard" unit, the Yu Lin (羽林) and Hu Ben (虎賁) of the Han Dynasty are all mounted, I think there is a WIP Hu Ben model already.
    1 point
  10. Is highly needed add champion units soon. I see Alekusu gameplay( units introduction), he have good points in III phase the faction don't have enough units to deserves invest into reach the last phase Any suggestion?
    1 point
  11. Love the metal beard that guy has protruding from his helmet.
    1 point
  12. You mean replacing white dots, by red cloth ? Yes I could do that. If you have time, please check the mod and tell me what you think.
    1 point
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