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Showing content with the highest reputation on 2015-03-23 in all areas
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The same could be said for a film, just a fast correlation of images that makes you think they're in movement, after you clicked play. Art from my personal point of view is anything, created with the purpose to make the viewer feel different emotions. For me, the more stronger/deeper/impactful emotions, the better the art is. It could be awe, sadness, joy, compassion, surprise.... the more complex the feeling, the better the art is. That said, I'll also consider better pieces of art those that are able to transmit those feelings in the shorten time possible/with the minimal amount of the "medium to transmit the feeling". To explain myself, I consider a better piece of art a single image that made me feel a deep & complex feeling than a movie who took more than 1h to make me feel that way. From my definition, you can conclude that in my opinion the best art is the controversial, social critic, aggresive/blatant type of art, because in my experience it usually is the one who can trigger in me the most complex and sudden feelings. Also you can derive from my definition that art is very subjective because each individual reacts different to the artist stimulus, and that's why there are so many pieces of art that are considered good, when there are people who doesn't like them at all. EDIT: Tailoring the answer with videogames.... Haven't you played a game that made you cry, or almost did? have you ever played a game that made you feel in an universe which made you feel in awe or surprised? have you ever played a game that made you feel compassion for that character who died through the game? If yes, then some games that you played would be considered for me as art.4 points
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If you point me to good references I can give it a try. High poly version is done now. The edgeflow is horrible for highpoly (i should have started anew rather than building on the lowpoly). Next up, normal mapping and that stuff. helmet_wip1.zip4 points
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As with many things such as music or films, video games can be "considered" as art as well as entertainment. Its most often encountered in the context of business however. Games publishers are businesses with profitability as the bottom-line and hence their product designs are largely influenced by business concerns.3 points
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Lowpoly with normal map: (a few details to work out, can't finish it tonight)2 points
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A quick post just to say "Thank You" to you all for this beautiful release. The game is becoming always better from release to release and I'm really impressed about how I can play smooth on Ubuntu 14.04 with only an integrated Intel HD 3000. So, really, thank you and keep up the good work!!!2 points
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Something similar happened to me yesterday. Whilst playing a game, I realised that all I'm doing is clicking a button that activates reactive animations on this 2d screen in front of me....2 points
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So idea for adding low bridges: * Change Obstruction component into an ObstructionModifier. Instead of just adding a general obstruction, this could add or remove obstructions of different size per passability class. * Implement a virtual terrain, bridges could modify the virtual terrain to let units follow that instead of the real terrain. By default, values are null, but when non-null, these terrain heights are preferred over the non-virtual terrains. This way, a bridge could enable units to pass through a part of deep water, while it could disable boats to pass there. As such, influencing the pathfinder (that shouldn't know about heights). While the virtual terrain could be used to lift units at those position up to the bridge level. It could also make stairs possible, where the passability of mountains can be edited by the stair. This wouldn't need a virtual terrain though.2 points
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@Scythe I think I found an OP simple strat that is almost unstoppable: With Prolemies: At the beginning 4 women on fruits, 4 soldiers on chicken, 1 camel on chicken. (then 2 soldiers on wood and 2 soldiers making houses) First units from CC, 5 camels, --> go with 6 camels. Because you can outreach the CC with the camels, it's really really strong (probably OP). I tried many times with webj (I think 4 games) and against ffm (1 game) and won quite easily all these games. The thing is you can harass women working on fruits without taking any damage from CC. And the only way to stop this is if you do the same BO at the beginning (but everybody starts playing by making women and building a house) I think it can be balanced if the archers/cav archers/camel don't outreach towers and CC anymore..2 points
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Yeah I know what you mean. I don't usually triangulate until I export it to the game in case there is the need to change anything in the mesh. Running anim:2 points
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2 points
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Sorry if this has been discussed before but are there any plans or considerations to implement a 'line of sight' system for ranged units like archers? For example: make it so that archers and ballistae cannot shoot through tall buildings and walls unless standing on higher ground such as atop a cliff or tall hill. Exception will be some stone throwing siege units that shoot in arcs who can shoot projectile over them. I think it will vastly improve the game by adding to realism and making strategic gameplay deeper. It mean walls will become more useful in protecting your units and structures and provide a reason to mount units on walls; and make unit dynamics more varied depending on situations: such as melee units having an edge over archers in built up areas. Of course, that's if the engine can support this. Does it?1 point
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Sorry for double post, I played yesterday with Hapoo on skirmisher map (Alps Valley). I think for ingame "testing" of the gameplay and balance, these map are much better. It is more balanced (especially no extra fruit on only 1 player for example that would make his skirm cav rush much stronger than his opponent) Look at sc2, nobody plays on random maps and I think the reason is that the balance of "premade" maps is much better. btw I don't know who made this map (Alps Valley) but it's really beautiful.1 point
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I just wanted to note here for Fedora users, there is a build of 18 for Fedora 21+ if you use: sudo yum install 0ad --enablerepo=updates-testingTypically I build from the source, but I recently found this out while looking to get back in with 18. Figured I would go ahead and share it here =)1 point
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During the Punic Wars, the Numidian Kingdom (350-25 BCE) of North Africa led by Masinissa (202-148 BCE) played a key strategic role as allies of Carthage, and then switching sides to side with the Romans at Zama. Masinissa united the western and eastern Numidian kingdoms to establish a powerful independent regional power. Subsequently, it was the Numidian conflict with Carthage that precipitated the Third Punic War. Numidia's position as an independent power was later illustrated during the regin of Masinissa's grandson, Jugurtha (117 - 105BCE)when they went to war against Rome, Jugurthine War (112–106 BC). Although the Romans won a number of battles, they were never able to completely defeat the combined forces of Numidia in alliance with Mauretania. Although known primarily for their cavalry, Numidia was fully capable of fielding an army that could stand up against the might of Rome. Not much is known about why Rome which had defeated Carthage as such a difficulty with Numidia. Sources in antiquity blamed corruption among Roman officials as the primary cause for her failure but it may also be due to the fact that the core of the Numidian forces was made up of a full-time warrior class of men able to to be in the field for years at a time. Rome in contrast had to train and conscript her citizen armies in response to individual crises as they arose. That the famous Marian reforms (107 BCE) that overhauled the organisation of the Roman army and created a permanent professional army came about as a direct result of Rome's inability to defeat Numidia tends to to support this point of view.1 point
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Bridge Feature Work points Here's a tentative list of things I thought might be worth considering from features perspective. It would be good if we can develop it further, prioritised from community perspective and commented by the developers as to their feasibility. Must-have FeaturesAbility to build bridges across waterways.The bridges may be traversed by most units. In-game prerequisites?:Restricted to specific civilisations?Town or city level should be a basic requirement?Engineering tech development may also be a prerequisite?Perhaps longer lengths ought to be dependent on tech dev?Introduce engineer units (pros/cons?)Certain bridges (pontoon and smaller stone bridges) may not allow siege engine movement? TypesPerhaps it would be best to start with the simplest and the most basic bridge type first to test the concept and its impact on the game as well as facilitating quicker implementation.Wooden bridges (degradeable) Pontoon bridges (degradeable) Short stone bridges (permanent) Long-span stone bridges (permanent)Here's a good cross section of Roman bridges that have survived to the present day. That they've lasted means that they're all stone bridges and many have later modifications which would not be suitable for 0AD. Nice-to-haves:Degradation Destruction through enemy action Between different elevations Overlapping movement Integration with roads1 point
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It all depends on your definition of art. I don't think I see art when I look at many modern and post-modern things. In Dutch (and related languages like German), art is translated as "Kunst". Which is in its term derived from the verb "kunnen" or "to can". So art in its pure form is reduced to someone who can do something special. The English art has similar relations to "artisanal", which is also about the ability to create stuff yourself. Art is a skill. In that view, I don't see a lot of post-modern art to be art, but many games are certainly art. It's obvious to me that the textures, 3D models and music are art. But also the storyline, and even code can be considered as art.1 point
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Both I'm graphic designer but here all call me here "Artist" So to be suitable to do graphics you need study art, history of art , color theory, Gestalt desing School, Psychology of the design...etc. These are some basic classes for an artist , photographer etc. Have storyline as a movie, to make this possible you need start theory of Communications, drafting, Theory about media, now about literature. And is more than art is math too. But I'm not programmer/ coder.1 point
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Oh, yes that might be a problem It requires a decent rig because it needs to be subdivided a lot for a smooth surface. However, there's a "curve stroke" method for painting/sculpting that was added on the last versions of blender, that lets you paint with curves with handlers. Waaay nicer way to paint smooth curved lines with mouse. Sadly, it wasn't available on the time I made the tutorials/helmets. Here's a demo of how it works (can be used for texture painting too, not only masking/sculpting)1 point
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Sure is messy to do high poly modeling. So much struggling with the subdivision surfaces where ridges connect.1 point
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Hmmm, I think it could be like Docks. Docks cannot built on shoreline that is too tall. Bridge can use same placement code?. Have Bridge always be same height above water table, with ends that taper down like ramp (usually hidden by terrain but if terrain low the ramp will show, just like the back side of Greek dock). The span in middle gets "segments" added seamlessly like a wall that doesn't have towers. EDIT: With imagination I see this. Can click one end of the bridge at shoreline (has shoreline placement requirement like dock), then drag to the other side of river. If drag too far, bridge spirit goes red (have tooltip like walls that tells you how far bridge is and cost, it tell you if you go too far too). Click the end at the opposite shoreline, then units start building the bridge from starting end. If you have units on the opposite bank you can click them onto the end they can start building from their end to cut building time in half. Foundation before they start building looks like pylons in the water. Persian one can be wider and look like pontoon bridge (see: Xerxes; it can go longer, but is weaker; say most civs can go 5 segments long, but Persia can go 7). Roman one can have stone pylons but wooden span (they tend to make their bridges wooden so they can fire the bridge in case of enemy invasion). Red ends ramp downward. If bank slope upward then it just clip the ramp no problem. If the bank is too steep or cliff, it be like dock and cannot be built. Yellow spans are short, medium, long, just like walls and swap into place depending on need of length. Once build, any player can use it, but only owner can delete it (maybe it can be "capture" when captuiring implemente). Romans can upgrade their bridge to be full stone like this:1 point
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Skin wobbling around would be excessive IMO, there needs to be a bone for each part that we want skin wobbly parts and I think there's no need for such detail in a RTS. I've added more weight to the head, animated the mouth, flapping ears (not too much since they don't have inner geometry), and fixed the tail movement. There's some stretching in the lower part of the chest that I couldn't get rid of due to the mesh topology, but it shouldn't be a problem from the game's camera perspective.1 point
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You can use this PPA (see also http://play0ad.com/download/linux/#Ubuntu )1 point
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After debugging the code a bit, I've turned up the following series of events: CGUIManager::TickObjects() is called upon startup. The first iteration of CGUIManager::TickObjects' FOR loop is run, which calls it->gui->TickObjects GUI::TickObjects() eventually calls GUI<CStr>::RecurseObject GUI<CStr>::RecurseObject eventually causes a crash on the 11th iteration of its FOR loop, which is the access violation reported earlier.I realize this isn't much to go on, but the code I'm used to debugging is in C#, Visual Basic, and Java, and C++ code is quite hard for me to read, let alone understand. I'll keep trying, but I get the feeling my usefulness in following this up is ending.1 point
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While I wasn't able to get a crashlog.dmp with actual contents tonight, I was able to get an error out of Visual Studio 2010's JIT debugger: Unhandled exception at 0x650be6f6 in pyrogenesis.exe: 0xC0000005: Access violation reading location 0x1298f000. Pyrogenesis.exe, which threw the error, was attempting to access OpenAL32.dll at 650be6f6(). Attached to this post is a partial dump of the disassembled code, including the line affected. Given how vague the disassembled code likely is, I'll just debug a source-built version of the game instead in the morning.OpenAL32error_dissassembly.txt1 point