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Showing content with the highest reputation on 2015-03-31 in all areas

  1. Today, the map format changed to allow bigger mountains. Game versions from now on won't be able to read old maps, and older game versions won't be able to read new maps. To convert from A18 maps to A19 maps, you should just run the python script here: http://trac.wildfiregames.com/browser/ps/trunk/source/tools/mapcompatibility/a18_to_a19.py?format=txt (can also be found under source/tools/mapcompatibility/a18_to_a19.py if you have the SVN version). There are more complete instructions per OS below. Converting from A19 maps back to A18 is also possible, however, this will create bad results when your hills are actually bigger than the A18 limit. If you have any problems, please drop by on the chat: https://kiwiirc.com/client/irc.quakenet.org/0ad-dev Instructions for Windows First make a backup of your existing map files. We're not responsible for lost maps. Install python 3.x for your OS: https://www.python.org/downloads/windows/ Open the command prompt, and go to the python installation directory. For example: cd "C:\Python34"Then run the script (depends on where you stored the maps and the script): python "C:\Users\UserName\0AD\source\tools\mapcompatibility\a18_to_a19.py" "C:\Users\UserName\0AD\binaries\data\mods\public\maps\scenarios\mapName.xml"Now you should be able to open your maps with Atlas again, and it should look just the same as before, but give you the ability to make higher mountains. Instructions for Linux Install python 3 as usual on your OS. Then open the shell and go to the directory of the script. For example (depends on where you put the script): cd "~/0ad/trunk/source/tools/mapcompatibility/"And run the script with python3. For example (depends on where you stored the map): python3 a18_to_a19.py "~/0ad/trunk/binaries/data/mods/public/maps/scenarios/mapName.xml"Now you should be able to open your maps with Atlas again, and it should look just the same as before, but give you the ability to make higher mountains.
    5 points
  2. I've played a few more games and had some more thoughts: -I do miss the unit ranking. It was a nice incentive to keep your units alive. Was this removed to get rid of the bug where a unit became invincible while performing that short animation when they rank up? -I know it would probably be a huge undertaking, but it would be neat if infantry and cavalry would get of of the way of siege equipment automatically. Its difficult to get elephants and rams though the middle of large battles. Could the size of the elephant/ram footprint be reduced to allow them to better navigate tight spaces? -I know the spear cav attack is a band aid, but its weird. It would be nice if they could have a regular 1 second attack like all the other units until the fancy attack is implemented. Its strange to see them just standing around in the middle of battles, and its hard to tell if their even fighting. -The small roman bolt shooters are kind of useless. Any experienced player will just pick them off with cav before they even get deployed. Have you thought about getting rid of the deploy time, and just let them operate like ranged infantry or cav? -Weaker non CC and tower buildings would be great. All of the games I've played so far have reached age 3 before players started fighting. Houses, barracks, and storepost are just too tough to beat with age 1-2 units, and its not worth losing 50 guys to kill a barracks. I like long games against evenly matched players, but I also like being able to finish off weaker players early by raiding with skirmies and horsies. -Fort spamming. With games being longer, people are plopping down random forts everywhere. Maybe limit them to 3-5, and make them cost over 1000 stone? They are so cheap, its like playing wackamole. You tear one down, and they just plop another one up somewhere else. It would cut down on the spam, and force people to strategically place and defend them. -Formation on/off toggling is perfect. I can leave my pikes in a tight box, while my horsies can run around them in no formation. It seems to help when moving siege equipment too, since they dont double back to form up. -Survival of the fittest should be removed form random maps. It seems more like a starting condition, rather than a map type. -Nomad is fun. It really breaks up the starting routine, and forces players to fight early. These are only games I've played where people fought before age 3. -This probably more of a general idea, but it would be cool if gang attacks against powerful units had a multiplier effect. Like any hero should be able to kill any regular unit 1v1 without taking any damage. But if that hero gets ganged up on by 20 guys, he goes down quick. It would be a great dynamic for elephants too. They should kick @#$% against singe units or small groups, but struggle against massed infantry. I surrounded 2 elephants with 30 pikes in a recent game, and I lost 14 pikes before they brought down the elephants. Those elephants should’ve been toast, as the pikes formed a complete circle around them. I also surrounded a roman hero cav with 15 champ cav, and I lost like 5 or 6 of them before they brought him down. It could also be neat for forts. If I mange to totally surround a fort with like 30-40 guys attacking it, I should get some kind of siege bonus attack for my efforts. That could also help with age 1-2 building killing.
    4 points
  3. I solved a little the issue making a "chest" bone unparented which makes things easier to pose. Here are some more WIPS (I put the link to not saturate all pages with big gifs) http://makeagif.com/i/bFtV-N http://makeagif.com/i/_0FJ0k
    2 points
  4. 2 points
  5. So I was experimenting a bit. How about normal maps on buildings (as far as I can tell, it's not the case for the (most) models right now?) What do you guys think about adding a bit of normals?
    1 point
  6. KingAJ, tnx for re_railing this thread.
    1 point
  7. Of course we can do that (or maybe in a separate branch)
    1 point
  8. Thanks Micket, I'll check when I come back from traveling
    1 point
  9. Feneur, thanks a lot! The game was started after choosing local IP address to connect. Thanks so much for this incredible nostalgic project!
    1 point
  10. 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:
    1 point
  11. 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
  12. Ontopic... rigged and on it's way.
    1 point
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