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Showing content with the highest reputation on 2015-11-22 in all areas

  1. While I understand your point of view, the nature of an open source project entails the disposal of old assets/works in favor of new/improved ones everywhere within the project. Specially for projects that have been so long in development. Not only in art with models/textures, but also in the code area (see old pathfinder vs new, aegis ai vs petra ai, etc) There are also different reasons that hurt more than others, i.e. the disposal of the hanging gardens wonder in favor of the gate of all nations because it's more historically accurate and suited for the timeframe of the game, versus the reasons of better topology for animation that this particular case case is based on. When I added the bear to the tasks that had to be done (or redone in this case) was mainly because of the poor topology the current mesh has and I could see problems arising with the animation phase due to its topology. Stan's mesh is an improvement from the old mesh in the form of the head and texture, but the topology problems remains since it's so heavily based on the old mesh. Here's the mesh comparision: I hope you understand that replacing old work with new/improved stuff is not a matter of annoying/disrespect to the author, but for the improvement of the project itself.
    4 points
  2. http://trac.wildfiregames.com/wiki/Manual_Settings is where to find that information. And lion, please don't post just to say that you will post later (it just means that one will have to look at the topic an extra time, without getting any new information). If you don't have the ability to reply fully, then it's better to wait until you have
    2 points
  3. I finished this some time ago, but never got around to post it. I don't really know what to do with the figures around the top part. It's to much work, kinda tricky to model, and would bump up the polycount even more. I left it with flat surfaces. towerofwinds.zip
    2 points
  4. I think I have nailed down that it is the flash drive I have the files temporarily on. I beleive it'll work with the actual file. Thanks.
    1 point
  5. Okay. Sorry, I didn't know what it was.
    1 point
  6. Just create an empty text file with that name and extension (make sure you change the extension, not something like local.cfg.txt!) and copy the lines you want to change over
    1 point
  7. To piggyback. Make sure to add these to your local.cfg in order to get the most graphic bang. gentangents=truematerialmgr.quality=10If you have a graphic card (instead of integrated), it should be able handle this. In-game options do not enable ambient occlusion. Must use local.cfg like this.
    1 point
  8. I like this idea, too. As Karamel stated it would be still important to match the hero classes as close as possible to historical context. At least if you want to give your proposal a chance to be included in the main game (and not in a mod). It would be nice if we could get some dev's opinion - otherwise you can perhaps create a ticket if you are confident with your work.
    1 point
  9. 1 point
  10. Well. the measurements came from some image that showed the dimensions (not really useful for texturing), the rest of the shape is very basic, save for the statue, which I partly made up since the only references where those tiny drawings in my previous post.
    1 point
  11. I could take a look at this, but, I would likely change it a lot.. as in completely change everything, if I do anything. Meaning all texturing needs to be redone as well. I would be upping the polycount significantly. I usually make the my models way more detailed than necessary for 0AD zoom level, but it's because I want to have the possibilities for them to be used in other games as well. But, to wait until someone does a model.. only to redo it, well, that just feels like a @#$% move. It certainly isn't a very effective way to get work done!
    1 point
  12. A nice one to try is American Conquest: Fight Back. I think most features wouldn't fit in 0 A.D. but it gives a good insight in what realism does with an RTS. Since that's what it is: a Realistic RTS. It features resource consumption (units eat food, soldiers consume coal and iron to shoot), in-depth battle mechanics (scatter of fire, morale, formations, primary gun and secondary swords) and large-scale battles. Very fun to try. Praetorians is definetly a must try, here is a repack that's freely available: http://www.moddb.com/games/praetorians/downloads/praetorians-mods-complex-24
    1 point
  13. The game maps Alpine Mountains and Gallic fields simulates a similar vibe, and I always enjoy playing on those maps. Early game is much more interesting, you don't just exploit nearby resources outside your range, there are risks and dangers in doing so, you don't just expand, you carefully plan it, and it is not only endemic to you, other players also experience the same challenges. Planning a rush? Plan a safe path without neutrals that can harm your party. Neutral camp near your base during early game? Use it to your advantage, it can serve as a defensive barrier.
    1 point
  14. Praetorians -Ambush system -Divide/form battalion (Not likely to happen, IIRC) Stronghold Series -Regicide (Planned feature) -Stockpile system (You can't just hoard resources, you need a place to keep them, and you need to guard them. The enemy might try destroy it, or steal it and make use of it. This will make the storehouse a strategic structure and not just a dropsite.) -Terrain fertility -Unique given names for each unit (Like, Naughtius Maximus, Sillius Soddus or Biggus..) Another Monthy Python ref. Haha The Lord of the Rings: The Battle for Middle Earth II -Custom hero creation -Walls attached/part of some strategic buildings (CC, Fortress, ?Barracks?) -Gaia structures and treasure guardians (Ex. Mordor can capture and use troll/goblin caves while Free peoples cannot and their only option is to destroy it and collect the loot, in 0AD, certain barbarian settlements (Gaia structure) will only provide certain things to factions on the map that are not part of their culture, like trade and some basic units, while a faction with a similar culture could get better trade plus access to special units.) Total War Series -Stamina and Morale (Reduced fighting capabilities, Inability to control broken units, etc.) I liked wraitii's suggested system in trac. Wacraft III -Similar ability system (Planned feature, IIRC?) -Skirmish/Campaign hero system (Skirmish and Campaign heroes are seperated, 3 default and randomly named/non-canon hero types are provided for Skirmish, and named/canon heroes are only reserved for Campaign) -Diverse game customization resources available and easy to mod, plus awesome scripts (I think this one is already achieved, Thumbs up to the team!) To summarize some of the suggestions above, most of the popular RTS out there and some the games that we have all commonly played, have a common ground in terms of neutral capture points (Gaia structures) Games like Red Alert, Warcraft, BFME2, Rising Kingdoms, Company of Heroes, C&C Generals and many more have implemented them. In my opinion this simulates the urge to declare or use conflict due to the presence of strategic resources which one can use to elevate his standing in a certain situation, just like in real life, Two big countries fighting for a specific region with a resource that they both need or is strategic for them, which likely ends in a major conflict/confrontation. And just like in a game/match, if you know that a capture point/Gaia structure will help you win the game, you will do anything to successfully defend it, and you also know that failing to do so will put you to a major disadvantage. (You can also try to Raze and burn it to the ground and practice scorched earth policy.)
    1 point
  15. 0 A.D. need battalion combat like this game. Promotion of rank will have greater meaning and it more decisive to keep groups of units around. Right now, if I lose a Elite Spearman, I don't care.
    1 point
  16. Hello, I have noticed that when you buy at the market ... you can buy what you want, the money is not there "money". In the rise of nation (in which there are national borders) there are two ways to get money: tax the territories under its control or send caravans to their town or city allied. The idea would be to create the caravans (instead of the usual merchants normally used) to create "money" or "richness" with this wealth can buy the resources to market and build buildings.
    1 point
  17. Okai, cool! Well you can call me Harmony so that it gets a bit less confusing. No problem with using blender, as it is my main Software. I only use 3ds max for school projects. and Zbrush, well, I use it all the time for character design. So, as I am quite new in these forums and I havent really gotten used to the structure. Is there any thread where I can see what needs to be done? And when speaking of Norse, are you talking about the pre-viking era?
    1 point
  18. Another death variation. I made two since I thought that dogs may be produced in high numbers and death repetition would be very noticeable. Tried my best at death anims since I didn't want to search for reference material lol. http://gifmaker.cc/PlayFrameAnimation.php?folder=2015042909PvTaP1UwgUqlTWTSGNRAXa
    1 point
  19. Maybe you could help hephaestion with his coding tasks until triggers are implemented
    1 point
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