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Showing content with the highest reputation on 2015-11-27 in all areas
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I woke up and checked my facebook earlier, saw a notification from the 0AD page, Congratulations guys!3 points
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Guys, I experiment with the local.cfg settings and come up with some good settings to try out isometric view. ; Isometric View view.zoom.min = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.max = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.default = 2500.0 ; Zoom needs to be this far because of low fovview.rotate.y.speed = 0.0 ; This prevents camera rotationview.rotate.x.speed = 0.0 ; This prevents camera tiltingview.fov = 2.0 ; This is what gives the nearly isometric viewview.near = 32.0 ; Near plane distance increased to prevent z-fighting Result: Compare with 45 fov: The isometric view is very easy to see when moving camera, but harder to tell difference in static screenshot. Guys it is like night and day. These setting disable rotating and zooming for real classic feel. I personally think the true 3D 45 degree FOV is better (everything to me in iso games look like they are sliding down the screen, and I think game world in 45 fov look more expansive), but maybe have this for game option in Alpga 20? Should be simple to add and could be fun to showcase when release. Some pros: Some people like this view and might find it easier. I get +15fps in this view. Could help player with low rig spec. Would be even better perf gain if game had alternative asset optimized for this view (back faces remove etc). A couple of problem: Action sounds cannot be heard. Camera zoom is too far away. Distance fog very heavy (again because zoom is very far). Clouds need to be disable in this view too. Anyway can be fun to add for Alpha 20 and maybe capture some of aok audience attention.2 points
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You can use SVN if you want incremental updates. But patches and binary files is a difficult combination. We prefer to put our time into other features.2 points
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I feel most of the crew has lost the interest on the project or totally forgot about it. Two months without updates have passed, and current discussions revolve around minor details in RotE. It seemed that this promissing project was on its way to development. What do the leaders have to say about it?1 point
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Some questions that seemed to pop up over and over again in the multiplayer lobby. Hopefully this will help for the transition between alphas. I can't see my allies when starting a game. Shared vision is now a tech unlocked in the market. Until then, you are restricted to your own vision. I right click on a building to attack and all my units just stand next to it idling! They are not idling, but capturing. Capturing currently has no animation, so it looks like they are idling, but they are actively draining loyalty from the building. If you want to attack a building (or siege engine), use the Ctrl+Right click command. How does capturing/loyalty work? Each building, structure, or siege engine (with the exception of walls and gates) has a loyalty bar under the HP bar. A building not connected to an allied territory will lose loyalty over time to nearby territorial presences (including Gaia). Garrisoned units will replenish loyalty of a building. Capturing units drain loyalty and change an amount loyalty of loyalty to their team. When an building's owner has 0 loyalty of a building, ownership of the building is transferred to the player with the most loyalty points on the building, ejecting any garrisoned units of the previous owner. HP and Loyalty points are independent of each other. You can train similar units at captured enemy buildings. (e.g. Female Citizens and the corresponding classes of citizen soldiers if available and match at the Civic Center). Where can I watch replays? Replays are located on the Main Menu under Tools & Options.[line][/line] Other new features (post by elexis): * Reduced Lag Since a new pathfinder was implemented, the performance is now far better, allowing the game to run more smoothly and hence reduces some reasons for lagging. * Ceasefire A gamesetup option that prevents enemies from attacking each other for the first X minutes. Very useful for nomad games. * Observer Late Join A gamesetup option that allows others to join as spectators after the game started. * Kick / ban players When hosting a game, you can type /kick username or /ban username to get rid of unwanted players. * Maximum population tooltip Move the cursor over your population count to see the maximum number of units that you can produce (population limit). * Formations are disabled by default This was a decision for a19 as they are still buggy and often don't follow your orders. You can still select formations when you need them. * Proportional refunds When you delete an unfinished building, only a partial amount of those resources will be returned. This means on nomad you can't delete your CC and set it somewhere else (once you started building). Some problems you may experience: * Replay menu takes very long to load This is a known issue. All replay files have to be loaded. You can rename your sim_log directory (http://trac.wildfiregames.com/wiki/GameDataPaths) to create an empty list, to temporarily fix the problem.1 point
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Wildfire Games, an international group of volunteer game developers, proudly announces the release of "0 A.D. Alpha 19 Syllepsis", the nineteenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features building and siege engine capture, a new pathfinder, visual replay and more! Easy Download and InstallDownload and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No "freemium" model, no in-game advertising, no catch. New Gameplay Features in This ReleaseBuilding and Siege Engine Capture: Non-siege units can now capture buildings and siege engines. When you hover your mouse over an entity that can be captured, two crossed flags appear so you can issue a "capture" order. If you do, you will start gaining some of that entity's "capture points" at a certain rate. (On screen, you will see your color taking up a greater proportion of the width of the entity's capture bar.) Once you gain all of these points, you capture the entity, and it is yours! (Note: You can still specify a regular attack on buildings and siege engines by holding CTRL when right-clicking on a target.) There is currently no animation for the units which are capturing, that will be added in a later version.New Victory Modes: "Conquest Structures" (destroy or capture all enemy structures to win) and "Conquest Units" (destroy all enemy units to win).Ceasefire Game Mode: The game can be set so that all players are completely unable to attack their enemies for a predetermined time at the start of a game.Attack Coordination: Players can request allies (including bots) to attack a specific enemy by clicking a button next to the player name in the diplomacy window. Also, Petra AI now supports attack coordination.Petra AI now warns its allies when it needs a tribute and lets them know when it advances to a new phase.The Ptolemaic lighthouse now has its special feature implemented: It reveals the shore on the entire map.New Skirmish Maps: Tuscan Acropolis (for 4 players; map preview), Northern Island (for 2 players; map preview), and Alpine Mountains (for 3 players; map preview). Graphics and User InterfaceIncreased Maximum Map Height: The engine now supports an eight times greater range of terrain heights, allowing for the creation of maps with more diverse and impressive landscapes.Visual Replay: Re-run a game and understand what took place in real time.Aura Visualization: Units affected by an aura are now marked with an icon when the aura giver is selected.New animals: New mastiff and wolfhound units have been added as well as a new rhinoceros.The Roman units now have voices in Latin. Voice actors and people with knowledge in ancient languages are invited to contribute more voices to the game! Under the HoodNew Pathfinder: The pathfinder is the component of the game engine that picks a route for a unit to move along from its current location to its target location, so that it does not collide with other units or with structures or with impassable terrain. The new pathfinder improves performance, but at the same time, it also introduces some new bugs. We have done as much as we could to ensure it was bug-free, but please report anything unusual!XML Validation: In 0 A.D., the behavior of units, buildings and other world objects is defined by their components, such as cost, health and more. All of these are described in XML files. The "grammar" of the XML files is now checked for correctness before being used by the game engine, which helps prevent technical problems.The generic Hellenic and Celtic factions have been removed.Linux users, please be advised that SDL2 is now enabled by default on Linux. Getting SupportPlease see the "Get Support" page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute!We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why "Syllepsis"?We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...). "Syllepsis" relates to 0 A.D. as it means "capture" in Greek, and refers to the building and siege engine capture feature implemented in this version (Thanks, bouke!). For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter T. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)! Subscribe to 0 A.D. Development NewsContact info for press, bloggers, etc.: aviv@wildfireATHENSgames.com without the capitalized name of a Greek city.1 point
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a) The new Building Capture is viable for all buildings? b ) The new pathfinder is propitious for 4 players/300p settings? c) The Hero pasives still in works? d) The visual improvement still disabled? ty all for ur time .1 point
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Alpha 19 looks great, though one of my computers is having problems. The main menu background and other menu backgrounds along with the units and map are black, but everything suddenly becomes visible when on other pages like options, history, or the tech tree, or when paused in game.1 point
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I want to play I want to play I want to play I want to play I want to play I want to play I want to play multiiiiiiiiiiiiiiiiii player1 point
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Congratulation for finishing A19. It looks great. It's just a shame that it is not yet available for Fedora 23. Anyone know whether is will become available?1 point
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Very old topic, but it does propose solution for the z-fighting. I will test solution when I get home. I propose this be added to game as "Retro Camera" mode. I think to fix distance fog problem is to take some kind of value from the distance fog and lower it, but don't turn it off. The fog should still be there on some level even though technically there is no longer a "distance" from the camera (everything is flat now), because u do not want player to switch to Retro Camera to remove the fog and 'cheat'. my local.cfg settings in this topic more accurately repesent the retro feel than the parameters discussed in other topics. It removes zooming and prevent rotating camera. Another parameter that should be add is to prevent building rotation. edit: Fixed top post to include new line of code to fix z-fighting.1 point
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Indeed. I have no intuition about the mandrill, and since I had to piece together sources from all kinds of places, it's definitely difficult to determine if I totally messed up on some part. I probably spend twice as long time looking for & at references then I spend modeling. You never have to apply the modifier. You should add the suffix _L and_R or .L .R respectively on both the bones and the vertex groups You can check the Fox, Oryx, or Tiger models i made, which I rigged this way.1 point
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I have FB fan page, the questions are coming...( I discover the alternate button several week after) but Ieper change to more comfortable... Hahaha, but capturing each little house, I wanna see this.1 point
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Well, about the shape itself, i would simply rely on a lot of reference materials. I always put in a background image of a good profile picture, then try to figure out the 3d shape from the outlines. It might sound boring, or like cheating, but noone really knows what animals actually look like unless you go through a myriad of references, meassuring all the relative sizes. If I were to draw even a common animal unprepared, like a cat or a bird, I would completely mess up it's anatomy. Now, I don't know exactly what species you were aiming for, and from hunting references I've come to appreciate the wide range of anatomy of animals within the same species, but i'd say you overdid the changes to the skull. A quick comparison with some reference off google search Had this been a model of a human, we would all be able to tell if something is off, like a huge nose, tiny eyes, enormous chin.. but in most animals, our memory alone is insufficient. For animation, there is some more practical things to try and sort out (and they are not that easy). The biggest challenge i find are the legs relative movement to the body, and here, legs are merged into the body. For quadrapeds, the stomach kind of "tucks in" behind the thigh. The font legs also needs to have something cut in in-between the leg and torso (up into the "arm pit"), to allow some relative movement there. Still, with lowpoly, and furry animals, you kind of have to find a good middle ground. Also, are you working on this without a mirror modifier? that has to be a huge inconvenience.1 point
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I put most of my models on opengameart.org as CC0, so i don't know if they are used elsewhere. It's just a bit of future proofing from my side. Since I've made a halfdecent selection of animals now, with similar polycount, it could probably find some use in mobile games and whatnot.1 point
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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
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Just out of curiosity... I was wondering if anyone has ever read this? http://trac.wildfiregames.com/wiki/War_Story1 point
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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
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High time to bring some fresh updates to you! Let's kick right of! Our 3D modelers have been busy these days Stanislas69 has made a brand new Fortress that replaces the Athen one: Radagast. has finished his Storehouse and it was updated to the new texture by Stanislas69: Stanislas69 has created a blacksmith and yes, that wheel is animated! The wallset has been reworked by Stanislas69 and this is the result (here is the gate posted): We have worked (and are still working) with educated Chinese Historians to check our mod for historical accuracy and I would like to thank someone in particular: Mei Houwang. He has provided us with lots of usable info. Most of the results of this collaboration are still Work-In-Progress and will land in due time. That is enough for this Update. Keep in touch for more news!1 point
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DONE : Fourth Question : Should we replace and fix the market by this one ? DONE Current : New : Seventh Question : Should we have a Wonder ? Not Planned Eight Question : should we replace our walls and towers: DONE by this ? Third Question : Those were made to replace default palissade Should we keep and fix them ? (Eyecandy is a valid reason) Fifth Question : Should we keep replace this boat (Seems Inacurrate) ? Sixth Question : Should we use this : As a variation of this : Ninth Question : Should we have a Government Center (Zhǐ Huī Zhōng Xīn) - chin_govt_center ? (No reference) Tenth Question : Should we have a Blacksmith (/) - chin_blacksmith ? (No Reference) Eleventh Question : Should we create heroes ? Twelvth Question : Should we have Liu Bang Unit (Founder of the Han Dynasty)(I found references for hiscrown) ? Thirtieth Question : Do we need new barracks ?1 point
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Why is that when i maked a Map for almost 6 hours i saved it in skirmish then when i load it back in the atlas it is said that the Game is not responding i restart my comp then i load it and it happened again1 point
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It's horrible use to me, but today morning while working on the mod configurator and shortly after I logged on to the 0ad-dev IRC my system my hard disk gave up the ghost. I first thought it'd be my display and tried to inform those on IRC about what happened without seeing anything. Then when I tried to save the mod configurator's changes (also without seeing anything but a black monitor), I slowly realised something weird had happened. After the system restart command failed too, I almost expected it but didn't want to believe it. Now that it's almost certain that I lost all my blender files I'll probably give up and continue with hardware + embedded systems open source projects. As a last ressort I try to recover the harddisk from a Ubuntu Live USB I try to create currently and which will be finished in approx. 3..7h (download shows 3hours but who knows). It's a pity the same happened to NoMolester some time ago. If I manage to recover at least some blender files + started work on capturing/transformation component + day/night + Hybrid AI then I might be back. I'm not important anyway and mods are too unofficial for people anyway (greetings to jagst3r) ...1 point
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What we need to know is what kind of boats the Vikings used in their daily live. According to Wiki they had 4 kinds of ships: http://en.wikipedia.org/wiki/Longship Karvi Snekkja Skeid Drekkar However, 4 kinds of ships seem a bit too much to me. The Karvi ship is suitable (I think) as a combi of fishing and trading ship. Two more ships should be choosen. What we need are references and a description of for what they were used.1 point
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i try to update my 0ad compilation, but i get this result "on command-line" svn: E000111: Unable to connect to a repository at URL 'http://svn.wildfiregames.com/public/ps/trunk' svn: E000111: Error running context: Conexión rehusada but i make a pingtest nd i get the resut that the computer is on ping svn.wildfiregames.com PING svn.wildfiregames.com (92.243.18.55) 56(84) bytes of data. 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=1 ttl=49 time=185 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=2 ttl=49 time=183 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=3 ttl=49 time=195 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=4 ttl=49 time=189 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=5 ttl=49 time=189 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=6 ttl=49 time=187 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=7 ttl=49 time=185 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=8 ttl=49 time=190 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=9 ttl=49 time=193 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=10 ttl=49 time=189 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=11 ttl=49 time=187 ms 64 bytes from complice.zaynar.co.uk (92.243.18.55): icmp_seq=12 ttl=49 time=183 ms ^C --- svn.wildfiregames.com ping statistics --- 12 packets transmitted, 12 received, 0% packet loss, time 11010ms rtt min/avg/max/mdev = 183.017/188.336/195.781/3.691 ms1 point
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is there an ongoing effort to change the main menu background? or was this something gab did for fun? in any case, if there is any interest in changing that background, we could brainstorm some ideas and make a nice 3d rendering. if not, the existing one is perfectly fine1 point