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Showing content with the highest reputation on 2016-04-10 in all areas

  1. As you can see i did this map in 3 days, without ANY knowledge of the game or atlas. The only real help i got was feneur's tip on how to delete decals. So i do figure out almost everything myself. You also gave some input, but at that time i was already changing it. I also did some Photoshop and Autodesk Maya work (mainly Fx) but thats more than 5 years back. I can mix & master audio. I create music and i have sold some of my beats. though i saw in a post somewhere that you guys want to use 'real instruments', which i do not have. So i could only mix and master where needed. I did run my own private WoW server when i was 15 (7 years ago) for about a year but this was more a fun server. Required alot of script reading and tweaking though. At that time i also was busy with designing and creating websites, but that what i know is oldschool (Html), though i can still understand codes. e.g. The XML for this map wasn't excactly hard for me to understand. So i lied a bit when i said i was a complete noob, but my knowledge is definitely dusty. However i do see this as a community, so i find it logical to ask things here. I am a teamplayer and motivated, but a certain level of respect for eachother is the most important part for me to be able to work in a team.
    2 points
  2. Hi all, I've made new changes/upgrades to V2. Changelog: - Changed the trading islands. They look visually better now and have a proper defense tower instead of a wall tower. Both defense towers have 5 ranged units garrisoned inside at the start of the game. I should note that when you Ungarrison the tower it will go back to neutral (Gaia) because it's not within your borders. keeping it garrisoned fixes this and serves for a stronger defense point. - Changed the ridges at starting position one. When i played against petra there appeared to be a small path available through the ridge that wasn't suppose to be there, making it too easy to just walk into the base. Also repositioned the CC at starting point 1 (player) so it looks better and make it less "floating". Visually it looks better and less flat. - There was 1 bugged palm tree on Rano Raraku that could not be chopped down. Fixed. - Changed the water to match it more with the real island. The color is now Aqua and darker like in the picture below (still missing the foamy shores though :S). - Added more fish, decals and wildlife (Tall grass has some surprises now :D). - Replaced decal shipwrecks on the sea for actual treasures shipwrecks. - Matched map overview angle to the topography image (for a better comparison). I also wanted to garrison the fort with units to make it harder to capture, but i wanted to consult with you guys first about that. I need opinions! Updated the orginal post's download and info for the latest version (V2.1). I hope ya'll like it. Peace! - Grapjas
    2 points
  3. Are there people around here that would be interested in testing the release candidates from our mods?
    1 point
  4. - Post is updated to V2.1 (latest) Hi all, This is my first post ever here aswell as my first attempt on making a map. I wanna start off saying that i love the work everyone has done in this game so far. Ya'll are some smart folk Alright ill get to it. Rapa Nui (Easter Island) is the name of the map i created. Rapa Nui is the name of the people that live on this island called- yes you guessed it- Rapa Nui . Though its better known for it's nickname; Easter Island. Map discription; Map overview Rapa Nui topography Starting positions (Default) Area Preview I've captured the topography of the island best i could (also balance wise). I also wanted to match textures (Shape and textures should be more on par with the actual island as it is today) place Moai statues like it really is, but i do not have the resources or skill to obtain/make them. and i wasnt satisfied with the grass texture available. If someone could help me out on that, that would be awesome and I'll place the Moai's on the map. Though i understand alot of people are busy with higher priorities. For the people that are interested to help though, here is a to-do list (Updated list, V2.1); - Convert it to a skirmish map so you can choose Civilization/colours - Done - Grass textures that fit the Easter island style Not neccesary, but still welcome if you feel like you got better fitting textures - Moai statue models (Image in the spoiler below) - Critical for the atmosphere and uniqueness of the island - Explanation on how to make player 5 (Bot) garrison units in the ford - Fort is now garrisoned with 10 ranged units. - Explanation on how to create a foamy coast e.g. below For balancing, Not all hills/mountains (actually most of them should be Volcano's, same resource problem) are capped. Though the biggest ones are definetely there. I gave my own twist on Volcano Terevaka (It's still the biggest one ingame aswell as you can see), but the differences between all Volcanos/Hills/Mountains in height, are there (Ratio wise). To draw this island historically correct is hard, actually rather impossible. Because most of its history is actually speculation. Not to mention 3 vulcanos have been busy on that island for a while so no one really knows how it looked like when we talk about ancient times. Besides that, when i look at wiki, the dutch and english pages have rather opposite points of view. e.g. The english page says that there was pretty heavy cannabalism going on, the dutch page however completely throws that away. Saying that they were skilled farmers and knew how to survive well. Also anything related to nature that gets burned returns as even more furtile ground. Therefore the terrain is not accurately drawn but the shape is I'ts accurate (not perfectly) to how the island is today, but not historically (Impossible). At least i did my best and still gave it some of my own twists. I will still gradually update the map based on suggestions and/or ideas. Aslong there is a to-do list, this map is not 100% finished but it is playable. If you guys and gals like it i will expand it for more players. At least this makes a solid map for a good round of; THIS IS MY F***ing ISLAND! (I will delete this if it's not allowed to swear. At least i censored it :P). Extra information about the map: Well that's the story for this noob P.S. IM DYING FOR FEEDBACK- GUD OR BAT! P.S.S. English is not my native language, so excuse my england. Oops. Peace! - Grapjas Rapa Nui (Easter Island)[V2.1].zip
    1 point
  5. Supporting of OpenGL3+ is a good idea, and I think it would be good to have separated (possibility to switch) renderers (2 - why we have arb shaders, 3.1, 4+, probably vulkan). Disabling of sky isn't good idea, because sky and reflections should use the same texture, and it doesn't really save time, instead f.e. lods, async ocqueries, geomips and many other things, that we haven't implemented yet. I think no need to move shaders, because shaders are moddable, so user shouldn't go to engine to change them. Deferred shading doesn't actually do what you said to wraitii about batching (he means something else), it saves time for fragment processing (it's something in other way), but not vertex. Batching and instancing saves cpu time (because no need to change states so often) and gpu time (no need to change cache so often to calc vertices). But yes, deferred shading is the good technique, and we need it, but there are few things: we need to store the g-buffer as small as possible (components packing), more number of textures to rendering. Dirs 'graphics' and 'renderer' don't do the same thing, 'graphics' is mostly preprocessing, and 'renderer' is actually rendering. UPD. FBOs, it's not actually true, because we don't need to switch between all FBO textures, why? Because we switch to FBO only when need to render to that, but we could use this textures without a FBO binding. So mostly it isn't expensive, but really we don't need so many FBOs.
    1 point
  6. Clarifying @fatherbushido's comment: it indeed can't work like that for the following reasons The Player has no owner (but it is the owner), which makes the code in a lot of different places just a bit different The auras were first made as only range-based auras. And as a result, the aura-giver must still have a valid position.
    1 point
  7. All synced up now.
    1 point
  8. Trying Han now. I really like the building textures. I find some problem, tho some are just opinion: 1. Liu Bang's portrait is messed up. Has a transparency. I think this was experiment at one time for you and you forgot to give him opaque portrait? 2. Opinion: Blacksmith way too big, by about 30% I think. Might need a redesign. Also, the wall textures are stretched a lot on it. 3. Opinion: Storehouse need stone blocks prop too, to emphasize. 4. Opinion: Market looks a little unfinished, but I know everything is work in progrewss. 5. Opinion: You should consider moving Crossbowman and Mounted Crossbowman to the Fortress and make them champions (Fortress model is "da bom" tho, some texture stretching but not bad, I like it). 6. Bridge need portrait. 7. I suggest make a sandbox scenario. Maybe I can help.
    1 point
  9. That depends mostly on you. If you're eager and motivated to learn new things then I see no real objections (being a bit of a team player helps too) (you do need to able to figure some stuff out yourselves though, we're not a primary school...)
    1 point
  10. It would fit well for Anglo-Saxns! Go ahead.
    1 point
  11. Yes i forgot <?xml version="1.0" encoding="utf-8"?> <Entity parent="special/player"> <Auras datatype="tokens">player_athen_delian_league</Auras> </Entity> EDIT: Finally it can't work like that.
    1 point
  12. The datatype="tokes" thing in the xml is missing.
    1 point
  13. @wowgetoffyourcellphone Beatiful artwork
    1 point
  14. @wowgetoffyourcellphone: first you need an athenian player template: special/player_athen.xml <?xml version="1.0" encoding="utf-8"?> <Entity parent="special/player"> <Auras>player_athen_delian_league</Auras> </Entity> Then you need an aura file player_athen_delian_league.json { "type": "global", "affects": ["Warship"], "affectedPlayers": ["ExclusiveMutualAlly"], "modifications": [ {"value": "Cost/BuildTime", "multiply": 0.75} ], "auraName": "Delian League", "auraDescription": "Allied warships -25% build time as long as the Athenian player has a shipyard." } (But in this case no need to have a shipyard). Feel free to use another filename for the aura :-)
    1 point
  15. I love how it looks already. I would love to help out but im probably just a noob in the way I do learn fast though, and do not mind learning new things. But like i said, it will probably slow down the complete process for the mod to also tutor a noob.
    1 point
  16. Have you tried to redefine the key associated to the Pause in your user.cfg file, associating it to a letter for example, so adding something like [hotkey] pause = "X"; Have a look at http://trac.wildfiregames.com/wiki/GameDataPaths for the locations of the files.
    1 point
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