Leaderboard
Popular Content
Showing content with the highest reputation on 2016-04-16 in all areas
-
Just wanted to post and update and let you know that this task is not dead. The new units are currently in the training camp learning some cool moves. Can't post every single animation done since the gifs would take forever to load but I made some so you can take a peek of what we have in stock. Javelin attack: Archer attack: Walk cycle relax: Walk cycle ready: When I have some time I'll be streaming the process of the creation of animations for these new meshes if someone is interested, although it's much more boring than a modelling or sculpting session. I hope you like them. You can also check Jos3BV work on female animations in this thread:6 points
-
Nothing special to mention but Rise of the East has been updated to Alpha 20 (along with some fixes thanks to our great testers! ) http://www.moddb.com/mods/rote/downloads/rise-of-the-east-20 How to install: 1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod!2 points
-
I stream on Twitch, I made some streamings for 0AD some months ago when doing trees and a bit of animations. Here is the rough list of animations that I think must be present in the game:2 points
-
Toggling between "relax" and "ready" idles/walk/run cycles when enemies are nearby or on sight is a feature in my wish list. So ideally they would get in combat position by themselves. I think this would make units look more alive and realistic. If this feature cannot be implemented, I hope at least to be able to use it when the units are tasked to attack or like you mentioned when a defensive stance is used. I agree with your critique on the walk cycle. Also the plan is to have different walk cycles depending on the equipement of the unit, specially the "walk/run ready" cycles1 point
-
This building already in my mod as Republican Roman wonder.1 point
-
1 point
-
@wowgetoffyourcellphone Could you add this building to your mod? I want to see it if is enough good as I saw in the image.1 point
-
I don't think that adding a step in-between can make the UDP traffic that much faster than a direct connection. After all, it's not the bandwidth that matters most (the packages are rather small), but it's the latency that matters. And latency will only increase when you increase the distance and the number of devices in-between.1 point
-
I meant for this: Though yeah I should probably have said so. if voobly for example (though could be anything, i just remember voobly because of AoC, there's also other services like game ranger), could connect two players directly, it might emulate LAN conditions and allow for 200ms turn times instead of 500 ms. though that might actually induce some lag if one player's set up isn't good enough, i guess1 point
-
@wowgetoffyourcellphone, better fix it like it should IMO. @iNcog, not sure how including an external service would help with this ...1 point
-
Intriguing. What about a migrating turn length? Starts at 300ms and then gradually increases to 500+ over time? Possible (easier) solution (than dynamic turn lengths) or just dumb idea? lol1 point
-
I am the curious one. Has 400 ms been try? Is this enough for simulation and enough reduction to feel more natural for player?1 point
-
I think capture should be made more special and important in a sense. Remov capture for most individual building. Instead, make the Civic Center the focus of capture, like a "capture point" that is different for every match. What can change is this: Capture the Civic Center and you instantly get all the houses within its territory and all the women workers. YUUUUGE effect that can swing a match. Also, important to save your civic centers from capture. My thing is to reduce the grind and make DRAMATIC events a key components of this game. The right charge, the right battle, capturing a key civic center, major events to turn the tide. EDIT: As consequence, the Civic Center have more capture points of course,1 point
-
The new technology changes have make capturing more interesting. Thank to the team and contributor who got bug in the ear and inspired and wanted to make something happen quickly and efficiently. The next alpha reallly need to have some gameplay improvement and the tech change is a step in the right directions. In case some do not know, now you can research some of the techs from captured building. This is a cool development but will take some gameplay thinking and design to determine what should be allowed to be research and what not allowed. Right now, the tech trees of the civs are almost identical, but for mod like Delenda Est (and even the vanilla game if they code the civs to be more unique) it open a lot of possibility since the civs tech trees are so unique. It's a small, but exciting change that also makes Mercenary Camps nearly 100% feature complete (still a few minor bugs or changes need to).1 point
-
500ms is really needed for the average multiplayer over the internet. So adjusting the hard-coded value probably won't happen. But I do understand that it's a bit much for a lan game, where the lag is lower. A turn needs to be short enough to register commands quickly, but it also needs to be long enough to fit all network traffic and calculations. Else the game time would start to go slower, and everything would start to happen in slow motion. So these values are a compromise to support the average game.1 point
-
I do not see a problem with taking enemy buildings, default should really be destroy and control left click to takeover, however I'd only take over buildings if there was other armer / weapon tech /units to use.1 point
-
1. The turn time in MP is set to 500ms, while in SP it's 200ms. This is to allow the network connection to send the commands in time, so you don't get game lag (game time taking longer than real time). The disadvantage is that commands indeed seem to come through with a bit of a delay. It should indeed be possible to reduce this value in the case of low latency connections (like on a LAN). But that's not possible yet since the value is hard-coded. There are/were plans to make the value dynamic: test the latency every once in a while, and update the turn time to match it. Though that's not implemented yet, and I don't see it happening very soon (as it's not that easy to do). 2. Clicking at the top of a building or unit works fine for me (except for foundations that being build). Maybe that's an OS-specific issue? Is there any correlation between those reporting the issue and the OS they use?1 point
-
Most online tools we have are hosted on a single server (the downloads, the lobby, the forums, ...). And the game is quite large (larger than most other applications). So if everyone would download the game directly from the server, we would most likely hit our maximum bandwidth (certainly right after a release), which would cause issues with about all our tools. But currently, about half of the people seem to use torrents to download the game. Torrents don't take a lot of bandwidth from our server (it just sends some statistics and checksums back and forth). Instead, torrents enable the sharing of the game directly between people who already downloaded the game and people who want to download the game. It's correct that one download directly from the server doesn't matter, and won't cause any problems for the server. But I hope you understand why we prefer torrent downloads, and thus why that button is so much bigger than the link.1 point