Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2016-10-18 in all areas

  1. @Palaxin did some progress in this direction, see #3918 , #3778 and #3919
    2 points
  2. A migration to git is planned, also there is an official repo on github. See: http://trac.wildfiregames.com/ticket/1814 http://trac.wildfiregames.com/ticket/1816 http://trac.wildfiregames.com/ticket/1819 Until those are done, no final migration will be done.
    2 points
  3. Evrntually you will need a logo/emblem for the mod.
    2 points
  4. The bear is the second largest predator. However, the bear is to easy to kill and if you kill him you will see that the dying animation is missing. In addition the bear does not have a "being dead" picture, which is confusing, since the bear is just staying around, but not moving. Furthermore it would be really nice to see a standing bear when he fights with food soldier. I would be happy to see a well animated bear in the game, maybe some of the artist are interested to create one :-)
    1 point
  5. You are at the end of a intense battle and the enemy is almost defeated, but there is still a fisher boat, a worker or trader which you cannot find. You control almost the entire map, but you still cannot find this last unit. You spend the next 5-10 minutes searching it. I have been several times in this frustrating situation. Searching for the last enemy unit. And I wished every single time the position of this last unit would be revealed on the mini map. For example, by putting a red circle around the unit and show the position for a few seconds in the mini map.
    1 point
  6. Danke i am still work on it... just click
    1 point
  7. Moving to Github was not really considered because we want to be in control of things ourselves and not have to depend on another service working or even existing years down the line.
    1 point
  8. @Loki1950 I find it wired that I need a proprietary graphics driver to play an open source game. I don't like the Nvidia driver, because does not integrate well in the system, especially on laptops with optimus technology. Optimus is the technology which should save energy by allow switching from the integrated Intel to the dedicated Nvidia graphics card. However, even with the Nvidia driver switching is only possible by using open source projects which are not supported by Nvidia. I basically have hardware which I cannot use properly, even with the proprietary driver, because Nvidia is unable to provide the needed software. That is the reason why I would like to see 0 A.D. working really well with the Noveau driver. Furthermore, the proprietary Nvidia driver can not be audited or verified from a security perspective. Basically, Nvidia can implement spyware, malware or what ever else in their driver without the user ever knowing about it.
    1 point
  9. https://github.com/0ad/0ad https://github.com/0ADMods Curious, was there ever a discussion about moving everything to Github @ any point? I tend to find Trac under large histories to be extremely slow while doing queries (even w/ small teams). Something that Github developed which might help w/ large blobs ... https://git-lfs.github.com/ I don't do enough game development to give opinion but just curious where previous discussions might have ended up.
    1 point
  10. There should also be a tech to reveal enemy heroes if it's a regicide game (perhaps only for some civs? perhaps also to reveal the wonder in wonder victory games) "Conquest Structure" gamemode will work with that regard (except docks as they can still be outside of any territory and the player might still want to use them to trade or build warships)
    1 point
  11. Let's try as a team to upgrade the Bacrtians. EDIT: Oops, maybe go in modding forum or art forum? This is for the upgrade of the Public mod unit.
    1 point
  12. It unlock ability to see the vision of the enemy. Imagine it is like the Ally vision unlock tech, but for enemies. The biggest obstacle to implementation I think is the variablecost. In AOE2, AOM, the tech change cost base on the number of enemy unit alive. So, somethink like 20 gold (metal in 0 A.D.) per enemy unit alive. What this did was prevent the tech use before the enemy was low on population. So, if the enemy's population was 100, the tech would cost 2000 gold. If the enemy only had 3 population left, the tech only cost 60 gold. This speed up the end game a lot and was a genius move byt the developers.
    1 point
  13. In mythology is called omniscience you can see enemy player range of sight
    1 point
  14. I ran into quite some trouble editing skeleton meshes for this game. First of all, i need to ask: What do you want to do ? If you want to make new anims, easiest way would be to load @Enrique's blendfile for new units meshes as they will be the standard whenever he comes back to finish them. Use the Zip on first post here. You don't need to import the mesh, only edit the armature and save the anim. If you want to make a new mesh for them, rig it to the new armature, and export it (do not touch the armature in any way) (You need to export the mesh + the armature) Else I have somewhere a working old armature, that you can rig new meshes of your creation to. Also the last posts here
    1 point
  15. All animals need a redesign ( stats and behavior)
    1 point
  16. Many animations are missing and isn't easy to solve quickly.
    1 point
  17. Fist a question these are deformities that show up in the 0AD engine or in blender if in the engine you may need to write a proper XML description for the engine to define it have look here http://trac.wildfiregames.com/wiki/AnimationExportTutorial for help also check the Development link at the top it goes to our wiki.Of course stan or LordGood may chime in with a more specific answer. Enjoy the Choice
    1 point
  18. Looking more specifically at Gather, it seems the slower parts are the following: -The initial call to "CheckTargetRange and CanGather". Can probably be slightly optimized. About 1ms at turn 1500. Probably slow because called so often and may call CPP -The case where we need to find a nearby resource or dropsite (haven't looked in detail but most likely the first). -The call to return to the nearest dropsite when we're full (about 2ms) -The actual call to cmpResourceGatherer.PerformGather. This is the big one, 5ms on average at turn 1500. This is annoying because this last call is slow mostly because of: -The PostMessage "ResourceCarryingChanged" -The PostMessage in ResourceSupply "ResourceSUpplyChanged" -The call to Fogging We should consider directly calling AIProxy for those, perhaps that would make it faster. Another thing we could do is wait for turn end to send the resource supply message, since often a resource is worked on by many entities and we might avoid sending repetitive messages that way (unsure). Another thing is that in MP in particular the timer may get called several times per frame, and we are not "clever", we call everything twice, which is wasting resources. We might win some time by calling the timer less often. Not sure exactly how often that happens with resources though, but if it happens it's late-game where lag is already bad, compounding the issue.
    1 point
  19. The easily exploitable part is most likely fixed by now, or shouldn't be hard to solve for someone knowing that code. Not sure how to make it obvious to players, but I planned to use it on the trade route map (for the trading gaia/AI player) as most of the required code (apart from allowing to issue the right commands from the gui, and maybe some small adjustments in the command handlers in UnitAI) was merged in #3812 (and lots of later commits, and likely some cleanup is still missing).
    1 point
  20. Sounds good. I hope we can get some of your earlier backgrounds in as well and choose between them randomly. They all would make nice menu screens.
    1 point
  21. I guess not lol, everyone must be busy. I got you. Let me know if you need these in .png format. I assume you use Photoshop, so .dds shouldn't be too big of an issue. I'm looking forward to the next iteration! hele_prop_1.dds hele_siege.dds hele_struct.dds hele_struct_1.dds hele_struct_2.dds hele_struct_b.dds
    1 point
×
×
  • Create New...