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Hey guys! I've been really busy these past months, but I bring some juicy updates! I've been slowly but steady progressing on the animations developement whenever I could. Here's a teaser with what is currently in store, and the current state of the new animations roadmap. Here's the status of the new units animations roadmap. Blue: finished purple: WIP red: Planned orange: needs review !NOTE! Last updated: (11/22/2016) ATTACK IDLE: IDLE READY WALK RELAX: WALK READY: attack_2h_a Idle_relax....(generic) Idle_ready_2h walk_relax (generic) walk_ready (generic) attack_2h_b Idle_relax_generic Idle_ready_bow walk_relax_bow walk_ready_2h attack_2h_c Idle_relax_2h Idle_ready_hoplite walk_relax_healer walk_ready_bow attack_bow_back Idle_relax_bow Idle_ready_javelin walk_relax_javelin walk_ready_hoplite attack_bow_hip Idle_relax_female Idle_ready_pike walk_relax_shield_hoplite walk_ready_javelin attack_javelin Idle_relax_female_long Idle_ready_slinger walk_relax_shield_javelin walk_ready_pike_bigshield attack_shield_sword_a Idle_relax_female_short Idle_ready_swordshield walk_relax_shield_pike walk_ready_pike_smallshield attack_shield_sword_b Idle_relax_healer idle_ready_guerronshield walk_relax_shield_spear walk_ready_slinger attack_hoplite_a_b_c_d_e Idle_relax_hoplite walk_relax_shield_sword walk_ready_spear attack_spear Idle_relax_javelin walk_relax_female walk_ready_guerron_shield attack_pike Idle_relax_pike walk_sup_trader walk_ready_guerronshield attack_howdah Idle_relax_slinger attack_dualsword Idle_relax_spear attack_slinger Idle_relax_sup_trader JOG RELAX JOG READY RUN RUN READY SUPPORT / COMMON jog_relax_generic...(bow) jog_ready_hoplite run_generic run_ready_2h death_a jog_relax_healer jog_ready_javelin run_shield run_ready_bow death_b jog_relax_shield_bow jog_ready_pike run_relax_2h run_ready_shield_spear sup_build jog_relax_javelin jog_ready_slinger run_relax_javelin run_ready_shield_sword sup_gather_berries jog_relax_pike jog_ready_shield_spear run_relax_shield_generic run_ready_shieldarm_hoplite sup_gather_chop jog_relax_shield_javelin jog_ready_shield_sword run_relax_shield_javelin run_ready_shieldarm_spear sup_gather_chop_shieldcape jog_relax_shield_sword jog_ready_shield_javelin run_relax_shield_spear run_ready_shieldarm_sword sup_gather_mining jog_relax_shieldarm_hoplite run_relax_shield_sword sup_healing jog_relax_trader run_relax_shieldarm_hoplite promotion jog_female? chariot_rider sup_carry_berries sup_carry_meat CAVALRY CAVALRY HORSE IF TIME PERMITS/LOW PRIO. sup_carry_ore cav_gallop cav_horse_gallop attack_ballista sup_carry_wood cav_trot cav_horse_trot idle_ballista sup_gather_fruit cav_walk cav_horse_walk attack_oxybeles sup_gather_meat cav_idle cav_horse_idle idle_oxybeles sup_farming cav_attack_spear cav_horse_attack_spear idle_phishingboat sup_seeding cav_attack_sword cav_horse_attack_sword row_phisingboat sup_slaughter cav_attack_javelin cav_horse_attack_javelin push_ram sup_gather_treasure cav_attack_bow cav_horse_attack_bow attack_ram cav_death cav_horse_death idle_ram cav_carry_meat cav_horse_carry_meat idle_lithobolos cav_promotion cav_horse_promotion attack_lithobolos cav_slaughter idle_polibolos cav_elephant_attack_bow attack_polibolos cav_elephant_attack_javelin ptol_fishing_idle cav_elephant_walk ptol_fishing_row cav_elephant_idle ptol_fishing_fish scorpio_dile scorpio_attack6 points
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Also using Mint just open a file browser window and "ctrl H" to show hidden files then the location is /home/username/.local/share/0ad/replays while the config and log files are at .config/0ad the use of the "." dot prefix denotes a hidden folder/file which is also how OSX denotes hidden files. Enjoy the Choice3 points
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Thanks for your input Thorfinn. These 2h weapons animations were developed having in mind the unit "brit_champion_infantry" already in-game which has a 2handed stance and uses a sword with longer hilt and blade as you correctly pointed. I do not know if equipement is accurate or not (I presume it is though). Even if we don't end up using them, I think it'll come in handy for modders to have 2-handed weapons animations in the library for them to use. I'm open to any critique you may have on the animations. I've just seen your swordsmen animations and look awesome! I don't see the reason why we shouldn't add it into the game too!. The more attack variations, the merrier Regarding the attack animations speed (and all animations shown tbh): You have to keep in mind that the speed of the animation in blender is non-important (except the pace of the motions taken during the same animation) since the overall speed of the loop is defined in the actor xml. What I mean is: if it looks great in slow-mo, speeding it up or down is going to look good as well. The overall speed don't need to be tweaked in blender. But I agree with you in the javelin attack: it will look less wobbly when its sped up in the game, but I'm still not happy with it (too much wind up and recover, unbalanced) will probably be redone. I've thought of that too. But discarded the idea currently since it will have very little impact on the whole animation and became very low priority for me. Slings being animated is a must though. (I remember you did some amazing work on that area already) Some more input about the animation developement: I got to the same conclusion as you LordGood, max range of melee units is too short. A quick test of two swordsmen in atlas attacking each other, they'll come close enough to kiss before they start using the sword, and then their attack animations overlap a lot. This is essential for the animator to nail the attack loops spacing , so I barely focused on attack animations until this is discussed and addressed in the team. I think the code is not there yet. At the moment just manual definition in the actor of which of the walk/jog/run variations the unit will use when moving. Charging is just moving the units faster to the enemy which would just trigger the run_ready variations until they get to a position where they can reach the enemy to start the attack animation or back to idle_ready if the charge does not reach the enemy. Improvements on the animation system that all these stances allow are: Select between the walk/jog/run depending on the unit speed on the map. (and even have acceleration from 0 until the unit reaches destination) Modify the unit's animations from relax to ready depending if there are enemies nearby or if the unit was tasked to attack.2 points
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(a couple of screenshots I made to illustrate my posts in 0 A.D. VK group (VK is a Russian social network)) About twentieth minute of 2016-11-07_gauls_4v4_ambush match kindly shared by @elexis here: https://wildfiregames.com/forum/index.php?/topic/21337-a21-replays/&do=findComment&comment=321836 Hannibal_Barca's towers and grape foragers overlooking surroundings from a cliff in the middle, svnUran238cz' safe (for the time being) Iberian town on the left, Vercingetorix_' base extension on the right, ransacked elexis' base on top right, and finally on top middle is a line of Luzbell's archers who are going to meet Vercingetorix_' fanatics soon (wang_wei's green and fatherbushido's blue bases are visible on the minimap) Dueling Cliffs map. A21 announcement contains a more informative image of the map (better representing its entire layout), but this one demonstrates the mountains epicness in it's own way2 points
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Well, this contains the main reason why I don't like this idea so much: More attention for higher outcome. There are enough excessively micromanagement dependent RTS games out there. I'd like 0 A.D. to be more the "convinient" type of RTS where the more boring/repititive tasks are automated, not so much the "hasty" kind where the faster clicking player wins (Being faster still helps ofc., it's a large army RTS in the end).2 points
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I don't think there is, but it is a feature that I've wanted for awhile. Edit: there is a feature in the editor that turns the buildings red when they overlap, so that could help some.1 point
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It's done - I'm sorry I wanted to do that earlier today but didn't have access. If you have the motivation to take care of coordinating the Greek translation I don't think you need to be tested or anything. Greek is not even a language we currently include in releases so it's not a source of concern, the important thing is that the translation work goes on!1 point
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Excellent job on the animations. The one matter that I think is problematic is the two-hand sword. To start, the weapon the swordsman uses in the animations isn't strictly a longsword. Two-hand weapons generally differed from their counterparts by having longer hilts for both hands. While the current length of the hilt may be slightly plausible for a @#$% sword, it does not provide enough length. Generally the hands would be positioned at the furthest ends of the hilt to ensure maximum manoeuvrability and so that the individual hands would not interfere with each other.1 point
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Oooh! Can we get an update to the Ptolemaic one like this ^? It just kinda looks like a fossil right now.....1 point
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I am not principal against allowing farms/corrals but I think there is a better solution by distributing (random) amounts of resources from time to time to each player (in equivalent amounts to each player). We could ofc set that the amount of f.e. food would be higher (on average) then the other resources. There is some code for this in #3102. This would give each player a "solid" income and decide himself where to spent it on. By allowing fields/corrals I guess everyone will simply spam them (as being giving resource + being a "wall") and thus less profitable tactics in game. I don't see why self trade is not allowed in current state, seems to work fine here, nor I would like it seeing disabled.1 point
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Gameplay strategies are always changing. Potential areas of imbalance (usually in terms of a strategy/build, sometimes unique to a civilization) will warrant a topic in this forum. To be an effective gameplay tester, you should: Install SVN and update before testing. See Trac for instructions. Be transparent. Maybe you have some crazy cool technique you want to keep secret, but as a tester interested in improving the game for everyone, you should try to employ and teach the alternate methods to execute a strategy. Be able to learn and try different strategies. Strive to improve yourself. Best testing guidelines will consist of: Playing 1v1s. While team games are fun, they introduce many different variables. The exception to this rule is for testing team strategies (e.g. tributing to allies early). Employ the strategy and have your opponent try to beat you. Multiple matches are necessary here. After every game, analyze the replay and the result. Is this a difference in skill between myself and my opponent? If so, discuss strategies and perhaps invert the game. Have your opponent execute the strategy and have you try to counter it. If the winner is consistently the same person, there isn't any conclusion we can draw from whether the strategy is too effective. Each player should discuss and consider: Were there times were I could have done better? If yes, it is definitely worth another match. After many replays of initial testing, discuss if the strategy would be too hard to counter if it was not known that it would executed prior to the match.1 point
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