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Showing content with the highest reputation on 2016-11-20 in all areas

  1. Please don't post things like this (especially not in bold, underlined letters). If you think there is some feature missing in 0 A.D. and you already mentioned it once, you have two options: Be patient and wait until someone implements it. Implement it yourself. Just repeating that something should be implemented doesn't help anything. Furthermore it wastes precious time of the developers.
    8 points
  2. 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_attack
    5 points
  3. Edited background is in svn now
    3 points
  4. 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.
    3 points
  5. Hmm, not sure it's all that useful in practice though. On the forums where I've seen it it's mostly been a few old replies and people asking if there is anyone online. We might want to change the "IRC" bit in the header of the forums to "IRC Chat" or something though to make it easier for people who don't know what IRC is to find the chat we already do have
    2 points
  6. These are fantasmic, enrique. Only thing I would say to you is the hoplite shield is heavy so the guy should lean backward a little bit to balance the shield.n Also, the archer should have stiffer, straighter left arm, IMHO (maybe more elevated too). Other than that I am excited.
    2 points
  7. The Council is both happy and proud to announce a brand new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Cen. This word can be translated as "Torch". The torch is known to every living man by its pale, bright flame; it always burns where princes sit within. What is new? We have included a brand new Skirmish map from Delenda Est (though slightly modified compared to the original) called Brittanic Road: Stanislas69 made various assets for the Anglo-Saxons including a few buildings: lastly, niektb committed various balance and gameplay fixes and updated the mod to work with the latest alpha Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: Wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
    1 point
  8. Now, hear me out. I am an avid fan of city-builders and tend to build houses past my population limit for the aesthetic alone. I would also like to build up areas of the map that are otherwise barren of natural resources, wall them up, make them look pretty. This is currently useless, except giving your population limit the ability to take some housing losses. It seems a shame for city builder civilizations to build 30 houses and be done with them, less with the peristyle tech. Then I thought, taxes! all these citizens sitting pretty in their homes while I micromanage trade routes for territory expansion, why don't they help out? This could have a number of benefits and implementations, Carthage, the colonial city building civ who relied so heavily on mercenaries, can actually put out a decent stream of mercenary units with taxed housing. Seleucids and Ptolemies could build cities to support its metal-heavy unit rosters. Grabbing land actually means something again, and the more territory controlled the more ferocious the battles will be when the wealth pours in, instead of locking into stalemate, waiting for the other player to falter. I dunno, thoughts?
    1 point
  9. I think it would be useful in the game too.
    1 point
  10. I like the idea. I actually think a resource trickle per house owned would be nice. I actually would like to be able to plant trees too ^^
    1 point
  11. Delenda Est will have better variation than vanilla. nice job stanilas
    1 point
  12. It switches between them randomly, it just sounds like you had a very lucky flip of the coin ;p
    1 point
  13. We have IRC chat for more immediate communication. The #0ad-dev is the channel used for discussing development.
    1 point
  14. When beginning wall placement it would be good to allow the player to begin placement in a "red zone", that is, allow the placement to begin in a location that a wall could not actually be placed, and then as the player moves the mouse to the end point the wall placement should begin at the first point between the potential end point and the beginning point placed in the "red zone". As it is now, the wall placement requires too much time to begin, where the player is forced to carefully line up the beginning of their wall with the end of a "red zone" so as to ensure there is no leak through which a unit could pass through. If there are two "red zones" (such as two non-passable cliffs) that a player would like to wall off, it would be nice to quickly click in the middle of one of these "red zones" and then click in the ending "red zone" and have the engine figure out where the wall is actually going to begin in the same way that it figures out where the wall should actually end.
    1 point
  15. he always in same way. @gameboy we talk this before, if you cant implement something bring people to the projecto to help us.
    1 point
  16. Yes, @Mermert, we plan do add losing the connection for some time means losing the game. It's not yet entirely sure how it will be handled in the end. Rated games are not really supported yet, though. We need a server to host the games, not the players themselves, for that. So rated games are just there to test the functionality that's allready there, not so much an official feature (Though I'm quite sure some team members would disagree ).
    1 point
  17. Thanks, you're awesome! I'll try my best so that Greek can be used as soon as possible! Time to get to work.
    1 point
  18. Very good game, a lot of credit to the creator team, but I would like to make a suggestion, every time the player who created a game is lost, only disconnected, and this does not take me as a victory ... there would be a possibility that the game Follow, or by choice the winner? Texto Original: "muy buen juego, mucho crédito al equipo creador, pero quisiera hacer una sugerencia, cada vez que el jugador que creó una partida se ve perdido, solo se desconecta, y esto no se me toma como victoria... existiría la posibilidad que el juego siguiera, o por punto eligiera al vencedor?"
    1 point
  19. 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
  20. For me need detail in the textures , is similar as you say with Sharp,
    1 point
  21. Thank you for your feedback. I've created a ticket with your suggestion here.
    1 point
  22. I do think other game do this too. Is a good idea, Greendog. Also, I think trees (and other object) should have a flag in template that allow buildings like walls (or any other building) to be built on them (the tree or object disappear). This would help a lot too (also make things easier for AI to place thing like wall?).
    1 point
  23. Now, this one's fresh. Hastati in foreground to come.
    1 point
  24. Dug this one out of the seleucid structures thread and polished it up
    1 point
  25. 1 point
  26. Western European Clergy
    1 point
  27. For my mod I will include a "test" ship with units garrisonable on the deck. The pathfinder hgets confused because I think it runs separate paths for the ship and the garrisoned units, so the ship stutters and acts weird when you move it. I will include this test ship in a modified Ptolemies sandbox scenario.
    1 point
  28. I made Temple Vesta buildable and gacve it an aura that makes building around it stronger. Also made many civs have a shipyard (no model yet).
    1 point
  29. Loosing yourselves in 0 A.D.'s graphics...
    1 point
  30. A brutal fortress in a beautifully made map, Mediterranean Cove:
    1 point
  31. Some stuff from my enormous repository of screenshots. I'm a prolific screenshotter but I hardly ever bother to review them later. Like what I do with vacation photos. But anyway, here's some Macedonian phalangites and cavalry doing some general rampaging and whatnot;
    1 point
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