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Showing content with the highest reputation on 2017-01-08 in all areas
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I'll lock this topic, if he's no longer using our art there is nothing to discuss, and just using it to accuse him of stuff is not productive in any way (even if those accusations are true, so please don't take this as me saying that anyone is lying, I just don't think there is anything to be gained by posting about him here).3 points
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I'd say it is very possible. I'd say it's ok if you can only contribute from time to time if you manage to get good quality textures and don't mind having a strict head of department guy3 points
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The problem with that system is the UI; it is hopelessly inefficient for RTS games, in which real time is important. The head set view does have potential, but controls would probably still be left to a mouse and keyboard.2 points
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We can slowly work on the textures Most of the unit textures are already done, I just need to add some necessary details. I can say that I am quite back at working on textures, let's just hope that nothing will require my time and attention anytime soon. (real life stuff)2 points
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@niektb ran one of my midi files throughout his samples. the is the pre-alpha result of the thing. so, it's work in progress. I think the tempo is general speaking pretty slow. what do you guys think? looking forward. cheers2 points
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It's not really important if it's a mod, it's still another civ! And that's just great!2 points
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Glad you like MakeHuman Enrique I just happen to be a moderator on their forumand was wondering if you where using it.We have been trying to increase our asset base so running the various costumes though MH's Makeclothes would be much appreciatedit is limited to blender render and all quads though. Enjoy the Choice1 point
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Here's the same textures at 256x256 resolution (standard unit resolution): Yes, it's a bit tricky nailing exactly where the casting rays are going to end when baking with cages, I could try to make the space between the eyes wider. It's modelling, sculpting and material setup. The human mesh is from makehuman (CC0 human mesh creator) I created the basemesh with it and then sculpted over it. Here's a pic of the highpoly model with realtime PBR shading if you are curious1 point
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Wow Even though I don't think we should go with that high resolution in general it would be nice to have the opportunity to use high-resolution for e.g. heroes in cut-scenes.1 point
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Very nice demonstration. The visual effects really suit Red Alert's hi-tech theme, but how would it look in 0ad? You mentioned a "god view", so would you literally be a god? What would the world look like? (A disc held up by four elephants riding on the back of a turtle?) What would the pointers and menus look like? I think this would require someone very talented and dedicated coming in and basically doing this on their own from scratch. Not many people have this hardware. I don't see it happening but you never know.1 point
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They're both not bad but I think the one with roof is more special1 point
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Lol, it's indeed true that you land in America if you go far enough to the East We could do it but probably we need to make some thematical adjustments to the mod (you know, different main menu background, different mod name maybe, different logo) if we want to justify it's addition1 point
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Time to sparkle some life in this topic I'm going to commit your icon, lion! btw, could you create a rallypoint banner based on this symbol too? Back to the unit roster: Weaponry According to this source swords were quite expensive in the early Middle Ages (like we already discovered when researching for the Anglo-Saxons and Norse): It suggests that only cavalry (the more whealthy persons, since they also could afford to own and maintain a horse) used swords. Lances seem to be the mostly commonly used weapon for both foot soldiers and horsemen: Reading further they explain that foot soldiers use either lances or bows. The wealthier horsmen also could afford to use swords. Helmets: It's not entirely clear what kind of helmets the Carolingians used. Likely they used some form of the Spangenhelm. The left image comes from the Psalterium Aureum, a manuscript from the late 9th century. The right image comes from the Stuttgart Psalter. Shields and Armor The shield was the cheapest defensive equipment. Shields were made of wood and sometimes covered with leather too. (similar to our 'cheaper' Anglo-Saxon shields) Some of the shields also featured a pointy shield boss like shown here (again from the Psalterium Aureum): Body Armour (again) was only available to the wealthier horsemen. The body armor they wore is a mail shirt. These two images show quite well how Carolingian equipment could've looked like: Suggested unit roster: Okay, my suggestion for the unit roster is as follows: Infantry Spearman Infantry Archer Cavalry Spearman Cavalry Swordsman Where the cavalry is stronger compared to other civs (such as the Anglo-Saxons, where they were used more like scouts). Yet, they are costlier too1 point
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@Enrique Very possible, but it might take a long time, I'm quite occupied with different things right now, I was able to work with the textures lately because of the Holiday vacation. I would also like to join and officially enter the WFG art as an texture artist, if it is possible? But I can only contribute and work if I have plenty of free time.1 point
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@wackyserious Would you be interested in upgrading celt textures to 512*512? we'll probably end up downscaling to 256*256 but it is always better to have more resolution for any reason. Now that we have new meshes, once the cavalry units are finished, I'm thinking on upgrading unit textures (specially all those which are currently 128*128 to a minimum of 256*256). You made already a very good job with texture, would you be interested on keep working on more?1 point
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I agree. I am think 2 or more level of zoom. Near--standard-- and far -- my setting.1 point
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We need template and costum config with camera as user interface in video tab.1 point
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Try your skills in Gimp or Photoshop at make texture. At RTS zoom, super-super-high-pro texture aren't needed. So, experiement and grow and try to see what tyou can accomplish. Use CC-BY-SA 3.0 or better -- free -- texture as reference.1 point
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I feel so dumb knowing these random maps for the first time. I have a question: I just published this video under Creative Commons License. Did I use the attribution in my description correctly?1 point
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I think the top roof is useless, get rid of it and let's see a render.1 point
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For zoom, I suggest the developers try these as default setting: view.zoom.min = 45.0 view.zoom.max = 200.0 view.zoom.default = 100.0 view.fov = 45.0 Corrals will be improve. In final version, you can train sheeps or cattles and then "garrison" them into the corral for a free food trickle, or you can slaughter them for food. I think auto-queue in general is a bad idea, but for the corral I think would be very nice! I think developer should implement auto-queue as a toggle feature in the templates--and public mod only use it for corral. Also, i would like a cool tech, maybe "Chicken Coop" that spawn free chicken for eating.1 point
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Outside of building and collecting resources, I can't think of a good way of creating scenarios that would teach new players about the game. Features getting put in, being revamped, removed, and drastic gameplay balances shifting all over the place after each Alpha makes scenarios obsolete almost immediately. Not to mention the devs HAVE TO re-train the AI accordingly as well.1 point
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Welcome to the forums! As Lion said, you can set Ceasefire for a number of minutes. I think it's on the map settings. That could help you solve the problem against early attcks. I feel that this is what making people hate Citizen Soldiers gameplay-wise (and you just confirmed it while I was trying to writethis reply). I don't exactly know what you mean by what you're trying to select but these are my two options: (a) Pressing "I" while box selecting all units on the screen will only select the idle units. (b) I box select everything, then Ctrl+Click the Women (middle-bottom part of the UI) to deselect them from the group. I like defending the concept of Citizen Soldiers, but I DO have to concede this point. It's difficult to "distinguish" military from worker units. You only have the professional soldiers (pure combat and no work), called Champions and Heroes. Since you come from AoE, this kind of habit is understandable. Your only real problem with zooming out is the clouds. Yeah, you can turn it off but I personally like it as eye-candy. I haven't played the mod yet, but I think wowgetoffyoucellphone's Delenda Est has the feature you're looking for. He just recently employed worshipping animations to each faction's patron deity.1 point
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Wow!! Unlocking the camera zoom from the developer panel works great!! Maybe such degree of unlocking isn't desirable for normal use, but, after trying it, I strongly feel that more levels of zooming out should be allowed in the default behavior. Regarding units selection confusion, yes, I was using select box, but I find it difficult to see where are the units that can work, the units that can fight, and the units that can heal. I don't recall feeling this difficulty when playing AOE, I clearly figured out where was each unit type. But it was many years ago, so maybe my memories aren't accurate. Maybe one reason is the hybrid civilian-military units, which, even historically accurate, make gameplay less clear IMHO. Anyway, I feel that it would be highly desirable to study new ways for achieving an addictive gameplay in single player mode. AOE made you desire to start a new game when the previous one ended, and I still don't have this same feeling with 0AD (don't take me wrong, I love it, but I find myself enjoying looking at the buildings, the animations, and testing things rather than enjoying playing, which might be just a consequence that the game isn't finished, but could also be a symptom showing that addictive gameplay needs more study). Other minor aspects that maybe could be improved are corrals (if I'm understanding it correctly, you need to manually kill the animals, but it would be more convenient to have some workers doing the farm work automatically). And definitely, a more accurate depiction of each civilization religion in their temples/healers/monks/priests, etc... will add a more realistic feeling. Different healers could have different powers and habilities. Some temples could have (historically-based) additional uses (for example a monastery can have a very important library that helps make discoveries, or a liquor distillery, and there can be also civilizations whose healers are hermits who try to be alone, a distance from populated areas, and who would automatically walk away from populated areas (just a bit, perhaps, because otherwise getting to them for healing would be too difficult). Just quick ideas, but very cool stuff can be done with a more accurate depiction of the religion from each civilization.1 point
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The healers are different visually in each faction. Many technologies is implement yet so the religion isn't portraited well. you can unlock camera zoom in developer panel. Alt+D you can selecting units holding alt button and try to do a select box. the ai will get different behavior. For now is complete aggressive.1 point
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Thanks Enrique, you're right about the licences, I used some CC-BY-SA 2.0 images (didn't thought the version was important) ... I think I prefer to rework my texture rather than contacting the author, otherwise it could be long to have an answer.1 point
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@Revan Shan he can use our material even sell it with their mod but can be profesional, give credits the Egyptian building concept was created by Enrique Keykens( a Spanish) @Enrique our Leader art.1 point
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BOOM Mayorcete here. I told him about this days ago and he says he was part of the 0 A.D. team when it was still a mod for AoE2. Maybe he is talking about that mod about romans? Perhaps somth after that? Anyway. Look at this Rise of History. His team really ended up creating a really nice game with a really nice AI. Also. He showed some egyptian units and stuff. Material I haven't seen anywhere else. I do believe he is very capable of doing all this stuff himself, so I see no need for him to "steal". I do of course see that some of the 2D art comes from 0 A.D. and stuff like that but... meh. I don't really care. Even tho... He said that a lot of things the community complained about where just placeholders. So it is suposed that he took those things at the beginning, yes, but he was going to replace them (and as far as I saw he replaced a bunch lot of material). Anyway, as I stated before I don't really care about who made this or who made that. What I really care about is enjoying and promoting these 2 projects and anything similar I can find. I can tell you I love 0 A.D. and I love Rise of History because I love Age of Empires and your fine work. All I can say is that I wish you could get along and even share the community " I " am building from making video content out of your games. Here is my advice, 0 A.D. team. Talk to each other and try to find out what he did and what he did not do in 0 A.D. or anything related to Wildfire Games. In case he is really taking somth from you to use it on his mod (and in case he is not using it as placeholder for now) just go and ask him for credits. That's it. As simple as that. Now with that said I'm off to record some nice stuff for YT. This very day I'll be streaming 0 A.D. testing that Pompey map.1 point
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Ever he is in that way when he plays. He enjoy gaming.1 point
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Thought this was a great video to share, (maybe for reference to use on naval formations, etc) ...1 point
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