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Showing content with the highest reputation on 2017-01-26 in all areas

  1. I have an idea. Is not possible to see the number of units per resource? I think will be more easy to manage resources (Sorry for my english)
    4 points
  2. I'm thinking more of a new dialog that displays a list of all units owned, ordered by their amount. For example 40 Skirmishers, 40 Spear Infantry, 40 Women, 12 Traders, 3 Healers, 2 Ships. Buildings could be added to a separate tab. Perhaps we can add a new dialog for resources, as the resources of allies are currently buried in the tooltip and noone knows about it and since seeing the number of gatherers per resource type is useful for balancing ones economy or team economy.
    4 points
  3. Copyright and licensing should practically be the same between art and sound, the usage of the game art is subject to a license as well. And as part of that license it's stated that people can re-use the data for the game (whether art or sound or text, etc) for other projects, provided that they too follow the license which among other things says that things created with the 0 A.D. data must be released under the same license, and that credit must be given. People are however allowed to use it in other projects, whether they are commercial or free. Please see https://creativecommons.org/licenses/by-sa/3.0/ for more detailed information, as well as links to the more carefully worded actual license. If you are not prepared to create sounds and release them under this license, then your sounds are of no use to the project. Your advice/opinion can however still be useful, so don't see this as discouragement of your involvement even if you don't want to release sounds under this license All help is useful
    2 points
  4. I upload a tutorial but basically is using many kinds of faces textures or colors over a existent face or statue. so in the way get people with same facial features. Mix of art painting , photo manipulation.
    2 points
  5. Would be nice to have such information, expecially knowing how many unit of a determinate class you have. for example knowing how many skirmishers I own, and how many total workers are gathering a resource. This feature comes in handy while checking, for example, how many women are gathering food in the grainfields. Maybe That information could be displayed, for example, the number of workers on wood could be displayed by selecting the storehouse where they actually are delivering the resource in order to know how many workers are delivering resources to that storehouse. The total soldiers trained, divided by class, could be displayed in the relative building or in a panel a part just like happens for the trade, diplomacy and objective in order to not keep the ui clean without invasive infos.
    2 points
  6. Question: Did you notice that the men can build Military buildings as well as economic? Welcome to 0 A.D.
    2 points
  7. New autobuild for svn out there -> http://trac.wildfiregames.com/changeset/19172
    2 points
  8. Hello Luke! Welcome to the forums! Indeed you noticed right, we're in need of someone that can help with the sound area of the game. Do you have any examples of your work? or would you like to make a test sound for us to hear your craft? I'd be really interested if you could try the game a bit and hear your thoughts about the current state of sound effects in the game. What would you add, what would you change, what would you think it needs more improvement etc...
    2 points
  9. This is a long-term project, so you can return whenever you find some time again If you can only conribute once in a while, Map and civilization descriptions or the little quotes in the game loading screen would be a good place to go, since terminology consisctency isn't so important there. Hebrew currently has 1 coordinator and 6 translators.
    2 points
  10. Hello, I am Luke Farroh - I am a professional sound designer and sound editor for documentaries, commercials, and film. I love Age of Empires and would love to contribute by creating sounds for the game. I have noticed in several videos that there are some sounds missing while others could use some improvements. Thanks! - Luke Farroh
    1 point
  11. Hi all, I'm 26 years old and I've been interested in programming since I was 10 or 11. In 2000/2001 our neighbour tried to teach me c++ but that didn't work. I struggled with Blitz Max when I was 15 and I couldn't write good programs. Things are different in 2017: I've taught myself how to build c++ applications in Linux and I know what tools to use and what tools to avoid. I use Code Blocks, whereas in the past I tried using Anjuta (garbage!) Emacs and Vi, none of which are acceptable for beginners. I also don't recommend automatic indenting, I find that these "aids" are counter-productive. It took many years of unnecessary stress and now I finally know what I'm talking about: I prefer c++ with Code Blocks and SDL2. I'd consider using Unity or Unreal in the future but for now I enjoy learning without too many assisted things. Getting comfortable I was sceptical for 15 years as to whether I could learn programming. There's too much conflicting information regarding how to do things, or what tools to use. Also, programming is unfairly stereotyped as being about "zeros and ones" and as a result many people think you need to be a hardcore autistic to gain any ground in programming, which is untrue. The main difficulty (besides the overwhelming possibilities of tools/languages) is simply that you cannot learn programming in high school. When I was in high school back in 2006, they only taught Microsoft Visual Basic and that was only in year 12, which is the 4th year of high school. If the government bureaucrats want students to learn properly, then they should teach programming in a wider sense. They should demonstrate the pros-and-cons of different editing tools, and c++ should be taught too - it isn't as hard as most people believe. 100 lines of code looks confusing to most people, if they're not familiar with programming. People don't understand that programming is structure: it is loops and function calls. A program can be broken down and understood as components, just like any other electrical system (SHOCK HORROR!) No-one becomes a genius programmer overnight. You have to start at the bottom, knowing your tools of choice and knowing what the scopes of your program are. Once a student understands that some parts of the program do not connect to other parts of the program, they can find problems much more easily. It becomes 1000x easier to understand. Every time someone talks of "learning to write code" they do damage to the reputation of programmers. There is no "code" there are statements. There is no "logic" or "system" there is program flow and loops. The sooner "normal" people become comfortable with programming the better things will be for everyone. Another point I'd like to emphasise is the GNU Philosophy Where did we come from to get to here I believe that it's important to know where we came from. While I dislike Bjarne Stroustrup's style of teaching there is something in one of his books that I really liked, he dedicated one chapter to the history of programming. I thought that was really cool. Back in the day it was all academic people. Then in the 80s the games industry was almost exclusively men with long hair who lived off pizza and metal. When money and status is the motivating force that drives someone into programming or network administration, that is the wrong motivation in my opinion. My motivation for learning programming is because it's interesting. I also want to share my skills and publish software for free (with no strings attached) so that we don't have to rely on closed-source tools and see ads everywhere. The world has reached such heights of gluttony that competing requires one to be as shallow and selfish as possible. It's refreshing to go against the norm. The invention of computers and silicone chips was a great scientific advance that is supposed to benefit everyone. We should continue the tradition of helping people do stuff whether it's being entertained or sorting data, and users should always be the most important thing. The rabid commercialisation of the games industry has been a disaster in my opinion. I'd like to avoid paying for games as often as possible - that's why I support 0 A.D. 0 A.D. I haven't managed to compile 0 A.D. yet, I need to try the nightly build next time or whatever it's called - the latest stuff from git/svn. I tried the package in the Fedora 25 repos with no luck, and I tried compiling the source but I never tried the latest build which I suspect is my problem. I don't have internet where I live so every time I want to download something or get support I have to get in my car and drive. I hope to go flatting in 2-3 months and perhaps get fibre via an ethernet cable for maximum speed. Plans for 2017 I begin a programming course on the 27th of February and that course ends in December, basically I get a piece of paper which says I'm smart and I learn c# and Xamarin (Xamarin is for making android applications). I want to contribute to free software projects in my spare time, I'll start with bug hunting. I also like the idea of promoting 0 A.D. on other forums, something which I've already done lots of. Do not underestimate the value of marketing (eg. good, short videos, walk-throughs and screen shots) I attached some photos just for fun.
    1 point
  12. Hello, I will be playing some of the game today as I write several notes of which I will have done and posted tonight for us to talk further about the sound of the game. I will also answer all the questions that you have about the curate state of the sound effects, what I will add, and so on. One of my concerns that I have noticed in recent updates for the game is that it reads - “You can even use parts of the art and sound for your own projects…” Sound is a lot different than art is, audio works as a license not an ownership thus there are a lot of legal things you can not get away with like art. If I make things for the game I want it to stay with in the game. Obviously. I know someone could essentially steal my sounds that I’ve created but I realize that since it’s a computer game and contribution to build the game. I have also noticed there is not any sound design for companies logo nor for the game so I did sound for them both. You can watch them in the links below. Let me know if you like them and I can send you download link to download them. Wildfire Games Logo: https://vimeo.com/201169986 0 A.D. Logo: https://vimeo.com/201197558 Thank you!
    1 point
  13. 1. Kick / ban unwanted clients using the /kick <playername> or /ban <playername> command. Notice the rating is part of the nickname, so use the tab key to autocomplete names. 2. If you want to play a private match, hand out the IP address to those that shall join privately and don't enter the multiplayer lobby in the first place (main menu -> multiplayer -> host / join) 3. A network dialog is planned, so that you can kick people by clicking on things.
    1 point
  14. Very good observation! And a good question too. I couldn't find specific info on the use of war dogs in Kush yet, but from petroglyphs, we know hunting dogs were used in Sudan since the earliest periods. We also know that war dogs were used against them in the New Kingdom by the pharaohs, so they were familiar with the concept. The plaque of the crown prince Arikhankharer with his war dog (fig. 25b) dates to about 15AD, which is post-Roman contact. Romans also used war dogs, and might have reintroduced the concept (if it had been forgotten). For now, there isn't much to go on to add it as a unit on its own, but I do think having Arikhankharer as a hero, with the ability to recruit 1 to 5 dogs which automatically guard him (like in AOEIII) would be an interesting idea. Because of the dogs, any unit within his area of influence would get a defense bonus. Fig. 78 War dogs being used against Kushites in the New Kingdom, by Tutankhamun Fig. 79 A dog from a petroglyph at the fortress of Gala Abu Ahmed, Napatan period (military context??).
    1 point
  15. I actually think that the biggest issue in this case is that there is a need to come up with good hotkeys, and that probably requires re-thinking some existing hotkeys etc, so it's not just implementing the actual hotkeys doing the action which is probably not very difficult.
    1 point
  16. Is a list of all (total) villager/citizen-soldiers working in a resource.
    1 point
  17. Everything costing wood and the remove of paired tech are thing that inspire me to make DE in the first place. Don't forget tech costing ridiculous amount of money and no build time/cost techs and no counter system.
    1 point
  18. I ran out of videos to hunt down.
    1 point
  19. This is a feature that helps a lot more because in this game soldiers also collect. I miss that a lot.
    1 point
  20. Ding dong! We have a new addition to the FAQ. Press Ctrl
    1 point
  21. Welcome. Here a give some links. Some missing incoming messages from Ai or player. player defeat sound Improve bell alert Improve attack alert catapult rock with hit a building is volunteer you can propose new ideas or improvements. In thislast link I upload contents some examples from AoM.
    1 point
  22. Correct game now, sorry
    1 point
  23. If i will find the time i will, i really hope i will. And yeah i did, some quotes and tried to do as many categories as i can before i run out of time. i think hebrew now stands with 34%. Oh nice, many people. Good to hear that!
    1 point
  24. More look at how they look in the ui. I think they really make it 'pop' and give the icons easy recognizability they did not have before.
    1 point
  25. The reason why the game is getting a higher framerate in the menu is because the game (simulation) will be paused while the menu is open in single-player mode. This means that the game can use all your CPU resources to render the game. We use the SpiderMonkey engine (the same JS engine that firefox uses), and the majority of the game logic is written in JS (the user interface, the AI, ...). It is used because using C++ is more time consuming and difficult. If you want to contribute to art, it is a good idea to check out the art forums. EDIT: regarding multi-threading, multi-threading the pathfinder is being worked on by @wraitii
    1 point
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