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Showing content with the highest reputation on 2017-06-12 in all areas

  1. It's an ancient symbol, so I don't really see why it should be removed (especially not when it's so clearly different from the Nazi one). If the game had been set in the modern world I'd say it'd have been best to not include that kind of symbol, but given that it's appropriate given the time and geographical location I think it's fine to keep it. Might be useful to educate people on its varied history though
    5 points
  2. btw -- if I make anything for DE that Terra Magna can use, feel free to grab the files. https://github.com/JustusAvramenko/delenda_est
    4 points
  3. Here i will be uploading the meshes i've been doing for the mod. @Skhorn By now the done meshes are Norse: >Drekkar >Longhouse >Gate >Sentry tower >Tent's props >Longphort Carolingian: >Big Structure for School or Abbey proposal (Based on a real structure), >Sentry tower >Dock Anglo: >Storehouse Pictures of the buildings Drekkar animations showcase. (Note: The drakkar moving animation have the infantry of the picture with animations and the Viking leader on the front the oaring people have 4 idles animation and 1 for walk or run the viking leader have 2 idles, 1 walk/run animation and 1 for order attack.) >>>>>>>>>>> New meshes.7z <<<<<<<<<<<<<< MODELS HERE (UNZIP ON MILLENIUM AD FOLDER) (Fixed missing textures and drekkar sail)
    3 points
  4. This is the console, that we never use, even for developing, and which is likely to be removed in the future. The key to make it appear (or disappear) is the one on top of Tab, left to the 1 (it is ² on French keyboards, not sure about other layouts). Regarding the swastika it is a shame it was used by Nazis. Other beautiful symbols, like the Norse runes Sigel and Odal, were twisted the same way.
    3 points
  5. @wowgetoffyourcellphone Thanks for the information regarding the layout. The specification is basically, that document. Just with more information. However, we still have some gaps in the specification which needs research and some decisions have to be made. The moment we have most of the information regarding units, buildings and technologies in a structured form in our specification, I will create the structure layout for the Kushite civilization. The layout will be based on the example you provided. Either as a separate document or inside the specification.
    3 points
  6. Not sure what you mean by "I haven't registered" as you obviously have registered an account here to be able to post in the first place =) Don't you have an internet connection for your computer? (Though I guess you must have if you have downloaded the game ) Either way, as long as you find the image on your computer (on Windows it's in C:\Users\YOURUSERNAMEHERE\Documents\My Games\0ad\screenshots , I'm not sure exactly where it is located on a Mac/linux, but https://trac.wildfiregames.com/wiki/GameDataPaths should give a hint where to start looking ) it should be really easy to get it into the post, either drog them from an open file browser window onto the "Drag files here to attach" area that appears underneath the box where you write your post, or click on the "choose files" linked text right next to that and navigate to the image
    2 points
  7. I'm against removing the swastika, but maybe we should make the dots more prominent so people will notice that it's the Hindu symbol. https://en.wikipedia.org/wiki/Swastika
    2 points
  8. It is The only thing we need is to fix the corn fields and the map will run smooth
    2 points
  9. Are these the original blend files or the exported dae's? Because in case of the latter they should be committed when everybody agrees It would be easiest for us if you could create a separate topic for each mesh so it's easier to keep track of the status of the mesh and the feedback on the mesh (take for example the carolingian dock, you probably posted it somewhere earlier but it's the first I see it )
    2 points
  10. Want me to whip up a design document from the Kushite thread, lightly populated so @Sundiata and @balduin can flesh it out? Same layout as: https://trac.wildfiregames.com/wiki/Civ%3A_Athenians
    2 points
  11. Fixed the longphort using the prop max-min height, the problem is the build placement, and obstruction parameters. This is how it will look in the atlas. Longphort_files.blend
    1 point
  12. Moved to the CoM art dev forum.
    1 point
  13. Those are the exported dae's, and i have some blend files saved somewhere, the dock i posted it earlier in the frank faction topic, but skhorn recommended to publish pictures of the done projects in a separated topic. btw i do have the drekkar blend files "Idle/Move" i'll fix it.
    1 point
  14. The second wave seems kinda slow and not to fluid when the arm is falling. As for the first, when its over, the transition to the initial stance its too fast, but both look awesome!!! @wowgetoffyourcellphone I bet you'd be interested in watching these animations
    1 point
  15. The people inside the ship, are regular unit's, they are made with the same scale of the new body meshes.
    1 point
  16. after hours of working on the prop points, i've finally made it, got the people for the viking ship and say bye to ghost ships @Skhorn
    1 point
  17. @wowgetoffyourcellphone Yes please But definitely check out Balduin's specification pdf on github, as it lays out a preliminary design document based on the accumulated references. It still needs updating, and I will provide a list of units and their specifications very soon, as well as a list of important building and unit props.
    1 point
  18. I've no time left to work on mod's support, but some of the points listed here looks generic enough and should definitively be implemented. When A22 is out, i may have a look at the phase requirements, but don't think i can do much more. You should post tickets on trac about them (with the AI keyword) hoping that they may get the attention of some developpers.
    1 point
  19. @balduin: oh, I thought you wanted to translate the full mod right away as well sorry for my misunderstanding!
    1 point
  20. @balduin: logo is work in progress as you can read in this topic. The showcasing scenario is sorta ready (am I right @shieldwolf23 @Skhorn?) so just a few screenshots need to be taken for that. I need the logo (and some kind of banner) before I can do the ModDB page transformation. as @Lion.Kanzen mentions the corn field needs some improvement (poly count is quite a bit too high) and there are a few other adjustments that should be done in the future. The .json file has alpha 22 as requirement because it would errors at Alpha 21, so you would need svn to test it. But yeah, I hope to do a Terra Magna release for Alpha 22
    1 point
  21. Guys, just to make it clear - I mistakenly deleted the post by @stanislas69 instead of quoting it. Really sorry. I'm trying to be funny and not rude. NSFW is Not Safe For Work, and the *spread-eagled logo with the mountains by @sphyrth made me think of another instance of being *spread-eagled* which is a nightly staple of a married guy like me (hint: the opposite of us men). @Lion.Kanzen. To be very very obvious, just in case of any misunderstanding. Back to topic: Last I heard we really would like to have Terra Magna released with the next Alpha version. @balduin
    1 point
  22. Not to push the mod too big, but if it progresses one civ at a time, it should be okay. May I suggest a nice list of 6 civs in the end: Han China Mostly done Zapotecs Mostly done Kushites Design stage Thracians A decent building texture already made, lots of unit textures and props already available Xiongnu Nomadic, gives the Han Chinese an archnemesis civ Scythians Nomadic like the Xiongnu, but helps bridge the East and West in Eurasia Maybe a lucky 7th civ? Arawak Gives a South American culture to the mod.
    1 point
  23. Created with Heightmaps. Next thing i should try to use is the rmgen librarys, the tedious work of painting terrain is hell. Night view Despite the size of the map (Small), it's not playable (Lag), but it should be if i remove 90% of the rocks on the map. Enjoy the view! Btw, @wackyserious those roads are great! You should consider on making corners(Square/Rounded). @Alexandermb I urge to commit your models.
    1 point
  24. That polish is known as unidad gráfica in my language in other means the art style needs be coherent with the rest.
    1 point
  25. Structure finished, i leave in your hands the history and function of this.
    1 point
  26. Dear members of the community, it's been half a year since I took the lead of 0 A.D. (time flies so fast!) and I would like to give you some news of the team and tell you what we've been up to. Programming We faced big issues in the programming area during 2016. The game is more and more complete, and, as a consequence, more and more complex to maintain. With each new feature come new bugs, and we must be very careful as it is easy to create regressions, i.e. bugs that were fixed but reappear due to another change. The number of things to keep in mind when we change parts of the code also increased drastically over time. There are several ways to address this, and we decided on a new programming workflow, in which all our patches are reviewed to avoid oversights. On top of preventing a lot of mistakes, the mood has improved as we have clear and, it seems, efficient, rules. The review process mainly happens on our Phabricator instance. It is integrated with a set of automated tools that help us automatically catch mistakes (with linting) and prevent regressions (with unit tests). Some of those systems have just been set up and we hope we can tweak them over time to continue increasing our efficiency. In the near future, we will look into using our AI to automatically test the game. This new workflow also proved helpful to handle the stream of patches from occasional contributors. Some of the contributions were especially welcome and we are happy to have a working review process again, otherwise we would have lost the great work. We are looking forward to welcoming some of the contributors in the team when they are ready. Speaking of which, we are delighted to highlight the arrival of @s0600204 in the team! s0600204 made a lot of important contributions throughout the years and the team was unanimous in proposing him to join us, which happened a few weeks ago. Art The artistic team didn't rest on their laurels either. As you already know, the new unit meshes, along with brand new animations, are now in the game! The cavalry units are still missing but they are being prepared and you can expect news in the near future. We also started working on new icons for a variety of units, structures and technologies, and you can already see a lot of them in the development version of the game. The new units are a great milestone in the development of the game and we already have plans for the future and possible areas of improvement. We'll keep you updated! Acknowledging our design issues Despite all those great news, a few of you have rightfully expressed their disappointment about our need for a better gameplay design. The original vision of 0 A.D. founders is, naturally, not easy to follow when the project has accumulated more than a decade of various contributions. We received interesting gameplay proposals from dedicated members of the community but none of them met the unanimous enthusiasm of the team, which led to more frustration for both sides... This is the topic on which we will focus our team discussions now. The ultimate goal is having a modern game design document that revives the original goal of the founders while properly allowing people to contribute to it. Nothing is decided yet, but rest assured that we are taking the issue seriously, even if it takes us time to reach a decision. A new release is near! Our next announcement should be the release of a new Alpha version, which is exciting. I'm not going to detail its content, but you are encouraged to test the development version, and help us catch some bugs before we start packaging it. Last minute additions may or may not happen, depending on the nastiness of the bugs that might delay the release, the weather, or the astral conjunction Just stay tuned! Thanks for your support, your enthusiasm, and for being the best community we could dream of.
    1 point
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