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Showing content with the highest reputation on 2017-07-09 in all areas

  1. If it looks a little bit like the Acropolis of Athens, then i'm in the right direction.
    5 points
  2. Progress. [ Quilted linen armor ] Cretan Mercenary Archer above uses the Epilektoi variant (With boots) A variant with sandals should be the proper one (according to the design document) A lighter toned quilted linen armor will also be made.
    4 points
  3. @stanislas69 is working on some custom heads for the Kushite women. Can't wait to see these guys finished. @balduin @Sundiata
    3 points
  4. I signed up just to say thanks to the OP, this was my issue as well, I was like REALLY. Thanks
    2 points
  5. 2 points
  6. @dvaosta Good to hear. Feel free to drop by IRC if you have any questions.
    2 points
  7. 2 points
  8. With some vegetations , this merchant part of the city is very rich but not very military
    2 points
  9. That looks super nice. How did you do the walls of the acropolis? New mesh? Post the map file so I can make a super nice screenshot for you. Btw - the Propylaea really needs a AO map, and it would be awesome if someone modeled the Erechtheion.
    2 points
  10. There are couple way we can "fake" SSAO. Can render AO maps for decals under buildings. For shadows, can make them fade slightly, so that they are darker near the origin and lighter farther away. Subtle.
    2 points
  11. Reduced the textures to 512. which one should be used? i did a slight modification to the mesh because it was too tiny, and the handle too width Left adjusted Right Original
    2 points
  12. @Wbohn Thanks for sharing, and welcome to the forums. Have fun with the game.
    1 point
  13. Lowering the default height as I suggest would allow for much larger mountains, if desired. But would also solve the problem I see in other people's screenshots where the sky box is ridiculously blurred out in water reflections. The obvious solution is to fix the skybox already, but my solution has the benefit of being very simple.
    1 point
  14. @Alexandermb did several variations of new wall meshes and a mesh called acropolis gate. I will share it to you, but when its finished Would be awesome too if i could rescale the theatre and the athens statue to taller versions
    1 point
  15. Thanks to both, now it works. Now I take a look to the code and maybe in future I'll be able to solve some of the simplest tickets.
    1 point
  16. This might be the last time I'm posting Baz Battles because they obviously like @OmriLahav's music, and might get featured several times over. "First Sighting" music isn't really 0 A.D., but it's still a part of it.
    1 point
  17. Copio todo el código para que se entienda. Para probarlo simplemente se puede poner MaxDistance en un edificio y al colocarlo tira un warning. if (this.template.Distance.MaxDistance) { var dist = +this.template.Distance.MaxDistance; var nearEnts = cmpRangeManager.ExecuteQuery(this.entity, 0, dist, [cmpPlayer.GetPlayerID()], IID_BuildRestrictions).filter(filter); if (!nearEnts.length) { var result = markForPluralTranslation( "%(name)s too far from a %(category)s, must be within %(distance)s meter", "%(name)s too far from a %(category)s, must be within %(distance)s meters", +this.template.Distance.MinDistance); // <---- This line result.success = false; result.translateMessage = true; result.parameters = { "name": name, "category": cat, "distance": this.template.Distance.MaxDistance }; result.translateParameters = ["name", "category"]; return result; // Fail } }
    1 point
  18. (We're still in feature freeze and the changes since then were basically fixes we never had the time when focusing on new features. (That player grouping should be considered a fix because some player being isolated / surrounded by enemies was reported in almost every match as a bug of the affected maps). I'll be happy though when we can change strings again and do real things)
    1 point
  19. Could be nice. I'm wonderering if there isn't something similar that should be done first. Instancing, automatic lods maybe ? Dunno
    1 point
  20. Offtopic: in 22 days we have 2 choices we become slaves or we are free before that day and the internet is getting worse and worse everyday. About the zip files, i found a bug with the template of the anglo fortress wich i've already fixed, it was related to the obstruction. I will upload a zip file only with each topic files, when its done and approved like the norse longhouse. so its more organized.
    1 point
  21. Persian Stables xml don't have the Barracks class, it's replaced with Stables. <Entity parent="template_structure_military_barracks"> [...] <VisibleClasses datatype="tokens">-Barracks Stables</VisibleClasses> Maybe both classes sounds better. Anyway, if we have temples and monks, I don't see the point of this tech. Could be removed from the stables and barracks. (Sorry for my English)
    1 point
  22. It celebrated the 10th anniversary this year btw (released in February 2007): http://web.archive.org/web/20070303015915/http://wildfiregames.com:80/0ad/page.php?p=10779
    1 point
  23. Thanks You can find everything here in one zip
    1 point
  24. Oh, man, that's very helpful. But, I've solved the problem. It just was so stupid... My personal LAN was configured as a Public network, and I only granted 0AD private network access. Thank you very much. [SOLVED]
    1 point
  25. aoe2 wasn't even remotely eurocentric. at least half the civs were NOT european. and 3 was about the colonial age, so it couldn't be anything but.
    1 point
  26. AoE was not really eurocentric. If anything, it was Mediterranean-centric - there were no Celts or Germanics, but we had Phoenicians, Carthaginians, Babylonians, etc.
    1 point
  27. These civs have been proposed before and so have many others, that's the easy part, in fact a lot of people want to see their region/ancestry represented. It's up to someone putting in the work to research and design them, and most importantly take the lead and follow through with the project long-term I guess what I can add from an 'inside' perspective: we're not looking for new civs to implement, it will be more than enough work to finish what we have already (some have been of the opinion we have too many civs - when I joined the project, we were only planning 6 civs for part 1! Former designer/lead decided to bump that number over time, but we're not in the position to continue that trend now) Adding a civ is definitely a lot of work, not like a week long project but months/years. That shouldn't dissuade anyone but rather challenge them if it's something they want, but it does need a leader. Check out all the work that went into making the Mauryan crowd-sourced civ a success. One thing is the topics seem to be forgotten, maybe someone should organize proposed civs with links to the topics, for reference and to prevent them being forgotten if they aren't bumped for a few weeks?
    1 point
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