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Showing content with the highest reputation on 2017-08-28 in all areas
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4 points
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Hi everyone ! So here is my little random map generator library. This alpha version is far from perfect yet, but I hope it deserves an eyeshot already. The archive contains two files and a folder to insert into your local settings at: Oad/mods/public/maps/random. The 'yamg' folder contains a library used by the demo program which creates a random map (Venustas only, it seems there are some differences with earlier versions). Of course, if you prefer all in a single file, you can copy/paste the whole library replacing the 'RMS.LoadLibrary("yamg");' instruction at the beginning of the map script 'aYamgDemo.js'. The picture here is a 'medium' map using the '7964' random seed value. I only changed the default sun settings to emphazise the relief. Open the map script and feel free to discover the various settings and options. You shouldn't need to edit the library itself. Just be careful with forests on large maps: the script could try to place a huge number of trees and will then choke Atlas. Have fun ! Now, I must say I'm not satisfied with this program for some reasons and would be glad to have a discussion about them. Of course, many details could be improved like round maps correct management and terrains melting, for instance. But this not really a big deal. A more serious reason is the library is too low level IMHO. For instance, someone could want a river crossing the map, a mountain in the north-west and so on. It's possible to do that with the library, but it's far from obvious and easy. I need ideas to build a higher level framework, and if you have some, you're welcome. The last reason is more abstract. I have worked for years on the topic (creating random maps for games like OAD), and always stumbled on the same problem: creating realistic and good looking maps is one thing, but most often, realistic maps are not balanced at all and even not playable. And well balanced maps are often not very realistic, because they are too regular and exhibit kind of patterns. The real challenge is to have both, and I don't know if it is even possible (contradictory?). This is why I don't rush to code other things like roads or resource placement. How could we define a balanced map in terms of constraints, this is the question I ask to everyone interested here, and I hope to have a discussion about it. Friendly, yamg.zip3 points
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I would like to help a lot with the huns. i'm up to anything its needed2 points
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You do not have to provide a free download of your game. You do have to make the source code available for free if it is GPL. This only applies to source code, so you don't have to provide free binaries. You can charge for those as a convenience, but people are free to compile it on their own if they have the ability. If you created your own artwork, you can license that however you wish. That does not have to be given out for free, so it is possible to use GPL for code and still prevent people from distributing your game for free. If you base the artwork on 0 A.D. artwork, then Creative Commons would apply.2 points
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1. 0 A.D.'s source code is there for you to take for free. It's licensed to do that. 2. Modify the code, then no problem. It's yours. 3. Here's the clause: you MUST release your code under the same license. (Free for anyone to copy and modify). This is the bare-bones of Open Source if we ignore all the nuances of the other licenses. Modifying something that's not yours, and then making people assume that you created it alone - Now THAT'S unethical.2 points
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I don't understand this. They will always be able to play our game for free regardless of what changes you make. You can somewhat try to hide that your game is a derivative of 0 A.D. However, because our game uses the GPL license, you will still legally have to provide your game's source code for free to anyone that requests it. The only way around this is if you write your game completely from scratch and do not use any 0 A.D. code. The artwork in 0 A.D. uses the Creative Commons license which has its own set of rules.2 points
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@Alexandermb If you are up for the task you can make the minifaction. Main Building -> Something that could depict a small village similar to what you did for Carolingian Fortress. Could be used by mods to train mercenaries Houses -> 4 variants if possible Faction specific buildings -> Likely something like a granary and/or storehouse Props -> Pots if you can reuse them as much as possible using prop points Weapons + Helmets Bonus Unit, textures. Try to gather all the texture pieces you need and make only one texture if possible. Thanks in advance;1 point
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I agree that it costs a lot, but not so much as the pathfinder. Instancing, deffered rendering and batching will help a lot.1 point
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@vladislavbelov With full graphics quality, and no obstruction actors, I highly doubt it. All this grass make the game lag because of the high number of polygons, and the alpha transparency. This can be reproduced easily by using Lordgood old's corn field for zapotecs @Lion.Kanzen reported huge lag.1 point
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@Sundiata @stanislas69 The rendering isn't the issue. Pathfinding is the bottleneck. As you could have noticed, lags are appearing on many units 200, 300, 400 are moving. But for GPU it's not a problem. Problem for GPU is 10000 or 100000 units. The hard thing is to have a compabililty with old GL (2.*, 3.*).1 point
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@Sundiata Well we need a lot of graphical optimisations we don't have, namingly instancing, lods, and some others. Improving performance was also the goal of @Yves branch on github by migrating to OpenGL4 https://github.com/Yves-G/0ad/tree/OGL41 point
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@av93 Yeah you could sell copies of it, even without touching anything, but you'll have to provide the source files somehow, by ie providing a link to here. Let's say you trash every part of the game save for one file under the gpl license, all your source code build around would have to be downloadable for free. You can also make exceptions if you library is separated, but then it becomes really complicated.1 point
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Yes, realistic and good looking maps for the win! Naturalism adds so much to the immersion felt by by players, which is something that should be a top priority, aside from the incessant balancing discussions. I always wondered if it isn't possible to have well balanced, and relatively flat area's, for the beginning CC's, so everybody gets a fair chance to start, but wildly varying, extremely natural hinterlands? And these two elements should integrate seamlessly, I'm talking realistic glowing hills, valleys, mountains, thick forests, open meadows, little streams, swamps and scorched areas, plateaus and depressions... No recurring patterns of any sort, and meticulously painted (overlapping) ground-textures. Quite a number of impressive maps have been made by individuals over the years, and the best of those should be used as a benchmark for the rest of the maps. A total overhaul, focusing on natural terrain elevations and ground-textures would do magic for 0AD. Some of the big immersion killers in my opinion, are the stretching of textures on hills and cliffs, and unnaturally shaped, inaccessible flat topped hills, a lack of more grasses and bushes, and not enough diversity in ground textures in some maps, monotonous patterns of forests. Not enough detail on the shorelines and vegetation around shorelines, and mines should really be integrated in rocky formations, not just plumped right next to your CC. I think it's completely out of context and awkward looking. I believe the secret to beauty lies in the details. I believe the 0AD community should be focussing more on updating the aesthetics of the game, to make it more attractive. Don't get me wrong, the game looks amazing already, and people have done an amazing job so far, in so many fields, it's just that it could look even better with some very doable visual adjustments, especially in regard to realistic looking, natural maps. Sorry, for my ramblings... But could anyone point me to the best tutorials on making maps for 0AD, and tell me what are the important pitfalls to avoid, things to watch? Basically the basics... Maybe I'll try making one myself (and probably regret the decission later )1 point
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I'm going to have to wait on getting aquatic units looking properly then. I intend to have a full public release of the first two factions in the next month or so and a shift to the dev version might make it too hard for casual players to download and play the mod. Unless of course 0AD plans on releasing a new version sometime in the next month, but I suspect not since they just released 0.22 a month ago.1 point
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In the latest version, "finding the last unit" is a royal PIA. I generally end up surrendering, after annihilating my (AI) opponents except for a trader my cavalry sweeps don't stumble on.1 point
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Well, I'm surprised to say the least about this huge announcement. I guess I kind of forgot how key Age of Empires was to Microsoft's entry into the gaming industry. They've become so big and moved on to XBox that you forget their origins but they obviously did not and want to re-enter the PC gaming market which is still large and lucrative. $20 is a reasonable price-point. All the stuff I see in here and on the various gaming media websites looks good. I honestly never thought I would see the day they re-released AoE1 when they ignored it with the HD stuff. I can't believe they announced the same treatment for AoE2, AoE3 and the creation of AoE4. That's a big move and a big gamble. I hope it pays off since I'm a huge fan of the time period and RTSes.1 point
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the Nomads it's a kind of faction that must be in 0 A.D and the mods. there huns.check above @wolflance commentaries.1 point
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For those unfamiliar with Hyrule or the Total War version of my game, here's a list of the factions that I'll be porting over and a brief summary of their armies and abilities:1 point
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Hi all ! Looks better with some terrain painting and forests... thanks to the rendering engine and 0.A.D artists ! The script is far from complete and perfect for now (my first Javascript program !). That's why I don't give it, but I hope I'll can share rather soon a little library for use along with rmgen. Friendly,1 point
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