Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2017-11-12 in all areas

  1. Idle, walk and attack done for the archer but the middle guy is clipping with the front guy. The best could be remove the rider and move the R1 to rider seat
    3 points
  2. Here's the maur ram @Nescio without reference images it's kinda hard to imagine how it was so i follow they architecture design and used the same textures of the buildings. maur_ram.7z
    2 points
  3. @Alexandermb, seen as you're having a go at the elephants, maybe you and @wackyserious could work on the Kushite Hero Elephant (ridden by King Arakamani): I found this sumptuous illustration of a Kushite King on his war-elephant. Kushites probably wouldn't have made (much) use of towers on their small forest elephants, but we can easily imagine a king riding a larger bull, with a lightweight tower (call it Ptolemaic influence). I think the image is an excellent imagination of what a towered royal Kushite war elephant could have looked like. My only suggestion is to replace the green fabric with padded cotton. I'll understand if you don't have time for this, you're both quite busy people, it would just be nice to replace the current placeholder.
    2 points
  4. Awesome tech you mean.
    2 points
  5. ok nice but still, the important comment i wanted to say is that most of these changes won't apply anymore when A23 is released, and a more durable solution is to do these changes in svn (either directly if not mod-specific, or add some way to ease the modding for the others). I'm not sure there will be any time difference, but i agree such early-return would be better for readability. Patch welcome!
    2 points
  6. You might be right, but I think for UI recognition purposes the target may be best. It stands out from the rest and already has an association with archery in the players minds. Could maybe throw a bone to realism by making the target a straw/hay target instead of a piece of plywood.
    2 points
  7. Do not upload the ones that I made, those are outdated. The current source file has undergone a lot of change.
    2 points
  8. Green light! the animation files can be imported to blender
    2 points
  9. 2 points
  10. pixel fixing... archeryrange1-3.psd
    2 points
  11. Can you try fixing the elephant drivers? That would be something that could get committed quickly.
    2 points
  12. i've finished the animations for the ptolemies siege weapon polybolos and will make the others siege weapons too Files >>polybolos_animations.7z<<
    1 point
  13. If I recall correctly, downloading as zip from github only download the files, but doesn't create a local repository folder. So it can't be updated then unless I'm wrong. Installing tortoise svn and downloading the source that way (see build instructions) is indeed the recommended way (no need to compile on windows either).
    1 point
  14. Yeah my issue on this most recent one is that the geometry seems to be the defining edge of the armor and it seems a bit flat as a result. I would recommend you find some way to make normal maps for these, they would make a world of difference
    1 point
  15. The only occurence of something like that I know of is some Chinese texture currently in the game. While I consider adding unused functions in the engine to make it more moddable, such as https://trac.wildfiregames.com/ticket/3488 I don't think adding art is a good idea. First because the people maintaining art assets notably programmers who could have already 12 used civs to deal with so adding random actors just for fun doesn't seem like a good idea. Then because it gets hard to keep track of all the mods using stuff that should be committed especially if said stuff is tweaked differently in every mods. This ^ also is a good example of "it's not because we used to do it in the past that it's a good idea". Also it means we are bundling useless stuff for releases. I guess what I said above applies to this, unless Kushites are integrated alltogether.
    1 point
  16. Hopefully that'll be changed eventually. 0abc's simulation folder, though only 2 MB in size, already contains over three thousand files. When starting a new random map, getting to 99% takes seconds, from there to actual start of the session takes several minutes. I assumed that this is because the core game's files in A22 are compressed, so load quicker, while the mod's files are uncompressed. Is this wrong?
    1 point
  17. The Mauryan elephant archer is different. There is a reference somewhere here... But anyway, the basic has 1 archer, the advanced gets 2 archers, and the elite gets 3 archers.
    1 point
  18. In MP it happens rather often that specific players wants to play on a specific map, so following that logic one should first select the players then the map then the rest (civs etc.). But that would be ultra ugly gui wise, since players and civs should be grouped together. However the topic is open for new suggestions for the gamesetup ui, if someone comes up with a nice sketch, I would certainly consider it.
    1 point
  19. @wackyserious I think what best is : Highest resolution PSD you have to be committed to the art repo 256x256 texture for the game. For the texture itself can you try to add some details ? It looks a bit flat to me. Maybe some scratches edge wear would help
    1 point
  20. It would be nice if actor improvements such as these and Alexandermb's could be included in the svn version instead of in some arbitrary mod (better concentrate all efforts in one place).
    1 point
  21. @SirPope I'm not convinced it is a good idea to try and adapt petra to hyrule in A22. There are big chances that by the time you have something working nicely, A23 will be out and you'll have to redo big parts as there were a lot of changes in the last months. I would rather advise you to adapt Hyrule to the svn version (which is something which will have to be done anyway, so will be time well spent), and then only adapt petra to hyrule. Then your work won't be vain and you may get some help (i've no time nor interest to debug A22 problems, but would be ready to help on problems in the current version). And as leper said, patches which improve mod support can be added in the svn version.
    1 point
  22. I like the idea of having a temporary aura draining resources in order to stay active, but i can't imagine which benefit it could do ( there are several economical and military technologies with a discrete cost that make the job ). Perhaps gathering faster by moving faster only in own territory? ( it would affect also soldiers which is bad ) converting a percentage of gathered good into another good? there is the market already for this kind of task, and if you find yourself exchanging 100 good for 1 good only, there is something wrong with your strategy. Afaik many people talked about a structure able to heal soldiers outside own territory, you call them "altars", but perhaps the building couldn't be built by healers but need them to garrison or pray near it (like happens in DE with the glory resource ) to expand structure healing aura range. I am not a huge fan of garrisoning units into temples because its limit of 20 units only isn't enough and giving priority to most wounded units by micro-selecting and send them to garrison a temple is quite too meticulous task.
    1 point
  23. File loading order is alphabetical, a mod can just add a few files to actually extend the AI. As you have to add some code to make the AI do what you want, you can just add that to the AI. I suspect patches to make some parts easier to configure for mods are very likely to be accepted.
    1 point
  24. 256px, its good to have a higher res source on hand for edits and derivatives when necessary. All the unit textures are currently in 256 though
    1 point
  25. @stanislas69 @LordGood Should I downsize the textures to 256x256 when I upload them? I remember Enrique requesting me to upgrade the textures to 512s but he also mentioned that he will downsize them in-game, he kinda wanted a high resolution source file.
    1 point
  26. No. You just have to pass that setting like all other gameAttributes. Nomad for most maps is probably going to happen for RMS, for Skirmish maps that is already unlikely, and Scenario maps are either nomad or aren't. Why do mods need a specific init? So far everything has worked without one and there hasn't been any good reason to add something that isn't needed.
    1 point
  27. You should do something about the feathers it doesn't look good to me. The rest is okay though
    1 point
  28. 1 point
  29. This is how it looks ingame with the iberian cavalry texture.
    1 point
  30. > I wish to know why have you entered a open-source project, your motivation and thoughts on the subject (open-source community, open-source at all, proprietary codes, etc) Free software is written in the interest of the user, while commercial software is written in the interest of the corporation. The latter seek consolidation until they become a monopoly and we frequently observe them working in diametrical opposition to the best interest of the user. > Do you think that open-source should be implemented as a default, and have no proprietary apps? Publishing software under a free license is right thing to do, but it doesn't mean proprietary software should be prohibited with force. > How do you feel about the project itself 0 A.D. feels like a triple A game to me and I'm proud to be part of a group that so many wise men were part of and that worked on it for more than a decade. > I mean anyone can go on and program 0 A.D in their free time Most are too exhaused in their free time to work on such stressful tasks then. > is it important that your free time is covered up in programing open-source? if yes, why? What do you think about the ethics in this? I don't understand the question.
    1 point
  31. I highly recommend Overleaf (the link has my referer, but you can remove it, if needed), you can use it as full free, it has online viewer/editor, templates and you can work with it through git.
    1 point
  32. Nope, that's a bug. I expect this to be fixed a the same time as handling mods in the lobby.
    1 point
  33. 1 point
  34. We should probably tweak those chariots to take the horses into account. Also we need body armor for those horses. What do you think @Alexandermb
    1 point
  35. If that is the reason for the extended, why are popcap , starting res an some others then hidden under the extended tag? Personally have nothing against just removing the thing extended thing, the only thing that might stay in extended for this reason is the map name, as that already is shown. But having the thing for just 1 value => meh
    1 point
  36. This seleucid chariot should have the seleucid emblem at the same place the persian emblem is on the other one. I also think the saddle texture should be modified to suggest there is a wooden curved bar that goes above the backs of the horses. Now it looks like all horses bodies have been pierced by that giant scythe.
    1 point
  37. Annnnddd the Mage heavy fully aquatic Zora Dominion army is done: As usual, unit details: Time to get all the buildings in now
    1 point
  38. @LordGood Committed. I preserved the old files. They will throw a warning if reactivated, because they didn't have ao.
    1 point
  39. Soloooy0 jeee! you administered them a very very decent correction here. As far as my sins uh, skills allow you made very few glitches and used a variety of very nasty & effectives tactics to win 1v2. gg I think I'll replay it!
    1 point
  40. Update: Lithobolos animations adjust siege_weapons_animations.7z
    1 point
  41. Atlas map editor screenshot Texture file
    1 point
  42. 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 curious
    1 point
  43. Ah, that seems like something that I can copy into my image file
    1 point
  44. now we have a fortress tied in height with the Britons, oh dear i edited the mossy tiles a bit to fit the rest of the texture pack better, just color value and saturation stuff
    1 point
×
×
  • Create New...