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Showing content with the highest reputation on 2018-01-09 in all areas
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Our current long-range pathfinder cannot handle paths with different walking speeds. It could be adapted, but at a performance cost that's likely to be unacceptable, sadly.2 points
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2 points
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The Kingdom of Kush: Music Tracks In order to create the most authentic feeling Kushite faction as possible, we are in need of a new musical track. There is one very Egyptian sounding track, which is good, but the second track currently being used sounds too "generically African". Although we have permission to use them, the license isn't of a formal nature, and more authentically sounding Nubian music would fit this faction like a glove anyway. For this reason I'm posting a tracklist of contemporary traditional Nubian music that should serve as the primary reference for a 0AD original track. @OmriLahav, you seem to be the resident musical genius. Perhaps if you are interested and your schedule permits it, you could work on this? I'd be honoured, if you could. Even if you can't, you could inform us on who else on this forum could assist us. That having said, anyone who wants to work on this and has the necessary skills, feel free! I was told to tag @Itms, to make sure you'd see this. Features and historical considerations for traditional Nubian music: (Sometimes) fairly fast paced percussion, using a variety of drums, typically African, but more nuanced, not so prominent that it drowns out other instruments/singing. Typical rhythmic hand-clapping Modern String instruments should be replaced with the Oud (very similar to the Lute), still widely used in Sudan today (including some of these tracks) Modern wind instruments should be replaced with reed pipe aerophones, or Hellenistic Aulos Modern Violins should be replaced with African trumpet instruments, not unlike the Waza, variants of which can sometimes sound similar to violins. You will notice the common thread running through all these tracks And, finally, what is probably the most "tribal" music video-clip I've ever seen... I know some brothers that would curse me for sharing this, but who cares ... These are Dinka's from South Sudan, very similar to the Nuba, both ancient and recent. In some places their material culture is still very similar to their ancient counterparts, except now they wear Calvin Klein boxers. The southern-most component of Kush, the wild hinterlands... And a Swagalicious Nubian Musician, with ancient instrument:1 point
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I made this map for a demonstration purpose, and was wondering if a mountainous map should or shouldn't look more or less realistic in 0 A.D. This design has building limitations as its very mountainous, but in a mountainous region I imagine this would be true. Before continuing to expand the map which is in a medium size. I would like to know if pursuing a map design like this has any use before going to a large/giant size map.1 point
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Not really needed, though I sometime use it for helmets1 point
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I've been meaning to ask what people thought of the pike and sling foley I had in Ponies Ascendant, the projectile 'woosh' and fork and knife melee need to be tailored to different attack types1 point
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yesss sound design has really been holding this game's aesthetic back I like it, follows the same rhythm as the barracks a bit, so it wont stick out1 point
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Sweet, Looking good. Are you gonna make the hellenized versions of those, or switch to another civ ? Beware of the collada exporter it sometimes crash when exporting. Good things against it: 1. All hail Autosave (in the file menu) 2. Incremental saves 3. Saving before exporting. Funny note Collada exporter is currently broken in blender 2.8 (Had some trouble so I tried it)1 point
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The free & open source alternative is LMMS https://lmms.io/ (but of course there aren't nearly as many plugins as far as I know).1 point
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@Lion.Kanzen Have you ever tried to make new sounds for the game ? You have been talking about this a lot and linking tutorials but I have never seen your work ?1 point
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You need the `interestinglog.html` file; its location depends on your operating system; have a look at https://trac.wildfiregames.com/wiki/GameDataPaths1 point
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You've hit the nail on the head, Lion. I just refuse to participate in stuff like this. I only pay for complete games. And Empires Apart does seem intereseting to me, if only it wasn't such a mess.1 point
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Nothing game related, just a really great Quora post thought some of you might enjoy ... https://www.quora.com/Which-was-more-technologically-advanced-the-Roman-Empire-or-Han-China/answer/Hoang-Nghiem-严黄1 point
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A starting point is deciphering the schemes and tech (hardest part I should say). Once that is done and figured out it should be surprisingly easy to do pretty much anything. However, I don't understand serialization at all. That and the obstruction map strangeness is what made me stop on my custom AI. I was thinking of a GetTemplateOfAIClass(AIClasses, MaxRadius, MaxCost, IgnoreClassesOf) type of function. AIClass meaning the one the AI assigned to it. Converting Petra to this would be pretty easy after the sorting and AI specific classes have been assigned. It'd mainly just be replacing hasClass with a separate hasAIClass, and any hardcoded template name with the above function. Easy to find with Ctrl+F. A weight of sorts could be assigned for each template. Depending on the lowest stats found. Updating rarely (number of techs researched and age up). Difficulty (or personality) could adjust the base weights of certain AIClasses. That and the number built already would be the main determinate of what is picked... as well as the regular hasClass. That's would allow it to act more like the modder wants. I might give the deciphering a shot but no promises. In A22's Petra I had already gotten rid of the hard coded template names. At least most of the them, sentry-towers and defense-towers confused me... that was literally it. That version was based off of classes from just the templates.1 point
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Still native, I might sweep through later and either selectively change them/ add variations, or else overhaul and let the native structures remain for rural buildings and split the rest for mapmakers.1 point
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I'm with you, ffffffffffffff's suggestion is rather superfluous. Rather, I'd like it if a "Random" player's civ is not knowable until you've scouted them first. That seems like one of those little details that would be nice -- that the civ would show as "Unknown" in the diplomacy windows until one of their units or buildings comes into your vision range.1 point
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Sorry for hijacking your thread. I've always been interested in how were lobby ratings implemented and from your discussion I finally found how. I tested both functions and mine definitely is wrong, ratings jump too much with each result. scythe's mine Either I made a mistake or RD is really important. Test code: from random import choice, seed r1start = 2101 r2start = 1200 r1 = r1start r2 = r2start seed() for x in range(100): res = choice([-1, 1]) r1gain = get_rating_adjustment(r1, r2, 200+x, 20+x, res) r2gain = get_rating_adjustment(r2, r1, 20+x, 200+x, -res) r1 += r1gain r2 += r2gain print(str(r1) + " " + str(r2))1 point
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The last word wasn't spoken there and the patch will be needed sooner rather than later. I was just fed up with running in the review hamster wheel for more than a year without getting to code something on my own. Luckily the NetClient code isn't really coded at and if, is easy to rebase, so it should be considered postponed. (Also had some joys trying create a custom ScriptInterface for XmppClient, but I aborted because it only segfaulted )1 point