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  1. It looks good to me. I'm committing this as is. See you in the next version. EDIT : Will still check the actors because reasons.
    3 points
  2. @Alexandermb thank you so much! I think it looks fabulous!! This is basically the most recognisably Seleucid thing for most people, and now it's a little more recognisable
    3 points
  3. @Sundiata Here is a bonus screenshot @Lion.Kanzen Would you want to try to make a rally point banner/flag for the Kushites? Maybe @Sundiata Has suggestions.
    2 points
  4. 2 points
  5. The Goron guide is all ready: Check it out here: https://orig00.deviantart.net/903e/f/2018/027/8/0/goron_guide1_by_undyingnephalim-dc1d9c8.pdf
    2 points
  6. @wowgetoffyourcellphone Done -> Have fun. dude_head_no_mirror.dae
    2 points
  7. @Rahcul Your paths were wrong for the mesh and the texture <mesh>props/spartan_test.dae</mesh> Instead of : <mesh>props/weapons/spartan_test.dae</mesh> and <texture file="props/prop_test.png" name="baseTex"/> instead of <texture file="props/weapon/prop_test.png" name="baseTex"/>
    1 point
  8. Okay, so this error is not really explicit. It might means different things A ) Your model has more than one blender materials B ) Your model has edges or vertices that are not par of a face, to solve this in blender, go to face mode, press A to select everything, and press h to hide, then switch to vertice mode and you should see the culprits.
    1 point
  9. This is not just good, interesting, and useful, it's real quality. I'm looking forward to the pdf you announced earlier
    1 point
  10. http://medievalpoc.tumblr.com/search/Hellenistic I'm not sure if they are Kushite or from East Africa.
    1 point
  11. I found this https://seetobehumanityearth.wordpress.com/tag/silk-road/
    1 point
  12. I have to admit, I really enjoyed testing the javelin infantry with wicker shields. What about head props or they general appearance (body texture) ? I recently changed the actor files of the cavalry units to suit your suggested appearance per tier.
    1 point
  13. Hmmm, perhaps yet another shield-type? Dinka stick fighting "shield" for javelins, the wicker one for clubmen? By the way, check out these Dinka clubs... Cewl! I'm curious! Just use the feathers for the archers (for distinction) I don't know exactly, something that looks like this?
    1 point
  14. I'm going to take an ax to the ptolemies's architecture eventually. The white CC I imagine would be fine but with houses the risk of muddying form and function. Flat roofs should be easy enough to integrate if handled tactfully
    1 point
  15. Sundiata's selected nitpickery, part 2, houses: @LordGood This is not so much a nitpick, but a rather large task. The reason why I think it could be a valuable change is because it can benefit another faction as well: the Ptolemies. We should ideally have a flat roof variant for the common houses for the Kushites. "Egyptian" style regular housing was just as common as those vaulted Nubian houses, and often coexist, even in the same building. It would create a more organic domestic look. Currently there's an over saturation of Nubian vaults, but I like how they're used in the other structures and they're fantastic on the current houses (I actually don't want any variant to be removed), it just needs to be nuanced with the addition of some flat roofed models (like 50/50). Mixing in white textures for some of the variants would also be more historical and, add even more nuance, and help blending in a white CC better. The reason why this would benefit the Ptolemies is that I think they could/should use the same model for their own Egyptian house variants. Unlike the current Kushite houses, the Ptolemaic ones are not very historical, and and I've read people complain about their "architecture" in the youtube comment sections, and even in some of the video's themselves. Some people also say that 0AD is an Age of Mythology clone (obviously not), but especially the Ptolemies bring up this sentiment, and I've come to understand why: Age of Mythology 0AD ... They're basically the same models, with minor variations and a different texture. The fact that this is not based on Ancient Egyptian housing, but rather on the stereotype of Ancient Egyptian houses (inward slanting walls??), makes it even worse.. Especially for a historical game like 0AD. So, I ask for: Flat roofed Egyptian style variants for Kushite houses to add nuance (some white and some earthy textures) Use the same model to replace the Egyptian variants for Ptolemaic houses (with Ptol textures of course) This would also be good to illustrate the common ancient Egyptian cultural substrate that runs through both Ptolemaic and Kushite architecture. Similar to how the Hellenic civs use similar type housing. They're both Nile-Valley cultures... I think Ptolemies and Kushites are more than unique enough to merit at least one shared house-variant. Kushite flat roofed house from Al Meragh A whole lot more accurate and historical Egyptian houses as inspiration:
    1 point
  16. I don't know what the content of the mail is, but for single issues you can find help here in the forum. There is mostly always someone that can help...
    1 point
  17. I have seen those emails, but a (small but still relevant) part of the reason why I haven't replied is that it hasn't felt 100% serious/realistic. The most important reason is however that I've felt that it requires a proper/well-written(/long) reply and I haven't really felt as if I've had the time to devote to it. In either case though, while I'm not active enough to be able to tell for sure, from your email it has seemed like you expect/require some help from Wildfire Games, and I doubt that we'd be able to help out much as we don't really have enough time for one game :unsure:
    1 point
  18. Thanks! But i cannot work on it yet, because of university. I cannot work on this until march.
    1 point
  19. Thanks that's cool to hear, and great Gorons guide btw !! Which faction's next ?
    1 point
  20. One can also set Omnidirectional in the SoundGroup with stereo files. Good job Lion.Kanzen, awesome sound!
    1 point
  21. I'm starting to finally get this project off the ground a bit (the Norse Wars remake as a standalone game). I'm considering building off the 0AD engine since it's the closest thing to the original AOM/AOE but would like to work with the 0AD team on this. I've put together a pretty decent budget to get this done and would be happy to have its success feed back into the development of 0AD if things work out. Who can I talk to at 0AD to discuss? I've been pinging the contact email on the site but can't seem to get a response.
    1 point
  22. The clubman are those other Nuba mercs... Better to keep the same shield types for the same unit types (tribal societies tend to use specific equipment as identifying markers). So clubman gets hexagonal wicker, not round wicker..
    1 point
  23. I only created the texture, I built on one of the celt bucklers
    1 point
  24. The parts 1 and 2, if I understand correctly. Actually, there is no call to rmgen in those parts, only access to g_Map.height. It should work as is. I agree with what you and Fexor say about the TileObjectMap (or whatever name we call it). It's seems to me the design is not mature enough to syntheses all those features in a single object. Yes, I'm aware of this too. The slope member, for instance, remains accurate while you avoid modifying the height map after computing the slope, and reading the various random map scripts, one can see height map manipulation can occur anywhere, not only at the beginning. I'm aware of efficiency too: javascript is Ok, but... really slow. This is the reason why I added a 'lock' member to my tile object, because I think testing a bitfield with a mask is much faster than fetching one or more arrays to enforce constraints. It's not difficult to create a tile class from a bit pattern or set a lock bit from a tile class, but it must be done 'manually' which is error prone. BTW, I'm rather surprised rmgen don't provide set operations on tile classes. Maybe, I didn't dig enough Friendly, P.S. The idea I had to remove artifacts don't work, or more accurately, removes them but introduces new ones ! too bad !
    1 point
  25. Also, the per tier variation of the cavalry units.
    1 point
  26. Sounds familiar when you asked for upload the ogg in mono. lol.
    1 point
  27. 1 point
  28. Why not just commit it so I don't have to add yet another file to my local repository?
    1 point
  29. 1 point
  30. Nice we can have "monoophthalmus" guys now. one-eyed.
    1 point
  31. Here is following the same angle of the golden circle, remember the textures i used are just placeholders, replace them with the ones that are going to be used. sele_horse_crest.7z texture used: scaled to 256x512, (can work with other sizes i guess).
    1 point
  32. This is not possible with the current UV maps of the head. It's the same problem with the unit meshes: The arms and legs are mirrored or reused, so there's no way to for example, make one arm be painted in white and the other arm painted orange. The face texture is mirrored so that there is no way to make the left half different from the right half. You'd need a new head mesh with a new UV map to do that. It wouldn't be hard to do for a modeler, in fact the game should have such a thing.
    1 point
  33. First of all thank you very much for the quick reply. I tried creating the actor file and all that comes with it, with the help of the basic 3D implementation guide, but it didn't work since I do not know what to type in exactly because only a crate was used in that example. If you could tell me what to type in the code to make the shield work, or link me to a thread where that is explained, I would be very thankful.
    1 point
  34. IMO Base terrain generation should go to /heightmap (maybe separate in different files but it's not that big yet). Painters, placers and constraints should go to /rmgen . Functions they depend on should also go to the same file. The g_Map object should IMO only contain stuff that is needed to be exported. Anything else should go into another object (e.g. map_extensions or something). This includes the slope/incline map (vector/scalar) as well as the planned collision map and abstract water height/speed maps (to simulate water driven erosion). Recomputing those maps over and over again is indeed insanely inefficient. I have the same problem with the collision map (updating whenever an entity is placed is fast but means to hook in the collision system in even if it's not needed - though no performance impact than with a collision.enabled flag. Updating whenever needed means "number of uses" more calculations of the entire map). I think the way to go is "update manually when needed" for those heightmap related maps - though this is prone to induce bugs by oversight. Updating whenever used and update needed might be appropriate in some cases - a copy of the underlying object could be stored and - on change - update the derived thing if used (this is somehow against the "direct access" policy I usually prefer though).
    1 point
  35. The animals' purpose is to provide food so they should generally be easy to kill in order to allow fast and easy access to the resource. If you're talking about the animals that don't drop food and are hostile, such as tigers, I don't see why they should be harder to kill. I do agree on us being able to tame them, however. It could be an interesting implementation and add a new level of gameplay. How do you suggest the animals could be tamed?
    1 point
  36. The branch is on my fork: https://github.com/andy5995/0ad/tree/issue_3700
    1 point
  37. @Sundiata another post can be nice your contribution.
    1 point
  38. I'll be adding some trees, I'll search for the thread that has a biome roadmap with several trees that needed to be included in the game and make some. Here's the list of trees needed in the game, under "gaia" section: http://wildfiregames.com/forum/index.php?showtopic=17730 This isn't a bad idea... basically making all trees to share the same skeleton with two simple bones, one for the trunk that will remain attached to the ground and the "top" bone that would be falling to the ground. They can share the same animation too. However, I'm not sure if it would be compatible with the "windy" material that the trees have as the wind effect. (and obviously, all trees should be fixed to this chopping animation) Not sure how easy would be to select a chopped tree in the ground to task units to collect wood though.
    1 point
  39. Imo it's a bug to do anything else. Components should not rely on other components being there unless it makes complete sense (e.g. Armour requiring Health).
    1 point
  40. If you are interested we currently have A Norse Mod called millenium AD you can find in the mod sections
    1 point
  41. It reminds me of "Desert Strike" for Starcraft II
    1 point
  42. Good point, my wits are a bit foggy because of programming, but luckily there are people around which can correct my current historical misstatements (Komnenos .. the greek took over .. I remember Alexios Komnenos, one of the last capable emperors of the Eastern Roman Empire? Again, excuse the fog. I must mix it up). We could then have it like Mythos plans it for the tech tree. And like it is for the hellenic cultures, specialising .. From those that you mentioned, is there a notable difference in buildings,clothes,military structure/style,story-telling/heroes?
    1 point
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