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Showing content with the highest reputation on 2018-02-01 in all areas

  1. welcome to blender, now you can't never leave it (if you learn to handle it)
    3 points
  2. I've never been a fan of the Wind Waker Rito designs, I had actually redesigned them to be more bird like years ago before BOTW was announced. I've since returned to that, here's Medli as an example:
    3 points
  3. @Sundiata welcome to the learning cliff if it gets to slippery I think their may be a few guys that would not mind pounding in a few pitons on the cliff face for you there are literately thousands of YouTube tutorials for blender as well. Enjoy the Choice
    2 points
  4. 2 idle choices, walking and troting are now more leg-center death is 20% slower Camel_New.7z
    2 points
  5. I got access to the closed beta too but I found it rather annoying to play. Pathfinding and unit behaviour are rather poor (but maybe that's an accurate representation of the original game?)
    2 points
  6. I'm in the process of constructing an academic text (thesis) for school and I was thinking of utilizing 0ad/Pyrogenesis to help me with my paper. I'm planning on generating a mod which will help preserve our local history and culture and it will be used in an experiment to see if using video games to demonstrate Historical events help in boosting the academic performance of 3rd Millennium learners. Is it legal to use the game in my academic paper? What are the things that I should take into consideration if I will use the game in my Thesis? Thanks!
    1 point
  7. If you are on the same network, use the direct IP connect, not the lobby.
    1 point
  8. my Programm ist written in Lazarus....and iam not a good programmer....and I have not enough time to learn a new programming language...maybe anyone can help me.
    1 point
  9. i think it will be better an special helmet for the cav, every place i move it show a little clipping idk if its the head mesh enrique's left on the animations blender file, in any case if the animation don't show clipping on other helmets i guess i bet for a slightly bigger cap. Also, @Sundiata Horse UV.blend heres a blend file so you can work on textures, just drag and drop the texture on the left window
    1 point
  10. We also have the bicubic interpolation function in rmgen2/ somewhere in case that helps. Yes, giant maps are totally out of reach currently. The number of entities itself especially. The pathfinder struggles if there are more than 8 * 150 player entities on a normal sized random map. Given that you speak of InitMap, you must still be developing with alpha 22. That is reasonable on one hand because the library in alpha 23 changes every day. But judging from the screenshots, your project matures and we should start to think about committing something to our codebase. What matters most to me would be to throw out all redundant code. For instance I assume there is no invention in entiy placement, is there? The SlopeConstraint was implemented in rP21085 and one can do a createAreas or createObjectGroups on mapBounds using HeightConstraint + SlopeConstraint + avoidClasses to distribute as intended. About performance, I have replaced the log() entries with a call to g_Map.log() which measures and prints the time between two log calls. This way we can identify performance bottlenecks immediately: #5011. It seems the most of the time (up to multiple minutes) are wasted in pointless loops: Picking a random coordinate on the map and hoping to find a lucky position that isn't in water or a forest. Instead we can compute all locations that aren't water nor forests and then pick a random coordinate within that location and test against the variable constraints. The biggest refactoring in alpha 23 is that all x / z coordinate pairs were merged into a Vector2D object so that we can utilize the vector operations; replaced all cos/sin operations with one rotate() function; especially the cross products, normalization and perpendicular functions are now much more transparent. This is expected to have a some performance cost attached (creating new objects), but in my tests it had actually improved the performance. Can you upload a more recent version of your code (so that we can pick it up later in case you get bored)? In case you intend to work longer on that, you could also create a github branch. In case you can clean that library to the essence, rebase it for the alpha 23 codebase (BuildInstructions) and add one good playable map within the next 2 weeks (maybe little longer, we don't know yet), we might add it to alpha 23. But don't rush things, take the time you need :-)
    1 point
  11. Hi, The artifacts problem in my generation code comes from the the algorithm working on squares, and the height map itself being squares. I think this is why may various attempts to blur the map introduce new artifacts of another kind. Our eyes are trained to detect any geometric shapes even in complex pictures and it's very difficult to fool them. That said, it's possible to improve the result, for instance using 'globalSmoothHeightmap(1);', which is probably highly advisable: it doesn't change the map too much and improves certainly regions accessibility. But I guess map decoration should be enough to solve the problem. Here is a map, not painted at all, showing clearly some artifacts: And npw the same, painted in a very plain way: The artifacts are less noticeable I think, and will probably even less if more decorations are added. Actually, I didn't notice the TileClass object had an inclusion map which is in fact similar to the "bitmask invention", at least in performance (it costs much more memory, but this is not a problem). And of course, increasing complexity must be avoided if only little benefits are expected. I made some quick tests on giant maps to identify where some bottlenecks could be. - First of all, creating a flat map with no painting at all, already takes a few seconds: just loading the libraries and executing InitMap() and ExportMap(). It certainly could be sped up loading only what is needed. - Creating a height map, smoothing it, is very fast and don't increase significantly execution time. Adding textures on terrain may add a second. Not a big deal. - The real problem I found is with placing objects. In the giant map below, I created forests, painting only forest floor, omitting only to place the trees (with placeObject() ). Costs one second or two even if there are large forests (28 994 trees and a lot more tiles to scan): Trying to place the 28 994 trees on the snowy areas lead to disaster: Atlas hangs during a minute or so and finally crashes (I have an i7 processor and a lot of RAM). Friendly,
    1 point
  12. I can't work much today got a whole day presentation. That's the finals.
    1 point
  13. Currently you cannot make walkable meshes. You can make props adapt to terrain like what fields, and certain things blocking (ie walls) like it's done for gate, but if you make the slope in 3D units will go through and not follow the shape. There is currently no way to deform terrain after placing a building. It was planned at some point and there is a trac ticket for it, but I don't know what the current plan is.
    1 point
  14. Related to sound. Did you disable your sound ? > pyrogenesis.exe!snd_detect() Line 65 C++ Symbols loaded. pyrogenesis.exe!WriteSystemInfo() Line 87 C++ Symbols loaded. pyrogenesis.exe!InitGraphics(const CmdLineArgs & args, int flags) Line 1041 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 579 C++ Symbols loaded. pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 623 C++ Symbols loaded. pyrogenesis.exe!main_utf8(int argc, char * * argv) Line 126 C Symbols loaded. pyrogenesis.exe!wmain(int argc, unsigned short * * wargv, unsigned short * wenvp) Line 151 C Symbols loaded. [External Code] Annotated Frame pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ Symbols loaded. kernel32.dll!7575efac() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Annotated Frame
    1 point
  15. A very bad news which I forgot to share to everyone here, my research was diverted from video game content development to the analysis and documentation of local contemporary art trends among the visual artists in our province a few months ago. This does not mean that this project will not push forward some time in the future. Maybe I will just merge my assets with @Vasikle's Oniversalis: Age of Exploration project. I had to follow the guidelines given to us by our instructors to comply with our academic requirements and had to stop development, a little saddening but it was a must for me to comply. Right now I am documenting the local coffee painting festival in the highland areas of our small province.
    1 point
  16. Modifying and distributing pyrogenesis is intended and allowed as long as credit is given and the source provided, see LICENSE.txt for details. I don't know Godot3 or their license.
    1 point
  17. Just download this mesh -> https://github.com/0ADMods/kushites/blob/master/art/meshes/props/helmet/kush_skull_cap.dae
    1 point
  18. 1 point
  19. As of #4950 we also have a logger showing how long each operation of the map takes. This way we can identify bottlenecks. How much faster is that bitmask invention? I fear the increased complexity might just make things harder to read and maintain. It's easier if all maps use the same style and all maps can use all features and benefit from the same improvements. Which arrays are we talking about actually? I never timed the RangeOp code used by tileclasses.js.
    1 point
  20. You could do this a different way that wouldn't require you to run two instances of 0ad. Start a single player match and setup Player 2 with whatever civ and team you wish and start the game. Then press alt+d to bring up the developer overlay. Now choose 'change perspective' in the dev overlay and you can select Player 2 in the dropdown on the panel at the top of the screen. Then choose 'control all units' in the dev overlay and now you can control this player also. You can switch back and forth between players whenever you like.
    1 point
  21. He lost to the first attack and left the game. hawaiipurple1.zip
    1 point
  22. Maybe proof can be uploaded here, ie replay. I will talk to MatGress if/when I see him.
    1 point
  23. Speaking to the lobby moderators directly is usually the way to go. We usually warn ask the concerning player then once, ask to give you the points by resigning and then ban if this repeats itself. I'll mention it to Hannibal who keeps track.
    1 point
  24. I will be presenting my paper on the next semester. It aims to generate and integrate a mod in the game that is based on the major indigenous groups that inhabited the Philippine islands before the Spanish Conquest of the archipelago. A secondary objective would be, to raise the global awareness and interest in the Pre-colonial history of our country, just like with the indigenous tribes of the Americas before the conquest and colonization of the Europeans. I will be working on the contents this summer and in the months to come. I need to have at least 50 respondents of different any nationality and ethnicity (other than Filipino) which will play the mod and provide some response through the use of online surveys. Posting this here will hopefully provide me with the respondents that I need. Though, I still worry if I will be able to get at least 50 respondents before I present my thesis. I will be posting here to give some updates on the development of my paper. I will be greatly thankful to those will take time to participate. Please do submit a reply here if you are willing to undertake in my thesis.
    1 point
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