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Showing content with the highest reputation on 2018-02-03 in all areas

  1. Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present this monthly development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, we urge you to post your application in our forums or just grab a task from our list of open tickets and get right to it. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Head to our forums and join our active community! FOSDEM @ Brussels 3-4 February Those who'd like to meet members of the development team and are available this weekend, can join us on FOSDEM: "a free event for software developers to meet, share ideas and collaborate. Every year, thousands of developers of free and open source software from all over the world gather at the event in Brussels". We'd love to see you there, and maybe grab a beer afterwards! The Team expands! We are proud to accept temple into the 0 A.D. programming team! May his commits be many and his whitespaces few (C++ joke)! Programming Itms, our project lead, has been working on a breakage in Jenkins, a tool that helps us ensure code quality by running tests in order to check the code for warnings, and has looked into goodies for FOSDEM (spoiler). mimo updated the AI to support the new combined victory conditions, among his ongoing improvements to the AI. He has improved the performance of GetEntityState by merging it with GetExtendedEntityState (performance improvement when selecting many units), reported some map errors and reviewed temple's formation patches. elexis "I like Vectors" has rewritten a lot of old random map generation code that will allow the player to select the biome on random maps. Other features: River maps are rotated arbitrarily, so that players get a truly unique map generation each time. The game now supports uncapturable Gaia fortifications. bb has committed the new game setup User Interface, providing sufficient space to add more game settings for the foreseeable future, and the combined victory patch. Vladislav reviewed a few patches and returned to working on post-game charts. Imarok committed a couple of minor GUI fixes. More importantly: he also worked on secure lobby authentication and a mod version test in the lobby (multiplayer). gallaecio has improved a couple of English strings. s0600204 worked on the template viewer patch. It is a new dialog that can be opened from the selection panel and structure tree and displays statistics and descriptions about the selected unit or building. temple worked on unit AI with dropsite distances (e.g. mill, storehouse) and visibility checks, fixed blinking territory and a couple of things with formations. He also fixed dock placement and updated some patches, which are waiting for a review by other programmers. Now he is turning his attention to the diplomacy color patch, together with Elexis, and balance changes for the next alpha release. Art & Sound LordGood has been working on the building sets. He committed a Ptolemies stable, archery range, workshop & elephant stable and a Roman stable & workshop. Stan has done some crash reporting and tried to reproduce call stacks, has worked on fixing the soundmanager bug that has been here since r9055 and has commmitted templates for new heroes. On the art side: he created many new helmets and caps. Alexandermb, a skillful new artist, has been very active. He has had his new models for horses and spears committed, aside other art improvements like giving siege weapons engineers. Omri Lahav, our composer, has not been idle in January. So much so that we'll dedicate a separate development blog to his work of late! Stay tuned! Community Contributions Dunedan and fpre's efforts to help with alpha 23 GUI and lobby patches, both coding and reviewing are greatly appreciated by the team! Lion.Kanzen recorded new sounds for the archery range. Hannibal_Barca has uploaded a beautiful winter river map. wowgetoffyourcellphone contributed new icons for dogs and for cavalry. Bigtiger created a beautiful skirmish map: Via Augusta. Leyto created a Muskox texture, that was committed to the game. Image: LordGood's Roman Workshop, front-side and back-side (centre). - by @plumo
    4 points
  2. 3 points
  3. hey guys, I am working on some models for 0AD in blender, so I started modelling animals in the low poly style of 0AD. here is a Saluki I made for desert maps, Its not textured yet, but its uv mapped and will be textured soon, and yes, it will be rigged and animated too. I will also make a Spekes Gazelle for the saluki to hunt, as they were bred to hunt spekes gazelle in the deserts of Arabia, I look forward to showcasing my art for 0AD, and I hope to release my art as a mod sometime, for you guys to possibly use in your maps and ingame. More stuff is coming soon.
    2 points
  4. Persian added, finished the ships. Fisherman_New.7z
    1 point
  5. I forgot to include all the minor factions on that icon image up there, here it is updated: That'll come in handy. The Anouki will be pretty great. Since 0AD has formations a lot of ideas I had for them will be a lot easier to pull off then in Total War. Plus they just look awesome:
    1 point
  6. isn't animated yet, i want to make it but it may need mouth texture in any case it won't take long to do it.
    1 point
  7. This guy needs to be deleted and fix the template for the use the hellenes actor instead of the athenian. Fisherman_New.7z RIP headless athenian guy (?-2018) Edit: added little fish to the boat and a better bucket with prop points for fish. (animated jumping)
    1 point
  8. Never I saw a RTS with full of bugs like this. Reported by a user.
    1 point
  9. 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
  10. Most games i see use a fishnet have a scale modifier animation, that is not possible in ours, throwing a net will take some creative thinking if we want it to look right.
    1 point
  11. Bonus 1:i if you can make land fishing units too that's even better. Bonus 2: fishers for every fishing boat.
    1 point
  12. @Xfs i have many replays with him. @alekusu he is in the same timezone as you i think (australia) he plays often at 7 UTC.
    1 point
  13. Another high level game against SwampGremlin this time. Britons are not invincible ! And romans kind of rox! vs SwampGremlin.zip
    1 point
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