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  1. Hi guys! I'd like to introduce myself. My name is Sascha, 31, and I am a doctoral student of Ancient History at Kiel University, Germany. My professor told me recently that it would be really great if I could publish an article this year. And since I always wanted to work with games I chose to write an article about 0 A.D., which is basically why I'm here. I already contacted the development team, told them about my plan, asked for a permission to use screenshots in the article and on the other hand offered to act as a scientific advisor (since I already found some minor problems with some names and stuff). So... nice to meet you!
    6 points
  2. Yellow gold or keep the same colour of the charioth metal ? Less yellow
    4 points
  3. if i can i'll try to make the base mesh + base texture, later i guess you could do your magic with patterns and cloth look like or @wackyserious for now i will make the seleucid chariot horse armor
    4 points
  4. Some sort of time period were catapults can thrown a bunch of dudes landing perfectly to disrupt enemy lines.
    3 points
  5. Are those historically accurate?
    3 points
  6. Sundiata's selected nitpickery, part 3, the dock @LordGood, I really like the dock. There's only one suggestion I have for this one, and once again it doesn't pertain to the building itself, but to the quay. One romantic element of Nile Valley culture is the scene of a royal, or a humble servant moving down a handful of stone steps leading directly in to the Nile, to fetch water, or bathe or whatever... Those stone steps are also where a boat would moor, and people could descend without getting totally soaked. The stone construction wouldn't easily wash away during the annual floods either. Since you modelled those lovely Lions, you could also add two of them, one on each corner facing the Nile, like the Ibis statues in my mock-up (shamelessly copy pasting another artists' quay). It's more of a stylistic choice, but it would fit the whole Nile Valley theme very well. It would also be lovely if you could add the lion statues to the Lion temple. Two of them, flanking the doorway, facing each other:
    3 points
  7. As a history major, I think you will enjoy this incredible thread here:
    3 points
  8. They will able to interact with the "vanilla" version of game. The awesome thing about 0AD is that there is not a hardcoded faction limit like in Medieval 2, so all of the factions will be able to interact with each other in skirmishes, multiplayer, or the campaign if I choose. With Medieval 2 I was forced to break the game up into smaller bits, so I based the bits around themes like the Great Sea and Termina. I probably won't be porting missions over for awhile, seeing as cinematics are not implemented in the engine yet, so by the time I get to some of those missions that involved the Twili I'll probably be closer to getting them into 0AD. This ultimately depends on what sort of features the 0AD dev team includes for things like campaign missions. At the moment I want the campaign to pretty much be carried over from total war; just a series of scripted missions based on a specific type of challenge with cinematics before and after the mission is over. Naturally a few things will be tweaked. A lot more missions will involve building bases now. I can already picture a few missions dramatically improving from this, such as the Gohma mission where you have to uncover the four dormant hives. The Sky City mission im working on right now will also perform and look much better in 0AD then it would in Total War. Was this a user named memefos who said this? He's a troll, more or less. Majora is still responsible for the later invasion of Hyrule. Demise, Dethl, and Bellum are still at large as of the current mission I'm working on. All three of them will show up again eventually. I'm not entirely sure how I will implement a lot of elements from BOTW yet. Malanya isn't out of the question it's just a matter of figuring out how to introduce a new deity without messing up the lore I've got established. This happens every time a new Zelda game comes out.
    3 points
  9. @elexis @wowgetoffyourcellphone @wraitii @Itms So I found a way to fix the skybox, it's actually pretty easy. What do you guys think ? Also noticed a bug. Sky folder do not cache anything, so you can only dds files there. Index: source/renderer/SkyManager.cpp =================================================================== --- source/renderer/SkyManager.cpp (revision 21115) +++ source/renderer/SkyManager.cpp (working copy) @@ -251,8 +251,8 @@ // Distance to draw the faces at const float D = 1500.0f; // distance from map center - const float H = 500.0f; // height of the ceiling - const float FH = -100.0f; // height of the "floor" + const float H = 1700.0f; // height of the ceiling + const float FH = -1000.0f; // height of the "floor" CShaderProgramPtr shader; CShaderTechniquePtr skytech;
    2 points
  10. Really awesome nitpicks, Sundiata. Those would be some nice additions indeed. I especially like the dock mockup.
    2 points
  11. I vaguely remember reading about an arrow machine kind of like in the video, but I am not sure who used it and what time period. I am not even sure what time period that movie is trying to depict.
    2 points
  12. will make the same for the neck and head prop, using the same texture file. (Just for keep the topic used while armors are still needed public or mods). Edit Neck added References
    2 points
  13. @wackyserious Greenlight it's looking better already.
    2 points
  14. if they are animated the parallax will break i guess let me make some trys to make the texture for the full body blanket and i'll update it for the pers chariots
    2 points
  15. Description of the task. misc task for 2d artist and texyture atrtist add accurate ornamentation for Roman and Hellenistic armor, helmets, buildings,etc. Medusa for Lorica Musculata.
    1 point
  16. One way to improve it though would be to take those head metal rounds and use them as a stencil to paint in Blender. This way you'd get perfect looking metal circles with perfect projection. Might be tricky for a blender noob as myself wouldn't know how to do it. Would people be interested in such a tutorial ?
    1 point
  17. I can lower the skybox. I adjusted the height to new default height in atlas, but all old maps are actually lower.
    1 point
  18. Do you have an example ? Might be time to add new skyboxes as well http://www.custommapmakers.org/skyboxes.php (Careful those license are not all compatible) Those are though : https://forum.unity.com/threads/18-free-skyboxes-unitypackage.27513/
    1 point
  19. First crashlog > ig8icd32.dll!513fc1a1() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Annotated Frame kernel32.dll!_GlobalFreeStub@4() Unknown Non-user code. Symbols loaded. [Inline Frame] msvcr120.dll!_heap_alloc(unsigned int) Line 57 C Non-user code. Symbols loaded. msvcr120.dll!malloc(unsigned int size) Line 92 C Non-user code. Symbols loaded. Second one > ig8icd32.dll!5135c1a1() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Annotated Frame kernel32.dll!_GlobalFreeStub@4() Unknown Non-user code. Symbols loaded. [Inline Frame] msvcr120.dll!_heap_alloc(unsigned int) Line 57 C Non-user code. Symbols loaded. msvcr120.dll!malloc(unsigned int size) Line 92 C Non-user code. Symbols loaded. I hope it's glsl cause I don't have any idea what's causing this anyhow.
    1 point
  20. I did have patch at some point. That allowed multiple units on a single unit. @bb_ has taken on it since. The patch was #2577.
    1 point
  21. Garrisonable elephants would be hilariously awesome, though I would doubt the utility of having to manually add soldiers to your elephants in the middle of a match. I would like to see the archer [or whatever] be trained along with the elephant. Separate entities, but one unit if that makes sense. And you're right, similar to archers on ships or archers on top of gates, there would need to be some work regarding obstructions and footprints and pathfinding.
    1 point
  22. Files with cataphract armors/mask and replaced the sele chariot horses crest with the new ones. Horse_new_armor.7z
    1 point
  23. files updated with a minor fix on the ptol fisherman move animation, and sails folded while gathering fish. Fisherman_New.7z
    1 point
  24. Most of them from creative commons search then i've made meshes to make the proper textures rendering (similar to enrique's tutorial )
    1 point
  25. 1 point
  26. I'll have a look tonight and commit it if it's okay. Thanks for working on this. We should now be able to get rid of every old units. Edit : Need the files ;D
    1 point
  27. Increased the speed of the net 20%, also the first zip file had an unsync net animation wich was fixed later the later files have a normal loop. sail folded animated too.
    1 point
  28. Any of these 5 civilizations listing is sought to add to the game. Hope to see them on 0 A.D. at some point. These, 1. Hittites 2. Minoans 3. Sumer 4. Babylon 5. Byzantines Regards, a newly joining member...
    1 point
  29. Keep in mind 0 A.D.'s current timeframe is 500-1 B.C. All of the civilizations you suggested fall outside this timeframe. E.g. Sumer peaked around 3000 B.C.; if they were included we might as well include the USA, which is closer to the year 1 A.D. than is Sumer. However, this game is not Rise of Nations or Civilization. Nevertheless, it is possible to modify the game and create your own factions. Feel free to try it yourself
    1 point
  30. 1 point
  31. @stanislas69 Go signal on this and I will upload them together with the actor files on behalf of @Sundiata
    1 point
  32. Hey @Amazigh Thanks for the files I'll have a look. In the meantime you can try disabling glsl and postprocessing in the options
    1 point
  33. 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
    1 point
  34. 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
  35. Somethink like this can be small improvement (without having to redesign the complete dialog, even if it should be). (Also, maybe click icons for some kind of action, or hover over to see the actual profits for each or somethings like this)
    1 point
  36. I also honest to goodness think that the game should have mesh mountains. 3D meshes with custom texture. Maybe 5 or 6 for each desert/alpine/temperate/Mediterranean/tropic. Just need some template flags to affect camera zoom.
    1 point
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