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Showing content with the highest reputation on 2018-05-20 in all areas
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I would love to pitch in and get one of the orchestras that I play at to go and see whether or not we could record it live.3 points
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Last time i played against them they just builded stables all around the map, like a normal Petra building fortress but this ones just build stables they ended with around 35+ stables in the other isle of Corsica vs Sardinia.3 points
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You should get in touch with @OmriLahav by email is the best way3 points
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@stanislas69 @niektb @Alexandermb @wackyserious @Lion.Kanzen here is changelog for Terra Magna Terra Magna 0.23 Changelog · Update mod labels (Niektb) · Update readme and mod.json (Niektb) · Replace 3D corn with 2D corn (Niektb) · logo updated (Lion.kanzen) · New skirmish map Tarim Basin (wowgetoffyourcellphone) · Maintenance updates and fixes since last release (leper) (s0600204) (elexis) Han Chinese · Han Chinese new wonder (stanislas69) · Han Chinese Gold Bixie (stanislas69) · Han Chinese New blacksmith (stanislas69) · add new helmets (stanislas69) · Showcase map for the Zapotecs (Cloud People scenario) (Niektb) · Implement some of Delenda Est's changes to the Chinese (Niektb) · Han Chinese new anims for the siege tower (stanislas69) · Han Chinese Cavalry crossbow animations (Alexandermb) · Han Chinese added Crossbow (Alexandermb) · Han Chinese update animations and mesh for the gate add back the flags (stanislas69) · Han Chinese new RotE unit textures and unit actor tweaks (wackyserious) Xiongnu · Implementation of Xiongnu Faction (template, actor, aura, buildings, animations and other files) (Alexandermb) · Added sheep training bonus for Xiongnu and fix for City phase requirements (Alexandermb) · Xiongnu emblem (Lion.kanzen) (Alexandermb) Zapotec · Implementation of Zapotec Faction (template, actor, aura, buildings, animations and other files) (Lordgood) (Niektb) (stanislas69) · Zapotecs Units and flora (Lordgood) · Zapotec Structures (Lordgood) · Zapotec main menu background (Niektb) · New ram for Zapotecs (stanislas69) · Update Healers for Zapotecs (stanislas69) · Update Traders for Zapotecs (stanislas69) · Remove cavalry techs for Zapotecs (stanislas69) Terra Magna 0.23 changelog.rtf3 points
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Seems quite obvious that the 3rd and final version of the building would be used since it was completed in AD 537.3 points
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Visual/Graphics/Audio: burn some buildings or add smoke when life is low (40%). i've already uploaded to phabricator my patch for combat stance and thats something that can be appreciated on Ancestors, you see the infantry walking as usual, but when attacking they charge more than programming speaking about the damage the visual impact is often better, looking a battle while every infantry is walking happy and relaxed breaks all the sensationship of a huge battle. Add all visible garrison points for every fortress, this could reduce the attack advantage of the garrisoned fortress if they can kill the archers. better bow sound, better sound for arrow impact (can be achieved with home tools?) screamings while attacking Mix swords swing audios with random battle screams according to gender. Gameplay: Injuries, diseases with random %. Units no longer berserk the danger fauna all opposite, the dangerous fauna attack the Units and always chase, never walk. Add a button similar to Dawn of War on the GUI to hide it, hotkeys shouldn't be the only access to some functions.3 points
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If you want your mod to be available in the 0 A.D. mod downloader, you need to follow these steps. 1) Prepare your mod as explained in the Modding Guide. You should end up with a .zip file. If you created a .pyromod file, copy it and rename the copy to modname.zip so it can be uploaded on mod.io. 2) Sign up or login on mod.io. Go to Mods > Add Mod, and specify 0 A.D. in the field Game. Add all the information you want to make available for visitors. Complete the submission steps until your mod is shown as waiting for moderator approval. 3) When you are ready, send me a PM here on the forums, or an email. I will get the mod from mod.io, test it and take a look at its code. When I have checked the mod is not dangerous, I will sign the file. I will answer the PM/email with the signature. I can also report bugs in the mod, and mistakes you may have made when uploading the file on mod.io. I try to consistently dedicate Wednesday afternoons to mod signing. Important Notice: Wildfire Games signs mods in order to mitigate the attacks that can be conducted against file repositories and the clients that download from them. Signing a file does not imply that the mod is official, nor that Wildfire Games participated in its creation in any way. It does not mean that it is exempt of bugs or oversights either. The only guarantee signing brings is that the file you are downloading is exactly the one that the signatory tested. 4) I will put the signature in the metadata of the file on mod.io, then make the mod live. Right after this is done, your mod will appear in the mod downloader! Happy modding2 points
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New Release: 0 A.D. Alpha 23 Ken Wood Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license). Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Top New Features New Civilization: Kushites Mod Downloader Cavalry and Spartan Building Models Combine Victory Conditions Attack Range Visualization Diplomacy Colors Destruction Damage Unit Information Dialog AI Behavior Lobby Authentication to prevent impersonation Nomad Mode on all Random Maps New Random Maps: Lower Nubia, Jebel Barkal, Elephantine, Fields of Meroë, Hellas, Dodecanese, Scythian Rivulet Civilization: Kushites The most prominent feature of the new release is the introduction of the Kushites. The Kingdom of Kush was a Middle Nile Valley civilization between 785 B.C. and 350 A.D. The region became known as Nubia and is located in present day Sudan. Steeped in pharaonic traditions, Kushites considered themselves the true heirs of the New Kingdom. They were fierce in the defense of their homeland, facing Persian, Ptolemaic and Roman invasions as well as constantly testing the strength of their northern neighbours. The armies of Kush are diverse, with contingents recruited from all across its vast domain. With a wide array of trainable units, they can adapt to almost any kind of opposing army. Boosted both economically and militarily by their monumental pyramids, ingenious leaders and special technologies, Kushites gain a variety of benefits. Lead the Nubian kingdom to bloody war and see the emergence of the mighty Kingdom of Kush. Learn more about ancient Kush here. Economic and religious Kushite sites (10MB 6k-HD) A nubian city in full bloom ( 6MB 6k-HD) Temple Of Amun Pyramids of Meroë, photograph by Fabrizio Demartis, CC-BY-SA 2.0 Nubian Pyramid Two Apedemak Champion Guards and a Blemmye Camp ( 4MB 6k-HD) Harsiotef, Kushite King of Meroë (404 B.C. to 369 B.C. ) Looted bust of the first Roman Emperor Augustus, found in Meroë, photograph by Steve F-E-Cameron CC-BY-SA 3.0 Mod Downloader Beginning this Alpha, players can install mod files just by opening them with 0 A.D. This new version also comes with a mod downloader, that allows you to connect to the new mod.io platform and fetch mods from inside the game. Wildfire Games and the mod.io team have worked together to bring you this feature, and 0 A.D. is one of the first games for which mods are available from this new and powerful platform. Please note that only mods that Wildfire Games has tested against blatant security issues will be available through mod.io. However, you are always free to install mods manually from other sources. 0 A.D. Mod Downloader Millenium A.D., a free mod featuring Anglo-Saxons, Byzantines, Carolingians and Norse civilization at the of Charlemagne and the Viking Age Terra Magna, a free mod featuring the Han Dynasty of China and pre-columbian Zapotecs New Models Similar to previous releases, meshes, animations, textures and materials for a number of units have been reworked. This time with a focus on helmets, shields and clothing. But 0 A.D. Alpha 23 also comes with many new artwork, as the Spartan faction has received an entirely new set of models. All Cavalry units have been replaced with much more realistically looking, more fluently animated high-poly models. New Spartan Buildings ( 9MB 6k-HD) New Helmets and Siege Firing Animations ( 7MB 6k-HD) New animal type Zebu and new Cavalry models ( 6MB 6k-HD) Combine Victory Conditions The addition of new victory conditions throughout the last releases, such as Wonder Victory, Regicide and Capture The Relic gamemode have made it reasonable to allow players to combine all these modes arbitrarily. So if you ever wanted to play a game where you can choose between defeating the enemy by taking out the hero or starting an ambush on the relics after building a citystate and assembling an army, now is the time! Two heroes fighting for victory ( 9MB 6k-HD) Attack Range Visualization Similar to the aura range visualization of the former release, fortifications and mobile towers now reveal the range they cover upon selection. Furthermore, the attack distance is also drawn when in the building placement preview, so that the player can find the best suitable location prior to settling the position. Attack Range Visualization during building preview mode ( 7MB 6k-HD) Diplomacy Colors Both in traditional games with two teams and in diplomacy teams with interactive alliance buildup, players could have often used a quick way to find out where the border to the enemy lies and which parts of the territory can be considered a safespace. With 0 A.D. Alpha 23 players are rewarded with a way to toggle between the player colors and team colors (one color per diplomatic stance), enabling them to react to every threat to their city instantly. Blue indicates the player, green allies and red opponents ( 12MB 6k-HD) Destruction Damage One of the new features that targets 0 A.D. (but also mods and other RTS that once might use the Pyrogenesis engine) is the ability of units to deal damage to surrounding enemies when they are destroyed. The effect is demonstrated by Fireships that can and will sink enemy ships if not taken care of by the enemy combatant. An Iberian Fireship sinks nearby fishing ships ( 4MB 6k-HD) Unit Information Dialog Players and observers can now open a dialog that displays all the game related details by rightclicking on a unit during a match. It is also designed to provide sufficient space for historic background information in future versions of the game. Everything you wanted to know about the Amun Temple AI Behaviors The Petra AI now supports configuration of different behaviors, such as Aggressive or Defensive. Although still in an early stage of development, it aims at more diverse singleplayer experience. AI Configuration Dialog Lobby Authentication To establish a safer multiplayer environment, the possibility of player impersonation was ruled out by an improved connect mechanism that requires lobby players to remain authenticated at the lobby server when joining games. The new match setup option Furthermore, the lobby chat was made accessible in the match setup, running games and the summary screen, so players can stay in tune with upcoming games without having to leave the party early. Nomad on all Random Maps Players have enjoyed the "Unknown Nomad" random map since years. It required players to scout the randomly generated map and find a suitable location to lay the foundation stone of their city. With 0 A.D. Alpha 23, this game mode is not restricted to this map anymore but can freely chosen on any of the random map scripts. A Persian player starting the city at the river ( 10MB 6k-HD) New Maps The entire random map generation code has been revamped. The results of this endeavor are many more possibilities and comfort for map authors to generate landscapes and a new quality standard in map design. With Alpha 23, 0 A.D. was enriched by seven random map scripts and three new skirmish maps. Six of these maps take place in the domain of the Kushites. New Random Maps Lower Nubia Lower Nubia is the area between the first and second cataract of the Nile and formed the traditional border region between Kush and Egypt. The hostile and merciless Sahara desert makes defending your position on the river and its steep banks an absolute necessity. This map, like most other realworld maps below was created using realworld elevation data from the NASA Blue Marble series. New random map "Lower Nubia" ( 10MB 6k-HD) Abu Simbel Temple of Ramesses II, photograph by Than217, Public Domain Jebel Barkal The "Jebel Barkal" is the holy mountain that was used as a landmark by traders crossing the Nile river, near its fourth cataract. It is located near the Nubian city of Napata, which later became the capital of ancient Kush. The remains of the Napatan temple complex and the nearby pyramids were declared a world heritage site in 2003. Stone Ruins and the famous Pinnacle of the Hill, photograph by Maria Gropa, UNESCO, CC BY-SA 3.0 "Jebel Barkal" is the first 0 A.D. map to present a vivid, procedurally generated cityscape combined with regularly spawned attackers of adjustable difficulty. City Walls of Napata ( 11MB 6k-HD) Procedural Generation of the City ( 10MB 6k-HD) Temple Guards patroling Napata ( 9MB 6k-HD) Players start near the fertile banks of the Nile river. In order to attain resources, players have to either establish a tradeline there or reach the mineral abundance in the shelterless desert. Contrary to the average map, players find complementary advantages and disadvantages depending on the starting location, making cooperative teamplay and strategic decisiontaking much more relevant. New random map "Jebel Barkal" ( 8MB 6k-HD) The Pyramids and the Hill, photograph by Ron Van Oers , UNESCO, CC-BY-SA 3.0 Elephantine Together with Philae, the fortified Island of Elephantine was situated on the Nile River at the first cataract and an important Egyptian city, often under Kushite control. As the border between Upper Egypt and Lower Nubia, Elephantine became an important way-station for the trade in ivory and other goods. It was considered to be the home of the god Khnum, guardian of the source of the Nile, and boasted an impressive temple complex whose remains can still be visited today. This map was created using OpenStreetMap data. New random map "Elephantine" ( 10MB 6k-HD) Temple of Isis on Philae Island, photograph by Olaf Tausch, CC-BY 3.0 Temple of Aswan on Philae Island, photograph by Osama Awny, CC-BY-SA 4.0 Goddess Hathor in the Satet Temple on Elephantine Island, photograph by David Stanley, CC-BY 2.0 Fields Of Meroë The "Island of Meroë" is a vast peninsula flanked by the Nile and Atbarah rivers and formed the heartland of ancient Kush. This map comes in two variants, one depicting the dry season and one for the rainy season. The map demonstrates the new possibility to select the map biome in the match setup. "Fields Of Meroë" - dry season ( 9MB 6k-HD) "Fields Of Meroë" - wet season ( 10MB 6k-HD) Temple of Amun in Naqa, photograph by Coordinamento delle organizzazioni per il servizio volontario, CC-BY-SA 3.0 Hellas This unique random map script choses a random area of Greece each time, yielding a much greater surprise effect each terrain generation. A "Hellas" map generation showing a part near the Aegean Sea ( 9MB 6k-HD) Dodecanese "Dodecanese" is greek and translates to "twelve islands". It names a group of 15 large and 150 small islands in the southern Aegean Sea . This is the first random map script placing little bridges. New random map "Dodecanese" ( 10MB 6k-HD) Scythian Rivulet This is a map focusing on the beauty of pristine winter, featuring crispy mounds of snow, shown under a not-too-bright sun. New random map "Scythian Rivulet" ( 8MB 6k-HD) New Skirmish Maps Alpha 23 "Ken Wood" comes with three new Skirmish maps: Egypt, Butana Steppe and Via Augusta: "Egypt" (6 players) comes with prebuilt cities of geographically accurate civs ( 10MB 6k-HD) "Butana Steppe" (2 players) ( 11MB 6k-HD) ""Via Augusta" (3 players) ( 14MB 6k-HD) Under The Hood This release consists of almost 1900 patches (r19923 to r21819), i.e. several hundred of bugfixes, commits restructuring of the engine code and small features that can barely be listed. It also includes solutions to prevalent crashes and performance bottlenecks. Finally, the Pyrogenesis engine can be compiled using Visual Studio 2015 and premake5. The name "Ken Wood" Ken Wood, also known as Phoenix-TheRealDeal or tonto_real, was one of the three original gameplay designers of 0 A.D, together with Wijitmaker and Acumen. He was a retiree in his 60’s from Arizona, but he sadly passed away in 2006 after a long fight with cancer. It is thanks to the amount of energy and passion he poured into the early stages of 0 A.D. that we are celebrating another great release of our favorite game! We managed to reach that symbolic letter W for our twenty-third Alpha, and we keep remembering him through the development of the project. Ken Wood was instrumental in conceptualizing some of the core concepts of 0 A.D. Most notably, he laid the foundations of the citizen-soldier concept, and its female villager counterpart. He was also fascinated by Celtiberian civilizations and designed the Iberian and Carthaginian factions. He designed a Rock-Paper-Scissors counter system for units of the game, biomes for maps, and had big ideas for naval combat and realistic ship movement. If you want to know more about the story behind 0 A.D., see this article. We have also re-published an interview from the old website here. And let us not forget his famous quote, which gives us all the motivation we can need: For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter X. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 B.C. – 0 A.D.) and post your proposal here! Support Us The work is still in progress and can use every helping hand. You can support us by translating the game in your language at transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the irc chat. Subscribe Contact info for press, bloggers, etc.: aviv@wildfireTROYgames.com without the capitalized name of a city Ulysses spent some time in.2 points
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And here is the first draft. Also give some feedback for which I would be grateful. Terra Magna Announcement 0.23.docx2 points
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The zapotec main menu background was painted by LordGood. Also I think you can omit trivial commits like updating the mod labels (or mention them as 'various fixes and small updates' or something like that2 points
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would be nice to have upgradable palisades into spiked palisades. anti elephant tech for towers only which would allow towers to shoot something like 3 javelins/2sec to elephants only (I am not sure that simply prioritizing elephants class would allow towers to shoot all 5 arrows to a single elephant rather than just 1 arrow to an elephant and the other arrows to random targets). Working formations. eventually battallions for champions only2 points
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A new sub genre. @wowgetoffyourcellphone when you can play it can be nice. I see a new ideas for battalion and squads and interesting GUI. It’s a historical real time strategy game set in the Middle Ages, during 10th-12th centuries. It’s our biggest project so far. It has a strong emphasis on tactical actions in both single player mode and multiplayer mode. With clever management and strategy, players will succeed in combat, on which the gameplay is strongly focused. Single player missions are based on historical events which occurred in these Dark Ages. Each RTS fan will find features that suits their needs. Those unfamiliar with the genre, should find this title to be a great starting point. Ancestors Legacy will be released on PC and Xbox One consoles. Soon2 points
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It'll be a while until @Alexandermb, @wackyserious, and @stanislas69 get a good finalization on the Xiong, then I'll mess around with them in DE to see if I can get a good nomadic gameplay going.2 points
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Great job the release, ~20 games in and feels amazing w/ the detail (and really like the nomad idea). BTW HackerNews discussion here @ https://news.ycombinator.com/item?id=17108843 Is there a page detailing what is involved in publishing to mod.io? (sorry catching up)2 points
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First the map is created in atlas, units and buildings placed, then a game is started in which all units receive their orders, then the path is created in atlas. Then the replay is played with the cinematic path enabled. You can do the same without cinematic paths and just record a replay.2 points
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@elexis I wrote this to check for dubious textures in case that can be of use. from PIL import Image import os def is_power_of_two(n): return (n & (n - 1)) == 0 modList = ["public", "terra_magna"] for mod in modList: listOfFiles = os.walk("E:\\Dev\\0-A-D\\ps\\trunk\\binaries\\data\\mods\\" + mod) for root, directories, filenames in listOfFiles: for filename in filenames: if ".png" in filename: im = Image.open(os.path.join(root,filename)) width, height = im.size if not is_power_of_two(width) or not is_power_of_two(height): print("WARNING: Non power of two file found: " + os.path.join(root,filename))1 point
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I Agree, i will need to make the 2 left stables and each faction archery range/workshop for alpha 24 in any case so isn't needed to have it now for this release1 point
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So, these (Libyan) people are related to the Libyan dynasties that ruled Egypt before being pushed out by the Kushites. To be more precise, the 22nd and 23rd Dynasties, ruling from the Delta, before being subjugated by King Piye of the Kushite 25th Dynasty. They had interplay with the Kushites! How cool Interesting write up: http://www.twcenter.net/forums/showthread.php?735996-The-Libyan-Kingdom-of-the-Garamantians&styleid=41 In our timeframe they were long gone from Egypt though... As rulers at least. @Lion.Kanzen, where did you get this image from?? Looking at the excavation results, that's actually Garama (Germa/Jerma), their capital! Very nice stuff. More accurate than I first assumed...: Other important sites: This is also pretty cool and quite relevant: "Anyway, when looking for some Garamantian architecture I came across this place. It's a Garamantian compound called Fewet. From what I've read it's was radiocarbon dated to the 2nd-1st centuries BC and is adjacent to a necropolis.", from Historum.com For emblem something like this? Although it might be an archaic style... I'm not sure.1 point
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@wolflance Opinion on this armor, can we use them for the Han faction? Although the armor is described to be a Nanyue armor replica. https://commons.wikimedia.org/wiki/File:Nanyue_Armour.JPG1 point
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second fix Terra Magna 0.23 Changelog · Replace 3D corn with 2D corn (Niektb) · logo updated (Lion.kanzen) · New skirmish map Tarim Basin (wowgetoffyourcellphone) · Maintenance updates and fixes since last release (leper) (s0600204) (elexis) (Niektb) (stanislas69) Han Chinese · Han Chinese new wonder (stanislas69) · Han Chinese Gold Bixie (stanislas69) · Han Chinese New blacksmith (stanislas69) · add new helmets (stanislas69) · Showcase map for the Zapotecs (Cloud People scenario) (Niektb) · Implement some of Delenda Est's changes to the Chinese (Niektb) · Han Chinese new anims for the siege tower (stanislas69) · Han Chinese Cavalry crossbow animations (Alexandermb) · Han Chinese added Crossbow (Alexandermb) · Han Chinese update animations and mesh for the gate add back the flags (stanislas69) · Han Chinese new RotE unit textures and unit actor tweaks (wackyserious) Xiongnu · Implementation of Xiongnu Faction (template, actor, aura, buildings, animations and other files) (Alexandermb) · Added sheep training bonus for Xiongnu and fix for City phase requirements (Alexandermb) · Xiongnu emblem (Lion.kanzen) (stanislas69) (Sundiata) Zapotec · Implementation of Zapotec Faction (template, actor, aura, buildings, animations and other files) (Lordgood) (Niektb) (stanislas69) · Zapotecs Units and flora (Lordgood) · Zapotec Structures (Lordgood) · Zapotec main menu background (Lordgood) · New ram for Zapotecs (stanislas69) · Update Healers for Zapotecs (stanislas69) · Update Traders for Zapotecs (stanislas69) · Remove cavalry techs for Zapotecs (stanislas69) · Specific Zapotec names of buildings (Lion.kanzen) Terra Magna 0.23 changelog.rtf1 point
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I thought this emblem was made by myself, Lion.kanzen and stanislas69? Was it changed?1 point
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Ok here is corrected changelog Terra Magna 0.23 Changelog · Replace 3D corn with 2D corn (Niektb) · logo updated (Lion.kanzen) · New skirmish map Tarim Basin (wowgetoffyourcellphone) · Maintenance updates and fixes since last release (leper) (s0600204) (elexis) (Niektb) (stanislas69) Han Chinese · Han Chinese new wonder (stanislas69) · Han Chinese Gold Bixie (stanislas69) · Han Chinese New blacksmith (stanislas69) · add new helmets (stanislas69) · Showcase map for the Zapotecs (Cloud People scenario) (Niektb) · Implement some of Delenda Est's changes to the Chinese (Niektb) · Han Chinese new anims for the siege tower (stanislas69) · Han Chinese Cavalry crossbow animations (Alexandermb) · Han Chinese added Crossbow (Alexandermb) · Han Chinese update animations and mesh for the gate add back the flags (stanislas69) · Han Chinese new RotE unit textures and unit actor tweaks (wackyserious) Xiongnu · Implementation of Xiongnu Faction (template, actor, aura, buildings, animations and other files) (Alexandermb) · Added sheep training bonus for Xiongnu and fix for City phase requirements (Alexandermb) · Xiongnu emblem (Lion.kanzen) (Alexandermb) Zapotec · Implementation of Zapotec Faction (template, actor, aura, buildings, animations and other files) (Lordgood) (Niektb) (stanislas69) · Zapotecs Units and flora (Lordgood) · Zapotec Structures (Lordgood) · Zapotec main menu background (Lordgood) · New ram for Zapotecs (stanislas69) · Update Healers for Zapotecs (stanislas69) · Update Traders for Zapotecs (stanislas69) · Remove cavalry techs for Zapotecs (stanislas69) · Specific Zapotec names of buildings (Lion.kanzen) Terra Magna 0.23 changelog.rtf1 point
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Yeah but I won't commit DDS. And the one we currently have are fine True and that is defined by the textures XML files. Which by the current look them means we assume they are power of two. The point of the script is not to fix textures its just a check . https://github.com/0ad/0ad/blob/e317fa0d610df3bf624aa326e979b2de7e75729a/source/lib/res/graphics/ogl_tex.cpp According to this there were openGl limitations regarding the size of pictures.1 point
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Thanks for the feedback. My mate used your recommendation you gave us creating the file you said and It worked like a charm. That´s exactly what we were looking for. Now we can play without any problems!!! Regarding the optimization, yeah, I know it´s not easy to deal with it. But It´s okay for us, because we are learning and we are not going to make massive battles so It´s not a real problem for now. Good luck with the proyect guys!!!! We still be playing it!!1 point
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The wagon unit stats needs to be tweaked. I was playing earlier and noticed that the CC wagon has only 100 hp. Are trader units for the Xiongnu faction planned?1 point
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Hi I am from Albania My nickname's simply my favorite desert :Cookies CEST (Central European Summer Time) UTC/GMT +2 hours1 point
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yea it has and this https://trac.wildfiregames.com/wiki/Modding_Guide#Distributingyourmods plus there is also changelog that I will still to fully update it https://trac.wildfiregames.com/wiki/Alpha231 point
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I thought Xiongnu were in a better playing state that some of the factions we released1 point
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People complaining of current trees having too many polygons. That's not gonna help haha. What's the game though ? I'd like to take a look at their assets.1 point
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Well, I'd imagine the uninstall program will only remove stuff it expects to find there. Anything a user adds will probably not be removed. Tell him to: Uninstall 0ad, Delete the directory where 0ad was installed (C:\Users\{user}\AppData\Local\0 A.D. alpha), Delete everything in his cache folder (C:\Users\{user}\AppData\Local\0ad\cache\), Check the mod folder (C:\Users\{user}\Documents\My Games\0ad\mods): In this folder there should be a collection of other folders and nothing else. One of these folders should be named "public". This folder should be empty. Another of these folders should be called "user". This folder should either be empty or contain a subfolder called "maps". (This is where the game saves user-created maps.) All other folders should contain at most two files: either a .zip or a .pyromod file, and, optionally, a mod.json file. Then, once ready... Install 0ad. I realise it's still in English, but I've rephrased the relevant part of the wiki: https://trac.wildfiregames.com/wiki/Modding_Guide#Wherearethemods Is this any clearer? (Question to anyone who wishes to answer.)1 point
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A form of that is wanted for the Iberians (ability to hide in woods), but I don't believe there is any code support so far.1 point
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Hi, guys here is the latest changelog created from Github commits. Changelog Millennium AD 0.23.rtf1 point
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Frankly, I'm a little surprised he got that semi-working. But yes, that youtuber is demonstrating wrong. The place to install mods on OSX is "~/Library/Application Support/0ad/mods/{mod_name}/{mod_name.zip}". (I mean, if you're going to demonstrate something, it would be a good idea to make sure you're doing it correctly... You'd think the fact it doesn't show up in the mod selection screen would be indicative that he's done something wrong.) Anyway... Are you saying that your original "guy" has done something similar? (Also, where is he communicating with you?) (On Windows (Vista or newer), mods should be installed as: "C:\Users\{user}\Documents\My Games\0ad\mods\{mod_name}\{mod_name}.zip")1 point
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Yes rc3 but there where no real changes so I imagine that someone with proper access will change the package name shortly. Enjoy the Choice1 point
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Make the two missing buildings of the carolingians (Market, Corral) if time allows byzantine fortress too, i thought i had to render the byza ships but they worked with the textures in game the only release blocker i can imagine are those two buildings and the civ garrison flag. Missing items/buildings/units for later release or if its possible before are: Caro and Byza Traction Trebuchet + animations Byza Fortress Byza helmet @wackyserious posted some days ago Caro and Anglo sub versions of the norse snekkja with changes Some flags for byzantine ships Anglo Sutton Hoo Helmet ? Byzantine fishing/merchant ship Byza/Caro Ram1 point
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That kind of design was used until the end of Qin Dynasty only. By Han period, bronze two-piece (spear + dagger-axe) halberd was largely replaced by slender, one-piece iron halberd head. It's in the lower right of your first image. Han halberd was more slender, streamlined, vicious, but also kinda ugly. Still, it was what it was. Either iron or leather (actually hide is more correct). Both were lacquered black. No. The character itself is problematic (I don't think that kind of font style existed back then - it's a modern font and clearly printed from a computer), and it's likely that they didn't actually put the character "Han" on their flags (none of the subsequent dynasties/modern China did, either). (I think Roman wouldn't write “SPQR” on their flags either).1 point