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  1. @Alexandermb ERROR: art/meshes/skeletal/xion_civic_center_chariot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/chin_liannu.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" Can you try to fix those ? I believe the civic center has a different armature than the animation you exported so should be easy to fix. Lian niu I don't know, I tried to fix it but it obviously didn't work. EDIT: Millenium AD seems ready @wackyserious @asterix @niektb @Lion.Kanzen If you want to try it out. If no one finds breakage I guess we can release it. Pyromod will be uploaded to github & moddb and we will see with @Itms for modio. The release announcement @asterix made will be published on moddb and here. millenniumad.pyromod
    4 points
  2. I made the aztec most iconic temple.
    4 points
  3. Due to the recent increase in interest for mods as well as the relative simplicity with which you can install them (either through .pyromod files or mod.io) I decided to make a little guide to explain how to package mods. It's a relative tedious process when you are not familiar to it, so don't worry if you do not get it right the first time. Requirements: You need to have the package_mod installed First go to 0 .A.D.'s root folder (This the one that contains the binaries folder): In the adress bar type "powershell" A wild window will appear. (Notice the path is correct one): Type or copy paste the following command, but replace "{yourmod}" by the mod folder name, for instance, terra_magna, delenda_est, milleniumad binaries/system/pyrogenesis -mod=package_mod -mod={yourmod} -archivebuild="binaries/data/mods/{yourmod}" -archivebuild-output="{yourmod}.pyromod" -archivebuild-compress You should have something like this after copy pasting/typing: It will take some time to compile the modfile. For Ponies Ascendant which is like 300MB big, it takes like 5 mins. Optional: You can monitor the output of the packaging in Visual Studio or using a tool called DebugView by SysInternals (Recommended as fewer setup steps are required) Open the zip and double click on Dbgview.exe: It will open a window like this, and the output will appear when you run the packaging steps above. Hope it helps.
    2 points
  4. I'm not talking for the lobby moderators, who are doing a fantastic job by the way, but we want to have (your words) a "loyal community" who enjoys the lobby and want to "have a nice game after a workday", and they probably don't want to see you shout bad words and creating new accounts to bypass the blocking of your bad words. Considering the way you are complaining I don't think this thread requires an official answer from the moderators, unless they want to (but thanks Stan for pinging them). What is required is that you think a bit about why you were muted in the first place (you probably know the reason very well) and also think whether you want to stay banned or accept to make some efforts to play the game respectfully, like most players.
    2 points
  5. Updated 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) · 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) · The player can now garrison 9 ministers inside the government center, to reflect the historical 9 ministers of the han dynasty. (stanislas69) · Add a new portrait for Minister (stanislas69) · Add animated oars to chin ship tower (Alexandermb) · Rename special civ ships for Petra AI (Alexandermb) · Chin champion cavalry (Alexandermb) 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) · New Xiongnu advanced unit textures (wackyserious) · Add technologies to the Xiongnu (wackyserious) · New Xiongnu elite unit texture (wackyserious) · Horse breeding tech for the Xiongnu (wackyserious) · Add trader and make the market inherit from market class(udeved) · Ram & champion cavalry tooltip (Alexandermb) Zapotec · Implementation of Zapotec Faction (template, actor, aura, buildings, animations and other files) (Lordgood) (Niektb) (stanislas69) · Showcase map for the Zapotecs (Cloud People scenario) (Niektb) · Zapotecs Units and flora (Lordgood) · Zapotec Structures (Lordgood) · Zapotec main menu background (Lordgood) · Soundtrack for Zapotecs (Lordgood) (Niektb) · 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.rtf
    2 points
  6. We could start this for release in alpha 24? We did magic with Byzantines and Carolingians in only 1 alpha.
    2 points
  7. @asterix So far, I have these.
    1 point
  8. It's planned. But the bug you are experiencing is really annoying because none of the devs can reproduce it to fix it. If you have some visual studio knowledge or want to learn you made drop by Irc or ask here to help us debug it
    1 point
  9. @wowgetoffyourcellphone Thanks I'll update it in the next release I'll make a patch to send a nice Packaging complete to the debug view
    1 point
  10. In that case I let the moderators explain their reasons to you, but the way you are talking here would certainly warrant a mute on the forums as well. You are being disrespectful, crude and insulting and you are making the whole community ashamed. I don't think you know what freedom of speech is, by the way (using those words on the Internet will always get you this link).
    1 point
  11. I'm unpinning this, since the fix is out for everyone.
    1 point
  12. Yeah the that's my last check usually. But in the case of broken textures it just crashes so you'll get a debug message for every texture without knowing it's name ^^
    1 point
  13. Using the version made available here as a starting point: To support the kokiri groves, put this file: core_hyrule.js in gui/reference/common/ (also adds support for the gamestart hero-selection techs). For the factions not loading in the Structure Tree when directly selected from the Game Setup or Civ Info pages, or by clicking the emblem in-session, @SirPope has it correct - you need to use the correct phase tech naming schema. Here's a patch: patch_phasetechs.diff (Also removes the athen-specific phase techs from the gerudo Oasis.) In addition, here's a further patch that corrects the civ-identifiers on various templates: patch_civcodes.diff. The four non-UTF8 characters the game complains about are in data/civs/kokiri.json - in the civ history, and the blurbs of heroes Saria and Mirora. Did someone copy-paste from M$ Word? And finally, if you're going to have *_packed and *_unpacked variants of a siege unit, both inheriting from a *_common template file, then place the default icon for the unit in the *_common file and place the icon you wish to use specifically for the unpacked/packed version in the relevant variant template. (Instead of having the same icon mentioned in both the *_packed and *_unpacked template files.) Edit to add: I might be wrong but the Kokiri civil-centre with the public-hanging and watch-tower upgrades has an incorrect prop added to the prop of the actor (the final result is visually identical to civil-centre with communal-home and watch-tower).
    1 point
  14. https://en.wikipedia.org/wiki/Izumo_Province
    1 point
  15. We are here to support you.
    1 point
  16. @wackyserious resized the shorwell helmet:
    1 point
  17. @Alexandermb some nice saddles plus another texture without the chamfrons would complete that guy. Could you also refit the Anglo-Saxon helmet meshes? I added a new head actor which doesn't clip with the helm (german_a.xml) Thanks!
    1 point
  18. Yes you should. Maybe it could be trainable in the fortress. Do not forget to update the issue related to the heavy cavalry here. We will need an icon for it.
    1 point
  19. @stanislas69 i got the files of the heavy cavalry helmet laying in my mod folder should i commit? (template is champion cavalry but isn't trainable yet)
    1 point
  20. @stanislas69 the most recent one pyromod o millennium ad, I deleted the previous one and used the current one. Windows 10 Nvidia Geforce GTX 960M, recent drivers and the backup integrated graphics card Intel HD graphics 530
    1 point
  21. Made a special variant for the chin chariot spearman, when the chariot walked he walks too, now he remains idle: Ups, i didn't push the fix .
    1 point
  22. Found this: Sails are broken because of the 2 deleted sail textures: options are revert the deleted files commit, or just remove them from the variants in the actor xml file. Fixed the dependecy of the oars in TM: Osprey "The Vikings" book reference for norse sail:
    1 point
  23. I made a mod (balancing-mod), where all siege weapons are not captureable cause it is very hard to micro them as well as attack and capture them. I reduced the armor and increased their loot to make it a more fluent and natural gameplay expierence. You can try it out, it is easily and fast available in Settings; Mod Selection.
    1 point
  24. I'm nobody relevant in this community and also I don't know if this thread is still in use, but I would like to say a few things. First I don't think 0 A.D. completely lacks a distinctive feature. Just go online and you will see an active community of players everyday. Whenever there is a match involving some of the top players there are 4, 5, 8 people watching (I know that is nothing compared to AoE2 online standards, but hey... this is an open source game in alpha stage, no advertisement, etc.). There are people cheating in MP games to avoid losing rank. All this for me shows how the game is a success already. Besides, it is, as far as I know, the best open source game out there in any genre - if that is not success, to be the best in your field, I don't know what is. It is a bit pointless to make comparisons to multi-million dollar titles, unless they are constructive. I have been playing everyday for a month or so. The game is very enjoyable as it is, and I wouldn't be shocked if it was released as 1.0 already. It is certainly better than most open source games at 1.0. The commonly repeated line that it is a weaker AoE 2 clone is false. Just because it is difficult to summarize in one sentence what 0 A.D. is about doesn't mean it doesn't have its qualities. First, it is possibly one of the most accurate historically. Second, it comes to fill a gap in the open source gaming community: a good RTS game. What is the other alternative? I have only seen Mega Glest, and I think 0 A.D. is light-years ahead. Third, the replay feature and observer mode are really nice, and the ease to mod, with the guarantee that it can always be improved, definitely leaves many AAA RTSs behind. I love AoE2, but single player with that AI just sucks, and there is no hope of anything better, unless in 100 years MS decides to release the code. I don't think balance mods are a waste of time now. Some experienced players have volunteered to contribute this, and it makes the game massively better for now - just enough to keep the fanbase slowly growing. Now, after reading this thread and other ones for the whole day, and building on what others have pointed out - both suggestions and issues with the game - I list here some suggestions, taking into account that 0 A.D. is heavily AoE2 inspired and that straying too much from that should rather be a fork of the project than a change, after all this is alpha 23 already - I assume radical changes are off the table. For example, I think batallions would better fit in a fork of the game than in some next alpha, since probably would require months or years to implement, and would completely change it from an AoE style to a Total War style. Anyway, some suggestions (hopefully easy to add to the game): Markets: I like the idea of trading between CCs because it is realistic: you won't have caravans walking inside the city but between them. It should be required that there is a market in the CC area. About trading being OP, I think it could just be reduced the gain (just balance). CC area: connected to the previous point, CC area of influence should be reduced. This would make the CC look like a city center, with all city stuff close to it. In fact, with this we could just use trading between markets as it is, and make the markets limited to one per CC (or not, but prohibiting trade between markets in the same CC area). Farms: what prevents a poor peasant from having a farm in the center of Athens? I would say the price of land (?). So what if we make building farms in CC territory of influence cost, say, additional 100 metal. That would encourage building farms far from CC. The reduced CC area of influence also helps with this. Endurance: I like this idea. If soldiers are not in own territory after some time they could start slowly losing health. At some point they have to come back home - this could be circumvented with Military camps and outposts for example, where they could rest in an advanced position. Women, population and unit recruiting: One interesting dynamic that game could have is nobody is born in a village without women. Killing all women should make your enemy unable to increase his pop. Maybe women could also be capturable, solving this problem for a only-male horde of nomads. Also, people are not born in City centers, but in houses. Houses could train women and citizen soldiers, but only if there is a couple (male, female) in a certain range (or tied to that house, or in the CC territory to which this house belongs). To avoid increasing even more the spamming of units, training time could be drastically increased, since now we would have tens of houses making units. CC would only serve as provider of territory and universal dropsite. Training villagers from houses would also stimulate building houses near worksites, which I assume is realistic (villages of miners, lumberjacks, etc...). Barracks: this is more radical but I was thinking if we should not limit training of units only to houses, and for training military we had to garrison civilians in barracks. Or, less radical, citizen soldiers could start weaker than now, and be garrisoned in barracks to gain experience - and lose gathering abilities. Blacksmith: similarly, citizen soldiers could be garrisoned in blacksmiths to simulate that they are working there. Each worker might provide a cost bonus for military units. (maybe this would be too micro intensive, another alternative would be resource "weapon", or simply ignore this item). CC Territory again: should be reduced (as said before), and represent only the territory of the urban area. So any military or dropsite building should be not only allowed but also cheaper out of the territory (cost additional metal in the territory). Normal buildings in the territory would be civilian buildings: houses, temple, market, blacksmith... This modification would conflict with ideas like the military colony. Maybe it could just be allowed to be built out of own territory, but without territory influence. Building dropsites out of territory and houses as a way to train workers more easily would be common. Maybe houses out of territory could be of a cheaper kind and provide less pop (representing houses of poor workers instead of richer urban citizens). Destruction of buildings: I think the possibility of one-click building destruction is wasting a lot of potential of the game, given the capture mechanics. Buildings cannot be destroyed by swordsmen, unless they are made of wood maybe. So they should only be vulnerable to siege. I don't know how demolition worked in antiquity, but I would just not allow deleting buildings. The worse is when 5 horses rush to your base, capture a house and destroy it. No way 5 knights can put down a stone house. Palisades should also be vulnerable only to siege and maybe hack (I don't know how realistic it is to destroy a palisade with swords, but it is certainly not possible with arrows). Wall of houses: setting a minimum distance between any building should be enough to avoid this. This and the previous observation should make palisades and walls in general more useful. Of course these are just suggestions and I would be glad to hear what you all think. At some point I would also like to collaborate to the game development, but I would have to either take a good look at the code first or learn how to make 3D models (are Blender models compatible with 0 A.D.?). For now I limit myself to playing a lot and suggesting one or two ideas from time to time.
    1 point
  25. "Hundreds Of Thousands At Playable FPS - Making Of The Black Masses P.1"
    1 point
  26. I didn't say that having hitboxes is the sole reason for 0AD being slow but being a reason why the originally cited game is quick and not comparable with 0AD. I couldn't find anything on their pathfinder online. But likely by not computing a new path but most likely by pushing. This might have other downsides like units not finding a path (dumb zombie spam behavior). Wasn't unexpected that someone would use the B word . But what you advertize for batallions is already the case for formations - only the formation entity computes the longpath and the units in the formation only compute the shortpath. So temple told me it were preferable to keep formations on Jebel Barkal as a performance improvement when I considered disabling them for being buggy sometimes. The fundamental problem is that noone has reworked (or finished rework) pathfinding since alpha 19. It could be much faster independent of unit grouping by trying to achieve less perfect results at the gain of performance.
    1 point
  27. Well, I don't know. Cossacks could easily handle tens of thousands of units without noticeable lag on an ordinary pc in 2001.
    1 point
  28. It does not. (I know because the Faction-Specific Resources mod is mine, so I've been through the mod.io process already). There will have been an option that allows you to save, but not go live. In the meantime, you can return to your mod's page (https://0ad.mod.io/siege) and select the tick icon in the toolbar (between the pencil and the archive-box icons) to hide it and make it non-live. Alternatively, if you want to stay live, go to your mod file's edit page (https://0ad.mod.io/siege/edit/files/163) and add {} into the "Metadata" box at the bottom. Your mod will still be publicly visible on mod.io, (it might even appear as an option in 0ad,) but it won't be downloadable and verifiable in-game until you get a valid signature from @Itms.
    1 point
  29. Apparently I broke it again: Unfortunately mod.io forces the uploader to click "go live".
    1 point
  30. Alright, I reduced the blur scaling to 1.0. Any less than that would defeat the purpose, but 1.0 seems to work fine as far as I can tell. As they say, the perfect is the enemy of the good. Mapgen turned out to be somewhat more involved than I expected, but nonetheless I've gotten some excellent results. I was intending to work on ardennes forest but ended up modifying the alpine valley generator to produce maps in the style of the handcrafted version. I needed the mountain range generator for ardennes anyway and it ended up producing some really stunning maps with really interesting divisions of space.
    1 point
  31. I think you guys are misunderstanding what "soft shadows" means. In the context of graphics, 'soft shadows' means 'variable penumbra shadows'. In real life the size of a shadow's penumbra increases based on the size of the light and the distance between the shadow caster and the shadow receiver. So for example a tall tree casts a blurrier shadow than a short one: Or a giraffe's head casts a blurrier shadow than its legs do: And you can see here how the shadow smoothly becomes blurrier from the base of the tower to its top: The shadows are still sharp, but they look dramatically more realistic in terms of creating the impression of distance.
    1 point
  32. Japan have a very large big fan base... we need bring them to the game.
    1 point
  33. No point in balance testing. The "game" mainly consists of booming like a madman and then spamming units. the units themselves are not visibly different from each other, which makes microing units even worse. It's almost impossible to assign units against their intended counters (another reason to actually use my proposed system of unit battalions instead of single units/formations. It's like microing each soldier individually in Rome Total War ) Furthermore, there is no red line in the factions, thus it's chaotic. On top of that there still is no resource dependency of units. All units cost food, lumber and some cost another additional resource. There is still no idea behind the resources used ingame. I propose you actually create a gameplay to get something that is worth called "balance". There cannot be a balancing process in this stage of the game. I'll go ahead and post a faction concept usable for multiple factions and different types to factions to actually get something that could be used. Right now it's just a mess. Sorry to say that, but it's true.
    1 point
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