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Showing content with the highest reputation on 2019-01-01 in all areas
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I'm creating this thread as something I've been wanting to do for quite some time now. The goal is to receive community feedback on things they'd like us (The Art department) to give attention to for the year 2019. Disclaimer: Voicing your opinion here doesn't mean things will get done, but I hope it will allow me to see what the community wants. Do not hesitate to voice other people ideas that could be expressed on the lobby for instance IMPORTANT. I will not answer any comments related to adding new civs. Any such comment will be removed/edited. I know that's something you really want, but I can't give you satisfaction on it. If this topic becomes a bloodbath, It will be locked. IMPORTANT2: Do not post references here. Only text, if you need to ask for something specific make a thread and link it here. I will likely spend a lot of my time this year doing administrative stuff, like checking commits and answering the forums, but I still have some stuff I'd like to do on the eye candy for the game and the mapmakers, as well as some code too, to allow a deeper sound ambiance, working together with @Samulis I might also finish recording voices for the Kushites I also have the mods to attend to, and my personal one (Dwarves, go check the pictures on moddb) that I hope to finish this coming year. Tagging the art department @Alexandermb @wackyserious @LordGood @Enrique Ah, and finally, please do not make me regret this. Here is my current task list. ■ Finished ■ In progress ■ Canceled ■ Not started Commit Resource Supply cleanup Get Lordgood to release his sharpshooter hack Commit the gaul theatron and Make trompetin17 review the bundle fix that fixes TLS for everyone Create and record a tutorial to explain prop points on blender. Find why exporting the rein model in blender doesn’t work for the boar. Fixed Needed some tweaks in the export plugin thanks Alexandermb Rotate pikemen shield from 80 degrees or so. Commit the warning fixes for atlas and tests. Get someone to review the changes on Kushites background patch Make a presentation for the Afgral Seed random sounds so that units always play the same tone individually Figure out how Enrique made the parallax map for the Chinese. Make a presentation for Avanade Get reviews and commit Counter tech bonuses (D1782) Get reviews and commit Mikktspace Cleanup (D1872) Get reviews and commit Rally point Cleanup. (D1682) Learn about Jenkins and CI Allow male and female to share the same template but use different sounds. Create a blender script to import a specific model, with all props, with copy transform constraints, with all textures. Give an interview with Picasoft Start the socket patch to allow mines on resources and many more (D2382) Review and commit non problematic Nescio's patches Either finish #2577 or convince @bb_ to do it. Convinced @Freagarach (D1958) Get reviews and commit the resource decay growth patch (D1718) Create all missing foundations variants Update the art design document (Images are still missing) WW2 mod Germanic Buildings New UI Icons Finish the bear with @Alexandermb (Needs template adjustements) Finish the partridge with @Alexandermb Release Hyrule on mod.io Make all the placeholders for stella artis (https://github.com/0ADMods/stella_artis) Elves mod (Import @Andrettin's models) Record Kushites voices using IPA Find a way to remove unused false positives from checkrefs.pl Get optimization patches committed. Commit BigTiger's flora when it’s done Release a first version of the dwarfs mod Pirate mod Make some of the features wanted by Hyrule Conquest. (Lasers, Aqueducts, Glow...) Commit art from the eyecandy mod Get reviews and commit Fcollada patches Get reviews and commit Timer Cleanup (D1776) Get reviews and commit the RC file for Pyrogenesis (D1338) Get reviews and commit WayPoints for units (D557) Get balancing changes committed. Model a new roman civic center. (Asked @Vido) Find how to prevent more than 3-4 identical sounds to be played at the same time to avoid distortion with walking sounds. So they could be reenabled Allow offsetting footprint and obstruction in cpp to replace walls with fortress Add ambient sounds support to the game such as wind birds etc. Need to find a way to play a looping sound with the Idle variant Complete the task to not be forced to use hacks to do sharpshooters retire the gaul tavern Extract all props from the civs to allow more variations and instancing (Stalled until performance hit is fixed) Create a patch to generate objects with random resource amounts (needs D1718) Allow multiple templates in wallsets for towers (To support tower upgrading) Model a hare. Use the rabbit armature Add an option to check for required prop points in dae files with checkrefs.pl Move unused files out of the public mod to save space Motivate people to write an article about programming for Programmez! a French magazine then translate and correct it Get reviews and commit the scroll through tip patch (D1730) (Stalled) Commit the screen ratio patch Finish the FreeType/Cairo/ prototype on GitHub. Update eyecandy mod's cliffs and commit them, (sculpting) Try compiling the game with the windows version of clang to see if warnings can be fixed5 points
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Happy New Year! (MMDCCLXXII AVC) There are many things I'd like to see: military shipyards for all factions, quadriremes, chariots, proper pikemen (a pike is not a short stick; it's a two-handed weapon; you can't swing it around), a new architecture set for the Romans, etc. However, if I had to choose, I'd prefer more fauna above anything else. People really underestimate how much of history depends on which crops and animals people had access to. Ordinary cattle, arguably one of the most important species, is not even present in 0 A.D.; nor are mules, donkeys, and onagers; or ducks and geese, which were a lot more common than chicken. I've made a list somewhere, there are a lot of other species I hope will eventually be included in the game. Flora and fauna really help making the game coming to life, and they are not just useful for Empires Ascendant, but actually for any timeframe.5 points
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Happy New year's everyone, let's start off 2019 with a new version of Hyrule Conquest Moddb Download: https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-04 Zip download for those that can't use exes: https://www.dropbox.com/s/wmfo1xj5t0xc4jl/Hyrule.zip?dl=05 points
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Update the Arabic units (Nabataean Camel Archer, Arab Javelineer) with props and textures. They currently use Persian assets.4 points
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Goody ! Happy New Year all ! I will be looking forward to playing this update,and ty for keeping up with this beautiful game !3 points
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To return to the topic, I think the proper thing to do is to replace the Celtic art with two separate sets, one for the Britons and one for the Gauls; this is already partially done for the structures but is also necessary to properly differentiate their units. My knowledge of the Celts is limited to what some Greeks and Romans have written about them; I'm not an archaeologist. As for the proposed unit roster, don't add too many champions. Three or four is enough for a civ. Also, the Gauls certainly should have an infantry archer (Caesar repeatedly mentions that Gaulish cavalry is accompanied by archers on foot, who run along with the horses) and the Britons probably not (Caesar never mentioned the use of bows-and-arrows in combat by them, therefore I assume they didn't). The first time I encountered the longswordsman in 0 A.D. I was surprised, but I simply assumed someone had thoroughly researched it and found proper evidence. If not, then I wholeheartedly agree that fantasy unit ought to be replaced. There is a difference between a "long sword" (a blade longer than c. 60 cm or 2 feet) and a "longsword" (a blade that requires two hands to handle). The former certainly existed in Antiquity, the latter was used in Western Europe in the Late Middle Ages and Early Modern Period (the same timeframe in which the pike was used, which I believe is no coincidence; but that's a different story).3 points
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Re the chicken since the bird was first domesticated in south east Asia it took several hundred years to reach the Mediterranean and Europe. Enjoy the Choice2 points
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Yes it is a common problem with Osprey illustration. They mix everything. Everything that is labeled Celtic goes in, no regards for the period or for the region. They have seen the Bormio stele and they have think "oh yes Celtic round shield", no regards for a very specific and very regional culture disconnected from the succeeding La Tène culture. They did the bad reasoning from common sense premises by extrapolating the round shield for a cavalry shield since the Romans and the Greeks did the same. Without consideration from the HUNDREDS of representation of the Celtic cavalry with oval shields. Osprey has a long history of @#$% reasoning like this, the first illustrations showing Celtic warrior with bronze age equipment. It is a shame than the incredible talent of Angus McBride got wasted by poor research and poor advice from Osprey writers.2 points
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I wish you all the strength, time, motivation and patience to continue your marvelous contributions, whichever they may be2 points
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Hi everyone!! First time i post in this forum, and compliment every developer for the great job done!!!! I am a developer and playing the game i feel i whish to create a economy structure of the game more complex, so as a first step i thought that a wise solution would be add money resource, which i did succesfully, but now i am implementing the way the money resource increase proportionally with the size of the civilization and trade relationships, as far as i understand now i should create a new component in simulation, which i did in Js and added to the Engine through : Engine.RegisterSystemComponentType(IID_MoneySupply, "MoneySupply", MoneySupply); but i run into an error: IID_MoneySupply no defined. prob i miss many concepts here, anyone can help?1 point
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I believe there are already theatrons in the game, or do you mean something else ? Ptolemies already have a lighthouse but if you want it to be expanded you could do a rough paint over of things you don't like I don't know much time @LordGood has but he is the most qualified to hellenized the ptolemies.1 point
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Keep in mind Balearic Islanders are not Iberians. Their people seems to have been much closer to the Neolithic cultures of Sardinia and Malta; also, the Phoenicians and Carthaginians established colonies there already in the Archaic Period, long before 0 A.D.'s timeframe. The Balearic Islands only became part of Spain as a consequence of the Roman conquests.1 point
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now we have where was our mistake. putting so much mind in those references. that is how our old team comitted the mistake.1 point
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If i am succesfull with my idea i will share with the community the code :))1 point
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Hello @Monder87 and welcome to the forums. To create a new component (the one you called under the name IID_MoneySupply) you need to register an interface. To do so you need to add a file in simulation\components\interfaces. See how it's done for other JavaScript components.1 point
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Etymological dictionary for Basque language: https://s3.amazonaws.com/academia.edu.documents/30873859/lxwp23-08-edb.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1546340201&Signature=alC56zsJ9NFdEghRwnVXmJD6k0k%3D&response-content-disposition=attachment%3B filename%3DEtymological_Dictionary_of_Basque_by_R..pdf Some interesting words: Gudari, meaning warrior/combatant (Gudu- for combat). Burtzi, meaning spike/spear/lance. Aide nagusi, meaning clan chief. Buruzagi, meaning leader, chief. Eralle, meaning killer. These are the few words relevant I found and without any borrowing from IE languages.1 point
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Bronze brooch with vitreous enamel colored in yellow and in blue.1 point
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new biomas like American continent. (Amazonia, Mesoamerica, Andes and Florida/Missisipi or may be Terra Nova). finish planned biomes and maps (flora, minerals, and fauna)etc. Happy new year. "MMXIX" A.D.1 point
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More types of houses for each civ. And eye candy on the base of the structure like shrubs. New CC foundation should be like the first one with those gray tiles or something so that wen you relocate to another good sim city location it will look as the original. Happy New Year and happy gaming.1 point
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I'll look for references later so that Alexander and Wackyserious take it for example and don't spend time searching. ------------------- New wish... make more mercenaries like Berebers, Illryans, Iberians, Black Sea mercenaries.1 point
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Neph and I have merged files, so the next version will be released within the next 24 hours.1 point
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Here the zip file for start a review process. Note: Still in progress since some ships still need some deck details and props. Things i've need to do: Cart Quinq: Sail, Oaring pole , rudder however its called in english. Cart Trireme Green line to player color, Maybe Better Eyes. Cart Bi: Oaring pole , rudder however its called in english. Rome Ships: Ram, improve bridge and some fixes. Rome Bi: improve turret and add back tent + banner Rome Tri: Improve turret and add back tent + banner Rome Quin: What can be added here? Bigger Sail? Two turrets? Two sails? Back tent of course and banner Pers Tri: Ram + Back Rudder/Oaring pole Helle Bi: Ram, bake again the deck texture. Update: Athen_trireme.7z1 point
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Ita vero, but that is something for translation, not a matter for a master list. For example, translating 'Yes?' into Latin might read more literally as "What is it?" (Quid est?). They have the same connotation/contextual meaning in language, but are localized to fit in the grammar and culture of each language. All good translations are not just simple word-for-word swaps, but rather translate the meaning behind the words above the actual text. Regardless, my main issue with the proposed restructuring is that it infers we will be specifically hiring or casting people for specific roles. I just don't think this will happen. Perhaps someone will perform some lines and sound like a hero or something, and we will then implement those lines as 'hero' lines, but I don't think we will be able to actively plan ahead different voices or even different sets of lines for different units beyond simple exceptions and additions. As it stands right now, I think we'll be very lucky to have at least one male & one female voice in each language within the next two years, especially the more extinct languages. I think anyone showing up on the 0AD project, wishing to record voices, just wants to see a list. They don't want to scroll through spreadsheets, dig through forums, pick a unit, have a debate, etc.. They just want to be told "here are the 20-30 lines you should record", and judging by how few voices we've had implemented and recorded so far, I think we need to simplify this process rather than make it any more complicated. So, while this restructure isn't a bad idea, it is my opinion that there is nothing broken about our current list that makes it so we must replace it, we just need more terms added and translated and clean up a few that aren't relevant, then standardize it and put it somewhere everyone can see/access, updating instructions to simplify the process and comply with our current workflow. Right now the information is there, it's just scattered and not all in agreement.1 point
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I uninstalled my antivirus. it was avast. I don't want any interruption in playing. thanks.1 point
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Still, Basque, proto-Basque, previous related languages that have been reconstructed somehow are closer (at least geographically) to Galicia and Portugal. It would be great to eventually have a Lusitanian civ, which would use the reconstructions that you are familiar with, but I dont think those Galician-Lusitanian language reconstructions are a better fit for the Iberian civilization than the ones we are already using.1 point
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@itrelles Hi, I removed two your posts, they didn't look very useful as first posts...0 points