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Showing content with the highest reputation on 2019-02-07 in all areas
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4 points
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Yeah, I wanted to keep the proportions of the building itself close to real life, but seeing it in game make me think that I should scale the upper part on the z-axis. I should also still add some decorative pattern to the exterior doorways or something..3 points
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Hey guys i created a 0ad group on whatsapp, this is link for join us https://chat.whatsapp.com/Foof4XFonYaHNwmOfDvOdg2 points
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2 points
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Very good ! I think maybe just a little louder and nothing more.2 points
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I was honestly just having a bit of a laugh, I didn't mean to offend or belittle you. Everybody makes spelling mistakes, myself included. I just thought the idea of a hoplite trashing a pheasant was funny, that's all.2 points
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All I know is the fact that I was banned from the lobby. Just posting here to clarify the reason. I guess a mod could have done it being unaware of the fate of the previous lobby account which had been unused for a while. (I can't use that account anymore due to server restrictions.) Apologies for the false alarm. It was an accidental reverting of the config file. Which leads to a more understandable conclusion as I was banned from arena23 for a valid reason. (Multiaccount) Thanks for the quick answers regardless.1 point
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1 point
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I'm still working on it it'll take a while since I'm make their weapons and armor form scratch on some of the civilizations.1 point
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Thank you for pointing this out! I rarely play naval maps (apparently they're excluded by random/default). Anyway, I've now included Stan's suggestion; hopefully that solves the error.1 point
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I was testing the mod again and this time I tried with some water map (Hellas) and got error after couple of minutes and won’t disappear at all. I just took some pictures. I used the Greeks and I think Persian and Ptolomy as my opponents. it seems like for mainland map there’s not much error just the normal ogg one. Yeah the women can farm but cavs don’t hunt which I don’t mind at all.1 point
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1 point
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1 point
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Animals fattening, carcasses rotting, berry bushes regenerating or whatever. And yeah, he is right. It’s the first patch in a while adding a gameplay feature.1 point
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It also requires a visual comparison. Are they visually equal for all distributions? I think we can just move fonts. Because currently we don't even need them on user machines. The important step is the font rendering - to use real fonts instead of prerendered pictures. And on this step we can decide how to distribute fonts.1 point
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I recently visited the Drents Museum in the Netherlands, they have an exposition called "Nubia: Land of the Black Pharaos", and decided to take pictures of some of the artifacts with their descriptions (unfortunately in Dutch), and the history texts (in English). I also recorded some music they played in the introduction video (which I guess is some generic Egyptian music). Not sure if this is useful for the community, but just in case... And it was pretty cool to see some of the references of the game in such exposition, like "Gebel Barkal". nubia.mp31 point
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1 point
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Yea, it's astonishing what some fitting algorithms including many kinds of neural network approaches can achieve However, if you quote I would like to ask you to make that clear by using the Quote function and before or after give the source - as you did - and mark it as such e.g. by writing "Source:"). Have a nice day!1 point
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Considering how we currently use fonts, it does seem odd that the source files are bundled with the game. I guess they're only there because they're in the "binaries" folder, and that folder is bundled almost in its entirety. As a loose idea as to how many distributions have the fonts available in their package repositories (stats courtesy of Repology): LinuxLibertine : 66 packages (across 20 "families") DejaVu : 145 packages (across 33 "families") FreeFont : 122 packages (across 26 "families") TeX Gyre : 37 packages (across two package names across 5 "families") And for the eastern Asian languages: Hanazono : 48 packages (across 10 "families") Japanese Kanji Source-Han-Sans : 92 packages (across 13 "families") Pan-CJK characters (Repology groups distributions by "family", e.g. Ubuntu, Debian, SteamOS, LinuxMint are one "family". If you're running LinuxMint, then as LinuxMint is derived from Ubuntu, then the repositories for the appropriate version of Ubuntu are mostly compatible with your LinuxMint system. It's not a perfect categorisation, but as a rough guide it works.) Alternatively, here's something I threw together to more easily compare some of the commonly used distributions. CentOS, Fedora, OpenSUSE, OpenMandriva, and Slackware are the ones that are noticeably problematic. Yes, Windows and OSX would most likely still need the fonts bundled with the game. The way I see it, we have three possibilities: We change nothing, but tell the packagers to exclude the "binaries/tools/fontbuilder" when packaging the "0ad-data" package for their repositories. We remove the font files entirely, make the files' respective packages a build-time-only dependency, and write instructions on where to download the files for systems that don't have a package repository or do but lack the specific packages. (The caveat is that we don't use them at build-time either...) We relocate the font files somewhere else within our repository, such as into a subdirectory under "libraries/source/". I think I personally favour a combination of the second and third: move the files and then, when we get in-game rendering working we add package dependencies and use the new location as a fallback (whether that be as the source of a 0ad-fonts package, auto-bundling of the fonts by build-osx-bundle.sh, and/or some other solution). I think the fonts we use are reasonably stable (LinuxLibertine and FreeFont haven't had any releases since 2012, and DejaVu since 2016. TeX Gyre is the most recently updated at 2018, but the release before that appears to have been 2016). I would imagine that if the typeface anatomy of fonts change too much between versions, then the font's creators would possibly get complaints from their user-base. Also, some of the fonts we use claim to be a like-for-like replacement (Gyre Pagella for Palatino), or to have the same appearance as - but a wider character range than - another font family (DejaVu for Vera), and so in theory shouldn't deviate too much from their "inspiration". I get what you mean though: having two users with what should be the same font but - due to changes between versions - are visually different could disrupt our established visual style (such as it is), or make for an inconsistent experience between users. It is true that many games get bundled with their own fonts, even on Linux systems (eg. SuperTux, SuperTuxKart).That might be down to simplicity: they have to bundle the fonts for Windows and OSX systems, so it's easiest to just do the same for Linux as well. Huh, this turned into a longer post than I anticipated. Apologies, and congratulations if you got this far without glazing over.1 point
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1 point
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I vouch for @ffffffff so he can be the nubest fmod of 0ad's history.1 point
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Ah , another thing , i think this could help your little brain to renember some things , bye bye and enjoy your only victory , i'll enjoy all mines :DD Greatings nub , you are a big joke comandos.txt metadata.json metadata.json comandos.txt metadata.json comandos.txt metadata.json commands.txt metadata.json commands.txt1 point
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Hey guys, when i was younger and played AOM, I bought a very usefull strategy guide (http://www.amazon.com/Age-Mythology-Official-Strategies-Secrets/dp/0782141668) and I think we could use the same kind of content. Here is what I think could be good for content: 1. Basic Economy a. Food b. Wood c. Stone d. Metal e. Population 2. Basic Military a. Type of units b. Cost of units c. Upgrades d. Counter 3. Civilisations a. Athenians b... c... .... 4. Advanced Economy a. tips for hunting b. when do you transition to farms c. multiple deposit etc... 5. Advanced Military a. Micro management b. Best mix of units c. Harassing etc... 6. Example of Build orders a. Sword cav Rush b. Fast expansion c. Booming etc... What do you think ?1 point
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Hey Panando, I use to play like this, with a heavy women start because it is actually very logical; you spend your food on women and your extra wood on upgrades/barracks/houses. BUT, after a few games, I started to invest early in the game my food+ my wood on soldiers. And I can tell you that you feel much safer than with a women heavy start, you'll be the one who is agressive and you'll be able to push back any rush. I disagree on the fact than 0AD early can be like stracraft for a few reasons. In starcraft 2 you expand fast to be able to produce more worker, in 0AD soldiers are workers and you can produce them in barracks and you can produce female in houses. In starcraft 2, a expansion is much more easy to defend than in 0AD. In starcraft 2 you expand fast for ressrouces, in 0AD you expand fast for territory. In my opinion, there is a general strategic balance problem on 0AD. In every strategy game there is a rule that is a good start for tactical balance: Offensive startegies win against economic strategies Economic strategies win against defense strategies Defense strategies win agasint Offensive strategies But in 0AD, I think that, at the moment, there is no viable defense strategie. Therefore Offensive strategies has no counter and economic strategies become weak.1 point
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we need moderators who speak portuguese and spanish, like great Pudim.0 points