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Showing content with the highest reputation on 2019-03-07 in all areas
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Hey folks! I haven't been active here lately, well, since about 3 years now. So some of you will remember me, but there are a lot of new faces I'm sure. It's time for a re-introduction! My name is Ben (aka historic_bruno) and I started with 0 A.D. in fall 2010, because I was bored and wanted to join a fun project. Something bigger than myself. 0 A.D. was first alphabetically on Wikipedia's list of open source games, so I clicked it and fell in love. I mean, I always loved history and Age of Empires. And I always loved programming, so it was a match made in heaven. I started looking at the code, adding a few small features or bug fixes here and there. Started hanging out in IRC and on the forums. It was my first time contributing to an open source project, and really the largest software project I had worked on at the time (right out of college - I had a degree in computer engineering). It kinda came along at the perfect time for me, where I was in my life, not happy with what I had been doing. 0 A.D. gave me a new direction and fresh perspective. Before long, I was working on bigger changes to things like the random map generator, game setup UI, and Atlas, and they invited me to join the dev team! I was incredibly excited to be a part of such a great team. From there, I learned so much about software development from folks like Philip and all the other devs. Eventually I had so many things going on in my life, that I couldn't spend so much time in IRC, and even following the daily logs became too much (for a while 0 A.D. was like a full time job for me). And then I found it hard to keep up with Trac, so I stepped away. But I never intended it to be for years! IMO, 0 A.D. is one of the finest, if not *the* finest open source 3D game out there. Art, music, graphics, and everything is top notch. I've always been proud of our releases, each one an improvement on the last, and even though we may be slower paced than some big studios, there is a lot of passion that goes into 0 A.D. It's kind of a gift to the world and to the FOSS movement in general, and that's a cool legacy for everyone who has contributed and followed along over the years. Anyway I'm glad to be back and can't wait to see what has been happening in my absence, and meet the new folks in this community! And most of all thanks to everyone who has been playing, testing, packaging, designing, creating, developing, and involved in whatever way to making 0 A.D. what it is :-)12 points
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Even twice as tall as current trees shouldn't bury the camera. Don't players tend to play zoomed out max anyway?3 points
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I don't know why everybody keeps using those gawdawful "autumn" terrain textures. lol The trees look good though. I think the shadow baking is a little too dark on some of the textures. I think too that the game's trees should be somewhat larger than they are now, or at least the game should have a greater variety of tree sizes. If only the engine had scaling we wouldn't need a lot of tree models to get size variety.3 points
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Great news! Welcome back, Ben! Of course I remember you. You helped me with my first patch (premake upgrade) and I joined the project after that!2 points
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It's a very stupid process where i look at the thing and draw the plant, put in in the engine to see how awful it looks, and then try to make it less awful. every plant has a different, special, stupid process. The trick to grasses and ground plants seems to be a lightening gradient from base to top to make them stand out and be noticeable on top, but not betray the messy union where the polygons meet the terrain. I'm still figuring things out though of course you can say to hell with it all with water plants, which is why I'm having fun with water plants. I'll see if i can make a video or stream or something sometime in the near future2 points
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The problem is that WFG is a group of modders and programmers, not fundraisers and venture capitalists. It's true that some lessons from last time could be learned. But before that's all rehashed analyzed and a fundraiser planned, you have to have a specific goal in mind for that potential future fundraiser. For what purpose are you raising the money? It seems to me that right now WFG has all the money it needs for its current goals. More than enough, actually. Something like $25,000+ currently in its vaults. It may be that WFG already has enough money for whatever "goal" or project you have in mind.2 points
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<offtopic> Actually 0A.D. uses async/await during its development. For example some of my patches are waiting for other patches that are waiting for review (promises!). At the same time I may create async patches that are not related to the previous ones. </offtopic>1 point
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@LordGood thanks so much. Sorry to bother you but can we have the blend files/ gimp source files as well ?1 point
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Small Update...to keep easier for the player to track many units happiness i added also the happiness icon on top of each one, it will appear just if the unit is selected or the mouse hover it. In addition i will add a separate economy panel where the player can see all major stats for all entities of the economy, including total average happiness level.1 point
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I do not think it's interesting to always leave me on the edge .. the random algorithm does not like me.1 point
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I was planning to have both manual and auto, all auto in default but with the chance for the player to enter manual modality from the consume panel. This give more interactivity and fun!1 point
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Entity Upgrade Diagram This instead is the Upgrading Tree of the Entities, from Slave to City Major and the necessary condition to meet for the upgrade. Slave for example are the first step of our economy, before become citizen they need gather 2000 of resources. Citizen instead after they earn 5000 Money the can finally decide to upgrade in 1 of the 4 possible Economic Entity: Remain Citizen but higher class, become a trader, a street vendor or a street artist etc...1 point
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Here some more structured data for some basic component of the economy: Trades Type Diagram The Economy will consist in 3 different levels of Trades: 1) City Trade Slave provide basic Resources for Free to the State, the State sell these to the Vendors or Dealers which use to create Product that they sell to all the Citizens. If the Products needed are not available the citizens can try to go to the Market, where they can found products from different cities. 2) InterCity Trade The Traders move city to city bringing the products needed, they buy and sell straight to the market buildings. 3) InterCiv Trade This is handled by a special envoy in the Capital, prior agreement with the other player Strategy Tip Every City should focus on developing a Standard Generic City Trade and at the same time specialize itself in one main Industry. In fact if the business and technologies of one city are in the same industry there are very good bonus and can be develope faster Because different City Specialize, is very important keep an eye on the Intercity Trade so to don t disrupt the Supply Chain1 point
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Multithreading isn't a silver bullet. It requires a lot of stuff: you need to synchronise different threads, you need to pass data between threads and you need code it without races. It costs a lot of time for complex projects, so as Stan said we may not have a visible benefit at all. Or its cost would be really huge. So it should be analysed before introducing the multithreading in all stuff.0 points