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Showing content with the highest reputation on 2019-03-24 in all areas
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Hey guys, here i will post the animations i've done in case someone want's to use it for any project. sometimes not specially related to the games: Starting with: Assault rifle Animations: GitHub link Weapon: WARNING high poly weapon 3k to 4k. SCAR - L MK17 SCAR - L MK20 Idle and walking animation is supposed to change when stance is changed however the UnitAI doesn't know yet how to maintain the idle whitout going back to default. Carnyx (Sketch WIP): Carnyx.7z3 points
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as promised i developed the City Economy Panel, once clicked on a city from the Economy Panel we will get all the information of its economy: 1) this is the city with 3 consumers: 2) here i click the economy Panel on the top right menu ( ex Trading Panel ) and all city in the game will appear ( in this test is just one ) 3) now i click on the city button and i have the main dashboard of the City Economy: in here appear 3 main component: - Population - the tot number of consumer in the city - the average happiness of the city consumers - Details - the producers button, where is possible to explore all different producers and their products (i will develop it soon) - the products button, where is instead focus only to list all the available products and prices (i will develop it soon) - Economy Chart Here is possible to have a quickly look to the city economy performance looking at GDP and consumes during time Next i will develop the producers and products panel , after that we should have all the tools to track all cities economies.3 points
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The old maps still use the old trees yes, scenario and skirmish maps will take a lot of rework to incorporate these, which is partly why I'm dedicating so much direction towards flora. We'll have a full palette to fill the maps instead of replacing trees piecemeal.3 points
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Esa es la idea, que aprendan todos a animar en blender, trataré de poner un video + imagenes aqui2 points
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The carnyx dude is definitely usable. What I would really love to see is a Tyrannosaurus Rex cheat unit. Seriously. How fooping cool would that be? Another one would be a Xenomorph-esque cheat unit or "mini-civ".2 points
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Hello, these are my first attempts with blender and gimp, thank you very much to all who contribute to 0ad and mainly to the latest videos of lordgood and stanislas. It would be cool if you have a parde of the forum dedicated only with videos like these fans willing to venture to start the mod (Do not need mega videos elaborated the "see and do it yourself" works and does not overload the artists that dedicate themselves to the 0AD). Obs: I know you have the guide and tutorials, but for total nuubs like me videos help a lot.2 points
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Obviously Themistocles is a naval focussed hero. I don't have any particular issue with this, but it means that he is never used for land maps for any good reason. I think that it would be nice to give him a buff for wall construction either in speed or cheapness. He was instrumental in Athens completing the long wall and their city walls after Persia had sacked the city. What are your thoughts?1 point
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Hint for animators and folder hierarchy: Instead of having a bunch of animations for a unit type, make a folder for every animation props and later variants for example: Saving the Assault_Rifles animations in a folder make them easy to find and remember when making the actor: So i have the animations with a basic name instead of Unit_Tyrannosaur_Rex_Hipopotamus_Firing_Sharks_From_The_Eyes_While_Singing_Highway_To-Hell_Running_in_the_Back_a.dae And this is the result of a cleaner, easy to understand, faster to change acftor:1 point
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doums have 1108-2328 though I'm not particularly worried, those are good numbers for doubled/quadrupled crowns nipas have 336-400 mangroves have 240-432 banyans 792-12841 point
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Indeed... But Alpha 24 isn't around the corner, is it? My fingers are still crossed for both the multithreading and and the graphics patch. I'm a hopeful kind of guy (and hope gets everything done, right? right? ok, I'll take a seat until I learn how to code graphics engines and multithread pathfinders and other complicated stuff like that. Perhaps in a few decades or so) Perhaps @aeonios is taking his name a little too serious Maybe @Kuba386 needs to take a little time off from his kingly duties and finish the patch1 point
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First and foremost, thank you for your application. I agree with Hannibal that Wildfire Games might utilize a new moderator, depending on their qualities. The main question an organization should ask applicants for a position in the organization: Why are you a good choice for this position? What is your motivation and qualification to receive a moderator status? What distinguishes you from other candidates? Secondly: What are the tasks of a moderator that you would like to fulfil, how do you intend to perform them, and which of the tasks of a moderator would you prefer to leave to the other moderators or admins? Some answers are contained in the previous responses, including your availability and the motivation to help people solve problems. But perhaps you can answer a bit more specifically to these questions. I would like to add that the application and these questions can help to decide, but should not be used as the only basis for deciding.1 point
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Hello! Je suis un joueur suisse, et francophone! Dakara ou Zaza17, vous êtes encore actifs/actives?? A bientôt peut-être :-)1 point
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Nice... For Kush at least, I can provide the following names of some of the most important cities during 0AD's timeframe (archaeological sites containing the excavated remains of one or more of the following: City/Royal Palace/Amun Temple/Royal Necropolis), followed by the historical name, where known: Napata (Npt/Napita) Meroë (Medewi/Birawe) Naqa (Tolkte/twjlkt) Kawa (Gematon/Gempaten) Tabo (Pnubs) Sanam Dangeil Basa Sedeinga Sonijat (Tergedus) Muweis Karanog (Premnis/Pedeme) Dakka (Pselchis/Pselqet) Hamadab Amara East1 point
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Small Updates... After developing all products ( i will implement soon in the Mod) , is important to set prices, for this i developed a product Manager Component, which will keep track of all products produced and consumed every 5 Min of game play, if the products consumed are more than that produced the price for that kind of product will get higher , if instead the produced are more than that consumed, the price will go down. To give a more Trading Dimension i decided to divide all the game Economy in Cities Economies, that mean that the prices are calculated for each city, independently of all other cities, ( doesn't matter if 1 player has more cities, all cities even if owned by 1 player are still independent to each other) this give a real trade opportunity and peculiar economic output for each city. To keep truck of each city products, producers, price and stats, i am developing the Economy Panel, which will replace the 0AD trading Panel. I also decided to give more identity to each city, assigning to each of them 1 unique name, and also display it on top of the 3d Model. Here the Economic Panel so far: you can see all cities in the game, each has a unique name (i add the number 2 after the name when the cities name list of that civ is expired) and the player color . I will soon add the functionality to click on one city and show all producers, products and price . Here the name for each city will appear on top of the 3d model : About cities names i need help, i want to keep all the names historically correct, so if someone with good historical knowledge can provide me at least 10 name of city for each Civ, so far i just added 10 name of Carthage Civ , i even not sure are correct. Thanks1 point
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Es muy bueno, si necesito ayuda en la investigación sobre ellos puedo ayudar, estoy tratando de algunas cosas en el blender, pero todavía tengo que practicar más.1 point
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You all think it's bad now? Back in my day, we didn't even have an AI, or any multiplayer either. Imagine playing a game like that, then having it rewritten so that all terrain is solid black, and buildings, trees, water, mountains, and pretty much everything just let units walk right through without restriction. Units didn't automatically migrate to fresh resources, they just stopped working. As a bonus, depleted resources didn't disappear, so you had to manually pick each tree to see if the workers would gather from it. I think one reason it seems there's less progress happening today, is that there's less obvious progress to make. We're closer than ever to a completed game.1 point
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OMG, you're so dramatic! I think the most important thing is to: And whatever you think you can do towards improving the development of 0AD yourself, whatever your skill, The more work we do individually (and share it of course), the more other people will feel inspired to do more work themselves, regardless of the department. 0AD has been under development for so long. Even if we need to wait a year for a new AI developer to come along, I'll still be here! And my personal skills will have improved as well... Because one department has ground to a standstill, doesn't mean that every other department does too, nor does it mean that it's a permanent issue. There are so many things that took years to fix... I'm not too worried about the future of the game. Even though I recognize that there is a crisis of sorts, there's always a crisis of sorts... It's the way of the world. The thing is... 0AD has never been more popular, more stable, more fun and more beautiful than it is today! It has blossomed into one of the greatest games in it's genre, and something tells me we're just getting started 2012? 2018! The trajectory suggests greatness. Have faith my brother!1 point
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Ho boy, So as an actual Hun Historian let's clear up a few things: 1. The Xiongnu and the Huns were the same people. The word has a Yeniseian and Old Turkic mixed origin as it relates to both the ruling dynasty of the Xiongnu (a Yeniseian people) and the Old Turkic name for the Ongi River in Mongolia. We don't know what it means other than that it was a dynastic name. Xiongnu is pronounced "Hongna" and was transmitted over the Himalayas or via sea trade to India and transliterated into Sanskrit, before coming up from India into Sogdian, and then spreading into Bactrian Greek as Ounna, where it became Ounnoi in Roman Greek (Romeika), and then Hunni in Latin. 2. The Huns themselves are directly related. Huns can be identified by the Haplogroup Q-M242. Some of you here might know that's weird because Q-M242 is Native American DNA. It's also Yeniseian DNA, with the Kettic people having the highest concentration at 99%, and high concentrations east into Beringia, where the Yeniseians and the Dene people separated about 18,000 years ago. However, the majority of the Huns that entered Europe were not Yeniseian although most had some percentage of Yeniseian DNA and ancestry. They also no longer spoke Yeniseian (Xiongnu), but now spoke Oghuric Turkic, with many Yeniseian loanwords, and this was the language the Romans identified as Hunnic and the people the Romans called Hunnic. They were the same identity as Xiongnu, but with many changes since the days of Modun Chanyu in the 3rd century BC. 3. If you're considering Steppe Nomad factions, then they should be: Scythians (who are related to the Karluk people) Sarmatians/Alans (Also Indo-Iranian nomads like the Scythians) Xiongnu/Huns (The same people, effectively. The last of the Yeniseian nomads and the first of the Turkic-speaking nomads). 4. If you have questions I can probably answer any of them about the Huns and I know a lot about the Alans too (Scythian is a bit beyond my usual area but I know more than most). I haven't bothered to read all of this thread but feel free to ask.1 point
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Wildfiregames presents: 0AD's unit upgrade. -Why do you work on this upgrade when you should be working on pathfinder and performance improvements? -Please note that this upgrade has been done by an artist who hasn't any knowledge in programming. This upgrade has not taken away any precious work time to 0AD programming developers who continue to work on the needed pathfinder and performance improvements. -Why do you make this upgrade? For a number or reasons: Unit models are very old, around 6-7 years old. These new models are closer to today's industry standards. UV mapping and model proportions aren't ideal on the current models. The new ones have realistic human proportions and much better UV mapping. Old animations cannot be modified, only created from scratch. With the new models we can maintain the blender source files of the animations and modify them at will. Since we share the blender source files, the team and the community can make variations for their own model variations and still use the new armature. Old model's armature (skeleton) is very basic and limited. With the new model's armature we can achieve more detailed animations and are capable of basic prop animation -Are these new models already implemented? Do they work with the old animations? -No. The models are finished and ready to start animation production. We will remake all the unit animations and implement them when there are almost all of the required animations completed. However, the models are commited to the SVN version of the game with some test examples that you can check in the map editor. These examples and the models will be released in the next Alpha release (Alpha18) if you don't wan't to set up a SVN version. To check some unit examples in SVN, go to the map editor and in the object tab, search for all actors and filter by "newunit". Once selected click on "Switch to action viewer" to isolate the unit and zoom in. (please note these are just examples and they aren't final unit setups) -Do you have increased the number of unit variations of the game? -Yes, now there are non-armored unit variations, and armored unit variations with some differences. There are plans to add some more in the near future if time permits. -Can I make my own animations for my mod and use these new models? -Yes you can! Check at the bottom of this post to download the blender source file(s) of the armature and check the SVN newunit xmls example for setting up your own units. Don't forget to check the presentation video where there's a short explanation of how the armature works. -What is left to be done before I can play with these new models? -Since the unit heads have different size than the old ones, all the helmets in the game must be resized to fit them. Also as pointed a few lines above, we're going to upgrade all the animations to fit these new models. When these two tasks are complete or close to completion, we'll implement them and you'll be able to play 0AD with them. -Is there something I can make to help with this task? -Yes! If you are a skilled animator with experience in human models' animations you can open a thread in "Applications and contributions" subforum, tell us about yourself and show us some of your animation works! Male unit variations (Old Work in progress): (Click following images to enlarge) Female unit variations (Old work in progress): Download the blend file and start animating! Enjoy! New unit upgrade animation template.zip1 point