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Showing content with the highest reputation on 2019-04-16 in all areas

  1. Map made with decals. (1vs1) Puddle Decals
    6 points
  2. we must follow this path creating more coherence (logical) and simplistic way. more realistic but logical: mining , farming , building , kill most of Aoe memes.
    4 points
  3. The fire is now under control and although the spire and surrounding roof has collapsed, most of the structure, including the towers, has been saved and most of the artworks on display inside were evacuated by firefighters. It's sad, but it could have been much worse. https://www.bbc.com/news/world-europe-47943705
    3 points
  4. Actually it's the contrary. People playing with toasters urge us not to do it
    3 points
  5. Most current issues relate to things that we have to write for ourselves regardless of engine like pathfinding, AI, etc. All a separate engine could really provide is a somewhat better graphics capability, at the cost of massive rewrites. We could use that effort to just improve the graphics portion of our engine without the dependence on external engine development. However, the main reason we don't have fancy graphics in 0 A.D. is mostly because we are trying to support old versions of OpenGL and by extension, old graphics hardware. According to the recent talk by @vladislavbelov if we dropped old hardware support, we could very easily add many nice graphical upgrades with our current engine.
    3 points
  6. On the contrary, it makes the game feel complete and polished. Keep trucking on, my wayward son.
    2 points
  7. Tadaaaaam Thracian terracotta relief, Apollonia Pontica, 500BC (according to image description).
    2 points
  8. I've had a job as a full time construction worker for about a month now, so I think I'm reasonably well qualified to make some construction sites! I dont think a blue plastic porta-potty would fit too well in 0 AD though.
    2 points
  9. 2 points
  10. Yes. Thankfully half hour after my message the fire was decreasing and the firefighters were more optimistic. This is bad enough and I am glad they saved the rest.
    2 points
  11. Left to right: Bronze (Current) Iron (Current) Bronze (Modified) I modified the current textures for the updated Illyrian helmet as I noticed that the quality of the current bronze variant was not on par with the iron variant.
    2 points
  12. Nice ! So you use a lot of commercial software ( Nothing wrong with that) I was wondering since its way higher quality than the tower you made for Borg EDIT: If you are up to the task it would be nice to have an Athena Statue compatible with our license
    2 points
  13. Working on adding decals for more details on maps.
    2 points
  14. For all of you ruin enthusiasts
    2 points
  15. I am playing 0 A.D. for quite a while now. I like the game a lot. One thing I do not like is, maps often times look pretty at the beginning, but over time the look and feel of maps decline because of massive deforestation. The maps start to look very empty. Furthermore, deforestation seems to have been an issue for the Roman empire: - https://en.wikipedia.org/wiki/Deforestation_during_the_Roman_period#Consequences_of_deforestation - https://www.researchgate.net/publication/45407393_Ancient_Deforestation_Revisited There are games in which trees grow slowly over time and are therefore a renewable resource. One game which implements such a model is Stronghold Crusader. I would love to see small trees spawning and growing over time in 0 A. D. I think this would make long matches or scenarios in which one side does not have a lot resources more interesting. After all wood is a renewable resource.
    1 point
  16. Thanks guys. I'm sure people would notice more the scaffoldings/buildings basis though. I extracted lordgood's to make one for walls you can see it on the edge of one of my screenshot. It's using the scaffolding texture from the main game. Maybe I'll push further. I have too many things on the list. I also need to improve to be able to do material like Lordgood Alexandermb and now BigTiger It's not boring it's tedious and repetitive. You can quickly mess up if you want to do things properly.
    1 point
  17. Now those are really funny.
    1 point
  18. One wasn't a 1 vs. 1, the other was posted a year ago. The relevant reports on this thread have been documented.
    1 point
  19. Foundations and rubble and such might be boring to create, but they are really important and will be used by basically all factions in almost all mods in years to come.
    1 point
  20. Worth noting that someone asked the government for a 90% tax reduction on that money.
    1 point
  21. Well, I think the main concern was about the integrity of the stone portions of the structure. The combined interactions of the heat from the fire and the cooling from the water could have caused the stone to become brittle and collapse. Even now, they aren't fully sure what condition the stone is in and whether it is sound. It does appear that they were able to save many of the movable contents, so that is very good.
    1 point
  22. Well they send catapult projectiles with their slings don't they ?
    1 point
  23. Well, slingers still do crush damage inexplicably.
    1 point
  24. Hey, I'm one of those 50% and my computer is not a toaster. (Although now that I look at it, it is sort of shaped like one...) I'd buy a basic graphics card if I had too, so I personally am not opposed to dropping older hardware. It's just hard to determine where the cutoff should be though.
    1 point
  25. It would make the code much easier to understand though :p
    1 point
  26. Nice to see the lion back
    1 point
  27. always is hope somewhere can be nice put some 3D model in one of our mods.
    1 point
  28. Will be. It's pretty much the case until 6x6 7x7 and 8x8. In the template you gave me 40x40 is 4 * 10 + 4 * 10 so that should be a 10x10 foundation instead of a 8x8 Yeah because some of them didn't respect conventions either. They will after I'm done, which might take some more weeks. Well it's kinda of arbitrary, which IMHO Sucks. Obstruction and height should be defined by the mesh so the closest to the building footprint needs to be a bit bigger so that it's not under the building. A too big obstruction will mean unit using it as a dropsite or attacking it will not go near to hit it. What could work is set the Footprint to the nearest foundation size, and keep the obstruction to the building size. Might lead to overlap though. Maybe @LordGood has some thoughts on that. Not in the near future. You can find my todo list here. These kind of tasks kind of make me lose my motivation, because they need to be done, but they don't add a lot to the game.
    1 point
  29. According to this https://feedback.wildfiregames.com/results/ 50% of or users run on Intel GPU chips. Which aren't the best graphics cards, but make good frying pans. I'd say when most of our users support 4.5/4.6. A lot of Unix users have only access to OpenGL 2.1 (We are using 1.2) But that's not restricting us. Mostly we need someone to cleanup the renderer and use wrappers or interfaces so that we can switch between versions depending on the computer. Old branch for OpenGL 4.0 from @Yves https://github.com/Yves-G/0ad/tree/OGL4 Presentation from @vladislavbelov (you are famous now) https://fosdem.org/2019/schedule/event/0ad_graphics/ One big milestone is when Mac OS will be dropping OpenGL in favor of Metal. https://developer.apple.com/macos/whats-new/ This would be a good occasion to switch to Vulkan and MoltenVK (Because doesn't support Vulkan either)
    1 point
  30. Aspis I am not sure. But Diphylon shield yes: https://www.pinterest.ch/pin/439663982359344102/ However, it is a bit different from an aspis.
    1 point
  31. Well depends on what you define by old hardware but I know 8 years old computer that can run the game just fine. The game also runs on jailbreaked versions of the PS4 (With Linux) and some people made it work on raspberry pi
    1 point
  32. In other words we can not afford the licencing fees for using a closed source engine which can go into the thousands depending on the perceived popularity by the owner of the primary licence. Enjoy the Choice
    1 point
  33. The quality of the art is obvious to be sure, but I would be skeptical regarding the use of shields; the peltast holding a shield weighing something to the figure of 15 lbs. Likewise, I am fairly sure that the aspis was not designed to be strapped onto the back. I've never seen or read any primary sources which attests to this practice. If anyone can provide evidence against either of these points, please do so, I am genuinely interested to know if I am wrong. I should probably stop since this might derail the topic too much.
    1 point
  34. Nice building buddy. I like it. Jmm...It seems that a timber figure would be more accurate. I'll be more than willing to create a new model. It's up to @wowgetoffyourcellphone.
    1 point
  35. The OP-ness is specific to naval maps and comes from the fact that once the enemy has an advantage on the sea, he can snowball that irreversibly by: seeing every new dock built by the opponent seeing every new ship trained by the opponent seeing every ship being garrisoned by the opponent, and the unit composition The team with the lighthouse can then focus the entire fleet onto the one point where the enemy operates on the shoreline, rather than having to distribute over the waters to gain the knowledge piece by piece, while having to pay with significant population cost to gain that little view otherwise. In a 4v4 on naval with ptol, a tactic to exploit that is to swing resources to the ptol teamplayer, build the lighthouse, a dock and a manned ship in the first 6min or so, and make sure the opponent team will never have way to even build a single dock. In particular if you have played against Hannibal on Corsica vs Sardinia, you will know that this exact thing is going to happen and you can't do anything about it. (Only anti-ship units can help, which are random imbalanced units not intended for that purpose usually)
    1 point
  36. Something like this has a footprint slightly larger than a Civic Center.
    1 point
  37. Depends largely on the map, but I'm afraid you're right. We played often enough with a "no-lighthouse" rule. Removing the reveal-shore feature entirely would be a bit sad, perhaps it can be fixed instead of deleted. What is @borg-s advice?
    1 point
  38. Only removing the shroud of darkness is the same as discovering the area once, a bit useless? I thought it might be reasonable to restrict the range of the effect, instead of yielding a global illumination. Shoreline-only yields a weird pattern for island maps in particular. Also shouldn't it reveal all ships in the illuminated area? If the effect had only a short range, one might let the player build two or so perhaps. (Also related tickets on trac)
    1 point
  39. Ah, yes - when making Buildings (and weapons) we thought it was redundant to make a unique building texture for each building at the time, when we were trying to be consistent in the theme and look of a building. Probably shouldn't have done that in hindsight, but we didn't know in the future there would be AO and normal mapping capability. Also had no idea that we'd be releasing the game 20 years later on "super computers" (or we would have thought at the time). Compare the textures of 0 A.D. with those of Age of Mythology - even our old textures were quite a bit higher quality.
    1 point
  40. General Data Protection Regulation, Internal Revenue Code and contract law
    1 point
  41. 1 point
  42. The map Elephantine is using OpenStreetMap data to create the shape of the river and island. It was not only a fancy proof of concept, but necessary, because all available heightmap data was way too imprecise to capture any shape of the island at all. /** * Heightmap image source: * OpenStreetMap, available under Open Database Licence, www.openstreetmap.org/copyright * https://download.geofabrik.de/africa.html * * To reproduce the river image: * You need a gdal version that supports osm, see https://www.gdal.org/drv_osm.html * wget https://download.geofabrik.de/africa/egypt-latest.osm.pbf * lon=32.89; lat=24.09175; width=0.025; * lat1=$(bc <<< ";scale=5;$lat-$width/2"); lon1=$(bc <<< ";scale=5;$lon+$width/2"); lat2=$(bc <<< ";scale=5;$lat+$width/2"); lon2=$(bc <<< ";scale=5;$lon-$width/2") * rm elephantine.geojson; ogr2ogr -f GeoJSON elephantine.geojson -clipdst $lon1 $lat1 $lon2 $lat2 egypt-latest.osm.pbf -sql 'select * from multipolygons where natural="water"' * gdal_rasterize -burn 10 -ts 512 512 elephantine.geojson elephantine.tif * convert elephantine.tif -threshold 50% -negate elephantine.png * * No further changes should be applied to the image to keep it easily interchangeable. */
    1 point
  43. A lot of your additions tree-wise are great; one thing that could enhance the mod is to have models of trees tended to with medieval methods such as pollarding and coppicing respectively:
    1 point
  44. The 3d models are all made by me (my own), but I relinquish any rights to them when they are shared here. The texture for the ground is Alpine grass mixed/edit with Savanna forestfloor b red.
    1 point
  45. I'll send everything for the biome (xml, blender, png textures) when ready. The textures that i'm using are all from 0A.D. except for the pine tree needle texture, which I took a clipping from my neighbors hedge. But everything will be provided when ready. Temperate Seasons:
    1 point
  46. Only 1v1 games will be counted to profile stats. Hovewer If he has 100% winrate and its 7:0 then its likely hes a smurf, i maitain 50% winrate as non-multi-account and I tryhard to win a lot, lol(or he plays only against newcomers)
    1 point
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