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Showing content with the highest reputation on 2019-06-21 in all areas

  1. Scrolling quickly I thought this was a photo.
    5 points
  2. Some interesting insight into what we can improve too. What's a "worker" for example. It's not obvious which units can gather. How to garrison? Things like that.
    5 points
  3. People with good following are now starting to recognize the game. This word of mouth recommendations for the game is really good and Raptor really appreciates city-building games. I am also rooting for our mods in the comment sections of people who cover the game.
    4 points
  4. New Unit: monk ship on water to convert ships lul
    3 points
  5. 0abc updated again, numerous changes, including: javelinist → javelineer blacksmith (a person) → forge (a workshop) (siege) workshop → arsenal removed native language specific names, because “Athenian Hoplite (Infantry Spearman)” is more informative for a player than “Hoplítēs Athēnaîos (Athenian Hoplite)”, and because there is no consistency between the standards used by the quite different languages (compare e.g. cart, kush, rome) reduced the number of selectable civilizations to eight (cart, gaul, kush, mace, maur, ptol, rome, sele), to focus exclusively on the 3rd C BC to avoid extreme diachronisms, and to make differentiating factions easier iron (metal) can no longer be dropped at centres, docks, storehouses, or worker elephants; instead, the forge is now the dropsite for iron, to reflect the fact you have to smelt ore to get metal resource true price reflects gather speeds trader gain is now fixed at 100% silver (done by incorporating @Freagarach's D1846) slaves available at the market in the city phase for all factions worker elephants can no longer build; instead, they have a 15 m aura, which increases worker build rate by 20% standardized unit attack time to 2 s (formerly 1 s) houses: wood (gaul, maur): 80 wood, 20 time, 4 population and garrison size, 400 health, 200 capture points, consume 0.02 wood/second mud (kush, ptol): 60 wood, 60 time, 6 population and garrison size, 600 health, 300 capture points, consume 0.03 wood/second normal (cart, mace, rome, sele): 120 wood, 30 stone, 40 time, 8 population and garrison size, 800 health, 400 capture points, consume 0.04 wood/second appartment (cart upgrade): 180 wood, 60 stone, 60 time, 12 population and garrison size, 1200 health, 600 capture points, consume 0.06 wood/second – and has minor ranged attack when garrisoned military structures: stable (village): cavalry arsenal (town): siege engines, chariots, crossbowmen shipyard (town): wargalleys mercenary camps (town): civ-independent mercenaries hall (town): civ-specific infantry mercenaries barracks (city): infantry champions elephant stable (city): elephants removed many obsolete technology files [And that's one thousand.]
    3 points
  6. Great nesting place for some Gharials?
    3 points
  7. Watching Nookrium halfway at the moment. What I noticed so far Lack of harvest animation for the pig (Stream viewer jokingly said that it was being milked lol, and that was a sustainable way of having bacons, really laughed at this one) A particular cattle entity at Butana Steppes which also lacked animation. The guy failed to notice the lack in population point during one of his matches. Stream viewers are very interested on the game based on how they saw him play it. He zooms a lot and is mostly fascinated by the graphics, he praised it how each faction had different structure sets and was really moved the the appearance of the buildings. Interesting though that he looked at the mod selection for a first game cover. He somewhat wanted more available information about the mods in the mod selection area, other than the mod summary description. He downloaded the community maps mod ad mod.io
    2 points
  8. Same problem with “you”, isn't it? (English ...) Yes, we all agree on that, I think. To clarify, I started https://trac.wildfiregames.com/wiki/SpecificNames because of https://code.wildfiregames.com/D1935#80243 It's a proposal, not set it stone, open to discussion for everyone. However, I would appreciate it if people won't say something is bad, but explain why they think something is wrong. (In the end it's up to @Itms to make a final decision, because he's the project leader.) This was the last attempt at standardizing Greek, four years ago. I believe it can be summarized with: β→b γ→n before γ, κ, χ, ξ and γ→g elsewhere κ→k, χ→kh, ξ→x υ→u after vowels and υ→y elsewhere η→ē, ω→ō α→a, ά→á, ᾶ→â, ὰ→à My proposal goes a bit further: ξ→ks {κ, χ, ξ→k, kh, ks} is consistent with {π, φ, ψ→p, ph, ps}, ξ→x is not (Attic) ΧΣ = Ξ (Ionic) ks is common in modern scholarship (see earlier post and below) υ→u (all positions) for transliteration consistency (see earlier posts) reflective of different Greek alphabets common in modern scholarship (see below) indicate vowel length, i.e. differentiate between α, ι, υ and ᾱ, ῑ, ῡ dictionaries indicate vowel length the difference is meaningful, e.g. ἄᾰτος and ἄᾱτος are two different words (from first page LSJ) allows distinguishing between αι (ai) and ᾳ (āi) common in modern scholarship (see below) both of you (@Stan` and @Itms) expressed macra would be nice to have Ideally 0 A.D. would use similar standards for different ancient languages. Celtic, Greek, Latin, Persian, Sanskrit are all Indo-European languages; there is an entire academic discipline for that. Here are three pages from R. S. P. Beekes Comparative Indo-European Linguistics / An Introduction [Second edition; revised and corrected by Michiel de Vaan] (Amsterdam/Philadelphia 2011): As you can see, my proposal complies with that.
    2 points
  9. Wasn't the file truncated to zero bytes and then deleted or something? Like that being two steps that can be affected by concurrency, not only one? It does speak of a different process though. And once python opens file access (regardless of exceptions), 0ad can't open that file for that time, no? It sounds like you dealt with the problem where python tries to open it when 0ad has it open already, but not the other way around.
    2 points
  10. Hello team first of all i really admire your jobs so far awesome! i want to help this community for Persian translation / Sound as much as i can , iv prepared these sounds, i really appreciate if you can share your feedback so i can improve them , any advise appreciated https://drive.google.com/open?id=1aHfSmyLUi7AuwMZ9o152XG8D20sLphcD Thank you
    1 point
  11. 1 point
  12. Siege workshops should be implemented, both Nookrium and Raptor were wondering where to train siege weapons.
    1 point
  13. Indeed, and stone and metal mines look too similar. He also never figured out what batch training was.
    1 point
  14. Me and my partner modified functions and code I think it won't be possible to reproduce without uploading the whole project to GitHub and getting Anaconda set up correctly on your side. I will upload the project tomorrow.
    1 point
  15. First time player. Excellent narration... Player: "Are these sheep or pigs? They look like sheep to me." Gaia animal: "Baaah" Player: "That is definitely a pig. Yeah, you can tell by the sound it's making. Pigs go Baaah" "Yes, the women of Rome, known of course for their heavy logging", lol...
    1 point
  16. ah yes i call it 'a collection of art assets without entities yet'
    1 point
  17. @borg- can you ask for details? @danillodcb you can post screenshots?
    1 point
  18. I need to write a tutorial for this explaining parallax and normal maps. Some facts: we use directX normal maps, not opengl ones (the shaders do the inversion for us) OpenGL shows how it will look in game (outward bump) Alpha channel of the normal map controls the height, the more transparent the higher (Usually using ao works fine for the mask)
    1 point
  19. oooh here it is dragon bamboo
    1 point
  20. I got one more tropical uh, 'tree' i want to get done and then maybe ptolemies lol Geological formations do need attention more than flora at this point I will freely admit, but rocks can be particularly boring ya feel?
    1 point
  21. https://code.wildfiregames.com/D1926 would help with running the game on really slow machines I guess.
    1 point
  22. @user1 (I have no further data on your ban, it was an original 72 hours but may have been extended due to new account creation.)
    1 point
  23. I decided to go ahead and create new, reddish mahogany-brown skins for the native Egyptian units since I didn't want them to be confused for their Kushite analogs. Here are some re-re-skinned Egyptian ladies. Now, onto the soldiers!
    1 point
  24. Thanks for having adopted the multiplayer fixes that allowed this game to be played during the last two seasons!
    1 point
  25. seems good , what if some writes brites, brits or anything similar or athenes instead of athens
    1 point
  26. Hi, @dmzerocold! Thanks for sending in the voice clips! Did you apply any post-processing or conversion to these files? What equipment are you using to record this? I ask because they are at a very unusual sample rate (384 kHz). Final delivery of voice files for the game will be mono in 44.1 kHz at 16-bit, so anything higher than that is really unnecessary. Furthermore, it appears your actual physical recording equipment could only capture frequencies up to about 8 kHz and support frequencies up to 22.05 kHz, so recording at such a high sample rate is essentially useless. Take a look at this spectrograph generated from one of your takes- Across the X domain is time, and across the Y domain is frequency (labeled on the right, 0-192 kHz). The brighter the color on the spectrograph, the more sound is at that particular frequency at that point in time. You can see that above 8 kHz, the pickup of the microphone diminishes drastically, like a lowpass filter was applied (this is probably the design limit of the microphone, my guess it is a webcam mic or telephony mic). At 22.05 kHz, it essentially stops recording anything of relevance (which is to be expected for something designed to record 44.1 kHz files). All that black space at the top, from 22.05 kHz to 192 kHz, is basically wasted space- it has no relevant or valuable data in it- that's why there's no point to recording at 384 kHz; you're not even getting any reliable signal up there to record unless you're using a $1500+ calibrated test microphone. I would suggest that, if you are not doing any post-processing, then perhaps your equipment is not capable of recording the full frequency range necessary (0-20 kHz) for a video game voice over. Ideally we should be seeing a fairly consistent response in that range with nice, dark colors surrounding the voice, something like this: I've circled the same 8 kHz point (note that this file is displaying at 44.1 kHz, so the top of the graph is 22.05 kHz rather than 192 kHz as it is in yours). Notice that although, like in your voice, the bulk of the information is below about 4 kHz, there is still some valuable information up above 8 kHz, mostly what we call 'sibilance'. Without this, 's' sounds tend to appear more like 'f' sounds and also some of the character of your voice is lost, making it harder to understand and identify. If you've ever spoken to someone on the phone and thought it was someone else for a minute, that's why! Above is a clip of your recording now as it appears in the same sample rate as mine. Notice that the sibilance shown above is missing/cut off and there is less sound from 2 to 4 kHz than in my recording. My best guess is that these are issues related directly to the microphone you are using rather than the rest of your recording process. In summary, setting a higher sample rate on your computer won't enhance what isn't being captured in the first place. Unless your equipment is malfunctioning or improperly configured, resulting in that 8 kHz 'cut', you may want to consider borrowing some other equipment to see if you can get a better sound. 2nd critique- There is also a very large amount of noise in the background of the clip (all that 'pink speckles' you can see from 0-8 kHz in your recording, verus the purple and black in my recording). There are a huge number of causes of noise, including environmental sources like air conditioners, refrigerators, open windows, computer fans, and so on. In addition, there may be something in your signal flow (that is, the path the sound takes from hitting the diaphragm of the mic to being recorded on your computer as 1's and 0's) that is adding that noise. For example, if you are working with a budget consumer microphone, such as a webcam mic, it may not have adequate noise performance to record clean audio, and typically there's no real way to get around that. On the other hand, if you are recording even a very good mic but with very low gain at the preamplifier, and then add lots of gain digitally in your recording software, you will get poor noise performance there as when you record a certain 'noise floor' is "baked" into the recording and digital gain makes everything equally louder, including that noise floor. For example, here I intentionally recorded with the gain on my preamp turned down, and then used the digital gain in my recording software to make up the difference. You can see that the previously black background has now turned purple, showing how much more noise is in the recording- The lower the noise we can record, the better the end result will be! So, a few tips for reducing noise in general- Turn off anything that makes noise in your recording environment. Find a location which is enclosed and away from any sources of sound like busy streets. Record as close to your mic as you can, preferably 4-8 inches (10-20 cm). The closer you get, the louder your voice will sound at the mic and thus the quieter noise will appear. There are some downsides to recording close to a mic, so try holding it in different positions- above your mouth pointed slightly down towards it, below your mouth pointed slightly up towards it, and so on, to find what sounds best. Record at 44.1 kHz 16-bit in Mono (although you can also record at 24-bit if you want, this really won't change anything at this sort of noise level). Make sure any analog amplification is turned up before using any digital gain. For example, if there is a gain knob on the microphone or the preamplifier itself, use that before using the slider in Windows or your recording application. If your microphone can be configured to different frequency ranges (for example, some webcam or USB mics), make sure it is set to 44.1 kHz too. If you still have similarly noisy results, perhaps consider borrowing a different microphone from a friend. Even something like a Blue Snowball should give significantly cleaner and better sounding results.
    1 point
  27. Not sure where i left my blender file with the first helmets so i started again and made 4 (+ checker) variants: A: B: C: D: E: I used as reference this (i had no internet connection for check the references from all angles possible i was waiting my death because of boring at 4 o clock in the morning i had to use some i kept in case like this) The shield textures seems a little blurry to me so i decided to make some trys in case someone like its: Comparisson: Shield Elite: Shield Basic:
    1 point
  28. One other thing, I think the extra buttons in lobby chat should always be visible. Having them only be visible on mouseover makes them hard to find. It's also kind of annoying to have them pop up and move the chat input strip suddenly upward.
    1 point
  29. @stanislas69 both ready, i've made the arctic fox by using black and white filter on the pelt: Files: Mod: fox.7z Blender:fox_resized.7z
    1 point
  30. I'm thinking in a building special for some maps called Slave Market when you can start train slave women and men, buy tamed wild animals, like lions, tigers. would be nice in my map called Batlles into the dirt. I need a nice concept art. For this building.
    1 point
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