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Showing content with the highest reputation on 2019-07-03 in all areas

  1. Feel free to edit these settings as you wish. Note: You'll need to disable real depth for water in the in-game graphics option menu. ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = true materialmgr.quality=10 materialmgr.PARALLAX_VHQ_DIST.max = 30 ; Standard View ;view.zoom.min = 40.0 ;view.zoom.max = 200.0 ;view.zoom.default = 120.0 ;view.fov = 45.0 ; Isometric View view.zoom.min = 800.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 300.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.1 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.scroll.speed = 200.0 view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work hotkey.camera.rotate.up = L ; Rotate camera to look upwards hotkey.camera.rotate.down = L ; Rotate camera to look downwards hotkey.camera.rotate.cw = L ; Rotate camera clockwise around terrain hotkey.camera.rotate.ccw = L ; Rotate camera anticlockwise around terrain hotkey.camera.rotate.wheel.cw = L ; Rotate camera clockwise around terrain (stepped control) hotkey.camera.rotate.wheel.ccw = L ; Rotate camera anticlockwise around terrain (stepped control) ; > SYSTEM SETTINGS hotkey.screenshot = F7 ; Take PNG screenshot hotkey.bigscreenshot = "Shift+F7" ; Take large BMP screenshot
    6 points
  2. My man, I never said it had to be. But where it is, visual communication takes precedent. It took quite a while for me to be able to do this too but, the most accurate building in the world - even if it follows the designated layout - is subpar if it does not clearly show its function in the design. For the record, I'm not against using the Principia as a base for the roman barracks, I just need to make sure we know our priorities here. Historicity and aesthetics go without saying, it is the visual communication that tends to go over the artist's* head, so we put emphasis on it. *sources: me, my head. a lot. Dont make my mistakes
    4 points
  3. Yes, yes it is. We are not copying reconstructions blow for blow, and at the end of the day, a game's assets need to be accessible and of clear purpose for new players. This is top priority.
    4 points
  4. Adding that distinctive red line at the bottom makes the concept look a little better: Some more Principia examples:
    3 points
  5. 3 points
  6. Nice, so what we'd do is scale it down. This is done by scaling down the "amount" of each feature rather than scaling the whole thing at once. So, the final one would have only 4 windows up top, not six. The inside collonades would be 4 columns instead of 6, etc. Doing it this way, the outer walls naturally shrink laterally to fit. The height axis remaining the same.
    2 points
  7. That's the idea but... We don't use realistic scales. Even the walls are affected by this fact. Walls are authentic in many cases. But the proportions are still based on those suitable for the game. For example, we still have the issue of the Roman civic center. Most of that doesn't fit (size) in base layout. With ships if I have this problem, especially when it comes to putting actors inside. A certain realism is faded with scale. https://trac.wildfiregames.com/wiki/ArtScaleAndProportions
    2 points
  8. I agree entirely with this. Visual communication, authenticity and real scale are indeed 1/3 each, or something like that. There always needs to be a balance. The layout of the Principia/Headquarters building isn't even that different from the other barracks in-game. It's actually quite similar... Historical accuracy and visual communication don't need to be mutually exclusive. A lot of your work illustrates this. We're not saying that we need a scientifically measured historical reconstruction of the Roman Principia, but why not just follow the general plan? Form and function... Especially for a civilization so well studied as the Romans... I made a quick concept based on the Headquarters buildings I shared earlier. Just imagine this with lots of military props like shields, spears, banners, practice dummies or whatever... Adjust the scale as you like... Feel free to use a more monumental entrance. Make the elevated roof of the sacellum in the rear of the building more prominent, or use more stone in the texture, or whatever... This structure doesn't look like any other structure in the Roman building set. With some military props, it will be immediately recognizable as the "barracks". And it would actually be accurate, more or less. The historicity in 0AD is a great source of value and a big distinguishing feature for this game. There are already plenty of mediocre representations of Antiquity in pop-culture. I know this game can do better, and in many respects it already is. It's one of the things i love most about 0AD, and it would be nice to see us all build on this, rather than dumbing it down, which puts us in direct competition with much bigger commercial studios.
    2 points
  9. 2 points
  10. 2 points
  11. Lol, I made 10 of those + the textures When I said "it barely differs for any other standard roman building." I meant the following: This is a villa: This is another villa: Another villa: This is... Here's another: So what I meant is that: It may be 100% accurate a real used barracks but it doesn't communicate at all visually what is for, lacking both aesthetically pleasing design (cool) and lacks visual communication of what is used for (gameplay) I'm not saying to re-invent the design completely, but discarding artist touch on the designs (even on a blocking unfinished state) and go for 100% accuracy will reduce the final quality of the asset IMHO Let's see what Stan comes up with
    2 points
  12. Some shapes for inspiration and/or layout ideas:
    2 points
  13. Currently I'm contemplating creating a Thracian unit set, but to do so, I need two more weapon props. Firstly the sica, an one-handed short (blade length c. 40 cm) sickle-sword used by the Illyrians, Thracians, and Dacians, which is similar to the Iberian falcata and the Greek kopis in function, but different in shape, being more curved and pointy: Secondly the falx, a two-handed long (blade length c. 80 cm, handle similar length) curved blade, used by the Thracians and Dacians: The rhomphaia, a two-handed spear-sword, similar to the falx in length, but straighter, is already present in the game. All three (sica, falx, rhomphaia) are sharp on the inside (by contrast, the Egyptian khopesh axe-sword is sharp on the outside, as are sabres, scimitars, and similar weapons). (Images taken from Wikipedia.) Hopefully one of 0 A.D.'s great artists is willing to give creating it a try!
    1 point
  14. It's already almost a week, but Emperior hasn't got over his defeat and it has come to him spreading some false accusations about my supposed cheating. Today he compared me to JC and that was the time when I decided to take actions. So here we are, let's put the replay here for everyone to judge. We picked a less played civilizations, so this probably could be a nice game to watch on its own. Teams: r4pt0r, Boudica, PhyZic vs. Emperior, Unknown_Player, darkcity The encounter we were talking about happened at 30:00. I had 50 archers, 6 elephants and 5 pikemen. Emperior tried to counter my army with 35 spearmen, 16 pikemen and 12 skirmishers. You probably already noticed that his army balance was sub-optimal with below 20% of ranged units. The funnier part is that my archers got all attack upgrades, which made each of them deal twice the DPS compared to the spearmen Emperior's army mainly consisted of. I concentrated my army so that my elephant's don't get cut off and die to skirmishers. Emperior proceeded to attack my elephants and pikemen, which were on the front, so they served their tanking role perfectly. Emperior's army was cut to pieces as expected and that was all there was to it. The weird thing followed when Emperior accused me of dancing with the elephants. There wasn't really much commanding of those elephants from my side as the fight was basically a no-brainer victory. All of the elephants lost quite a lot of health but it would be expected for them to take some time before dying to spearmen. Some of the elephants were walking part of the time but there was barely any chasing noticeable. So this is it. Emperior could be heard he can't be bothered to make a GIF of the situation to prove my cheating, so I took the time and made a GIF of all the elephant dancing I could see in that game: 2019-06-22_ElephantDance.zip
    1 point
  15. For this example, what I would do is scale up the tent and each tower to better scale with the units. The ship's hull can remain the same size.
    1 point
  16. Game: 4v4, 43 minutes game time Map: Mainland (Normal, Random biome) T1 Players: _zoro_ (1666), snelius (1600), phoenixdesk (1601), Issh T2 Players: borg- (2306), Havran (1550), Uran238cz (1504), pauleife (1172) Summary: 5 Gummiberry bushes + 2 reachable in p2 allowed for generous donations to allies. This wasn;t easy game for team 1 as @borg- is an op player and was on both fronts while defending mid. There was a critical moment some players from t1 doubted in a possibility of victory and prepared for "gg". We won;t say who was that but here I can quote @PhyZik's words "some nubs (we won't call names, right _zoro_?) started panicing" (source of quote a23 replays: Alpine Mainland 4v4 - _kali, Lodbrog, nigel87, M.T vs. zoro_, snelius, elexis3, PhyZic) 2019-07-02_Gummiberries.zip
    1 point
  17. 1 point
  18. @Boudica, purism is not present here obviously. It's the kind of a language used by Friday in "The Life and Surprising Adventures of Robinson Crusoe" - - "me shoot now, me no kill".
    1 point
  19. hello there, player name is "-1" ended the game while i'm winning. @Hannibal_Barca @user1 commands.txt
    1 point
  20. Hello everyone, I was just playing 1v1 rated with stockfish and he closed the host when he was about to lose. I am reporting it here hopefully it is the right location. Kanda was a witness as observer @Kanda @user1 @H_Barca commands.txt metadata.json
    1 point
  21. Seems that Alpha 24 is going to look much better than A23.
    1 point
  22. Nice map! I really prefer this view than standart one I feel something different about FPS, like a smoother movement of everything..
    1 point
  23. I have tweaked some of the variant files for the mod, yeah. There are 100 more things I'd still like to tweak, as I'm sure you know. I might make another video tomorrow, this time with the standard 45 FOV camera for comparison. I got OBS to work. Spending 30 bucks on Fraps was a @#$%ing waste. lol
    1 point
  24. This isometric effect is _really_ trippy.
    1 point
  25. @wowgetoffyourcellphone Looking awesome man. Did you change the speed of the skirmisher jog? they look much more natural now than the "quick jumpy" effect that I remembered. I think you should also touch the animation speed for the archers jog to something similar.
    1 point
  26. Strange, I cannot reproduce that. Did you rebuild? Is the updated "UnitAI.js" on your DE-git? Because I see in that file that `!this.IsDomestic()` is removed but the `this.IsAnimal` is still there? Edit: You can see in D1960 how the code should look like.
    1 point
  27. Those layouts are general guidelines. They could perfectly be done within two storeys. I don't think there would be an issue anyway with a 3rd story if the overall height do not surpass too much the standard barracks scale. From your references, I can already see quite some structural combinations that are quite similar to the example layouts/structure forms, don't you think? There has to be always a balance between aesthetic (not boring), accurracy (not too "fantastic") and gameplay (follow the layout guidelines of the barracks)
    1 point
  28. Why not look at actual Roman barracks/fortresses for inspiration? Most of the reconstructions I see have a central structure which they call Principia, the headquarters, which is the central administrative structure/armory/religious centre of the fortress, surrounded by the barracks and other structures. Here's some archaeological info on the Roman Principia: http://www.curlesnewstead.org.uk/pdfs/curlechapter03.pdf These examples are from AD period I believe, but I don't think it really matters...
    1 point
  29. I used it as a first version of a planet procedural generation (not only, but mainly) in project with my friend more than 6 years ago:
    1 point
  30. As per @snelius request, here the replay of this Alpine Mainland 4v4 today: vs. It was a long, balanced and entertaining team game. 2019-06-17_0002.zip Former remains of my city in the center, rebuild and _zoro_s base squeezed together at the top.
    1 point
  31. I have added a $35 bounty (a kind of donation) on this feature. https://trac.wildfiregames.com/ticket/3653#comment:15 Once there will be a version of 0 A.D. with a working "isometric view" mode, the developer who coded it will be able to claim the bounty.
    1 point
  32. I don't think anyone has worked or planned an implementation. But count me in for the crowd who would like to see it.
    1 point
  33. @vladislavbelov Any updates ? / Hope for it to be in next release ?
    1 point
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