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Showing content with the highest reputation on 2019-07-08 in all areas

  1. To answer the question, a lot of the alpha 24 work is in private github branches of different Wildfire Games members for the reason fatherbushido has posted. It's sad to see people decide to try to make Wildfire Games obsolete. I would have wished to continue to cooperate together, but Wildfire Games has a 20 year history, has created this very software and the online platforms and to me this is a value byitself to maintain rather than to actively help tear down. So I have to support Wildfire Games and 0 A.D. at the pice that I will have to pay for that.
    2 points
  2. About animation, usually it means that there is a wrong path or name of the animations. I can't say more, I need more details (XML, paths) About transparency, which material do you use?
    2 points
  3. Is there an option to make the Last Man Standing option selected by default? There isn't one visible in the in-game Options menu, but there exist invisible options as well (e.g. GUI scale or default zoom). The reason I want such an option is because whenever I swap between skirmish and random maps, change mods, or update a mod version, Last Man Standing is unselected, which is quite annoying, because it requires additional clicks to reselect it, something which I sometimes forget and only find out when the game is already in progress. Therefore such an option would be nice to have. Not sure whom to ask. Perhaps @elexis knows?
    1 point
  4. basic_trans if you dont have any specmaps or normal maps I would suggest making a specular map for shiny purposes
    1 point
  5. @JC (naval supremacist) you can try another lobby. More proper to your kind.
    1 point
  6. @Lion.Kanzen Those new trees look amazing. Thanks for sharing the screen shots.
    1 point
  7. Ok since my exams are finaly over and since https://trac.wildfiregames.com/wiki/Alpha24 is updated, I will try write something official as a news.
    1 point
  8. Nonetheless, it would be nice to have regular (e.g. monthly) updates, to give a glimpse of what's going on; they don't have to be complete, nor long; even one or two sentences would suffice. Currently the last post on https://play0ad.com/ was February 1.
    1 point
  9. If I would post something that is completed to 27% that would only mean that it's being pointed out that 73% are missing, so I can only report when something will be done to 100%.
    1 point
  10. We have new trees. New gaia. New textures for buildings and units. Better pathfinder. Some sounds... But still lack improve that department. Changing egyptian buildings to more Hellenistic concept. This all i can remember , I play the svn and is difficult say what is new...
    1 point
  11. https://www.eurogamer.net/articles/2019-06-26-age-of-empires-2-definitive-edition-looks-great-but-still-has-to-compete-against-itself New interview.
    1 point
  12. It's possible that your mobile connection provider doesn't support connecting to STUN-enabled hosts. Not much can be done about that, except finding someone who has their ports forwarded and hosts without STUN.
    1 point
  13. This is serious... I could have 50 more prints on jc being racist, among other things. This happens routinely, and nothing happens, unfortunately.
    1 point
  14. Well here is. also i have problems with the trasparecy and the animations.
    1 point
  15. 1 point
  16. You can actually install and play the development version if you want to; see https://trac.wildfiregames.com/wiki/BuildInstructions As for progress, the last commit of A23 was rP21821; A24 is already at rP22436 currently, i.e. over 600 patches have been committed already, and numerous more are proposed at https://code.wildfiregames.com/ (there is actually quite a review backlog). That said, it feels like work has just started, and a lot more has to be done. Quite frankly, I don't expect A24 to be finished this year. The limiting factor is the available time of team members. Keep in mind they're all volunteers with a real life and can't be expected to be around full-time. Finding more people who have the technical skills, time, motivation, reliability, and long-term availability required is not trivial.
    1 point
  17. Please look over the map resize patch. It was looking very promising with some really handy features.
    1 point
  18. Hello Everyone, this is a old thread but, I'm starting to be more active, and I'm working in atlasUI once again. For now I'm going to fix some behaviors from atlasUI (like variations, osx, xcode, etc) and adding some QoL for map makers. We hope to bring yours a better tool for map makers.
    1 point
  19. Personally I would like to see both heavy and light snow, for different maps, some maps might have the heavy one to simulate like a blizzard and others light ones for normal snow imo.
    1 point
  20. An attempt at testing svn. Can't say I didn't try
    1 point
  21. A guy speaking in Spanish whit subtitles in English My brain has just exploded
    1 point
  22. As they would say in my country Se la mamaron
    1 point
  23. Will your behaviour improve? Honestly though, both my time, and your time, is better spent on constructive things than silliness, so just leave it and move on.
    1 point
  24. What's the point of that comment? It's not true as you can see if you go to the link in the post before yours (there has been changes as late as today), and it can only confuse or demoralize people. Of course it would have been nice if there had been more activity, we're at least as disappointed as anyone else, but if you want that to change it's better to offer advice or help.
    1 point
  25. 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 :-)
    1 point
  26. We welcome the constructive approach chosen by the creators of Fork AD. We didn't, indeed, agree on the design of the development environment, on the communication methods, and on how to ultimately make the process enjoyable for all team members. We are happy that they can still contribute to 0 A.D. as a project, even if it is as a separate group. We are grateful for their many past contributions and we hope that the new situation brings balance to both teams. Nevertheless, Wildfire Games wishes to clarify that we have been making progress on the game continuously and continue doing so. Much of the recent work was either administrative, or targeted at the future Alpha 24, thus could not be directly seen in the number of commits made. Members of the community have expressed a desire to be more involved and informed, so we are taking measures to open up some internal discussions. This will allow our hard work to be more visible. On behalf of the team,
    1 point
  27. For those unfamiliar with Hyrule or the Total War version of my game, here's a list of the factions that I'll be porting over and a brief summary of their armies and abilities:
    1 point
  28. about minimap what do you think about this image
    1 point
  29. The best they can do quickly for starting a community is maybe instead of a forum, make a Reddit community and use discord. So then start recruting artist and programmers, then an community manager and don't forgot use Indiedb. So youtuber can start to videos about new project. Easy, quickly , cheap.
    0 points
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