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Showing content with the highest reputation on 2019-08-13 in all areas

  1. Insert e.g. gui.scale = "2.0" in your `user.cfg` file (see https://trac.wildfiregames.com/wiki/GameDataPaths ).
    3 points
  2. Hello, is there a 0AD player from Asia? if anyone can get acquainted with me..
    3 points
  3. Give me battalions and I mod Fork instead.
    3 points
  4. @Kanabris In this context, forking the project is a necessary decision (one that should've been done a long time ago I might add). There have been constant debates on what features to put in, what features should stay, and what features to scrap. So much so that people began making Mods that emphasized the division amongst devs and players. If we were in a time when the goal of the game was unified, then a fork doesn't make much sense. But we've reached a point where there are divides so significant that developments tend to be on a standstill. This means continuing to develop a game with scattered goals is counter-productive. It makes more sense to have 1 game with 2 separate goals.
    3 points
  5. Changing the sun position really helps to see... and i always thought it was the color being baddly baked, but is just illumination.
    2 points
  6. Following this reference: Greaves: Note; the spartan aspis have a more orange/redish look following the old texture, athenian bronze shields follows the same helmet tone. @Nescio let me know if want the greaves for your mod.
    2 points
  7. Yesterday i've did this for see how it would see with samnites: Yeah, the armor used all the draw calls possible even when its the same texture for all 3 pieces
    2 points
  8. infantry using all the prop points for armor:
    2 points
  9. Sorry about not being on touch with this topic or another, re-exporting all cavalry animations for an "8th time" for each changes is time consuming and also made a lot of adjustments to make everything faster and easier to fix or to add. I'll try bake a new metallic border for this shields. Mind if i have a proper fully visible reference of the metallic border?
    2 points
  10. I'm taking part of that... I'm making Hd template.
    2 points
  11. Frog AD Swamps Ascendant Coming to a mod downloader near to you soon!
    2 points
  12. Thats just an experiment we gonna take for high detailed units for a future "high poly" 0.A.D. or for Campaing heros. Also leave an open field for single players modders willing to make an rpg like titan quest from 0.A.D. engine and assets. in other talk: Seeding animation added from @Enrique starting pose:
    2 points
  13. A simple greave for testing purpose: Bake didn't went as i thought
    1 point
  14. 1 point
  15. We are well aware of your long standing wishlist. Perhaps will you find other reasons! Come join the dark side, we have chocolate cookies!
    1 point
  16. I have found this post by google. I am visually impaired and I only see 10% with both eyes. I would like to share with you my experience and how the game could be improved for visually impaired players. Over all it is not very difficult to play the game and compete with other players (rank something with 1400). However, there are some improvements that I could benefit. The biggest handicap for me is the UI (the bar with the ressources and total units. I think someone in this forum has already asked for that. It would be a great benefit for me if I can enlarge the UI somehow. Furthermore I have some troubles with the minimap. When getting attacked it is sometimes difficutl to see the red dot wehre I got attacked. It would be better to enlarge the red dot on the minimap or toogle the minimap to full screen with a hotkey.
    1 point
  17. If you have a separate issue with me or moderators in general that belongs in another thread. In this thread I deleted your post because you were basically calling spyrth stupid, without having any arguments other than "go read my first post".
    1 point
  18. For being rude and at the same time not having a real point, so there was no reason to excuse bad behaviour. It would be good if you used your original account for that matter.
    1 point
  19. The only way i can test formation animations if they work is moving the variants to the 1st group, Yet still is very broken and worst than before, actor won't even recognize the order of the walking animation and just spread all the specific id animation in all the formation
    1 point
  20. 37 Helmets + Crest + Weapons texture update + Sheath + Both Greaves + Aspis + aspis Back + Handgrip
    1 point
  21. I made a wicker texture in Substance Designer some time ago if that can help. I have a few other texture I haven't released, dunno if they could be used I have this wicker texture lying around What are your PC specs ? Maybe it's because the new blender uses a more recent OpenGL version...
    1 point
  22. @(-_-) Are you following the fork or otherwise leaving? Your cogent responses have inspired me in the beginning, here.
    1 point
  23. 1 point
  24. Yep, clearly Eastern influence. But the animal heads are clearly Celtic, Thracian or Germanic.
    1 point
  25. 1 point
  26. Several Roman weapons have been found in Germanic territories, maybe the artist is drawing one of them or he is getting is inspiration from auxiliary weapons. Even gladii have been found in the Elbe region: There are some wooden helmets found in Denmark: And a Germanic helmet, badly recorded but dated to the 1st century AD:
    1 point
  27. Is a frog , lol.
    1 point
  28. Very much like the one already in the mod! Courtesy of Millennium AD.
    1 point
  29. 1 point
  30. FYI: The blendfile will have props as weapons, sheaths, shields, helmets but also a Heavy Plate armor props for those artist who want to have a look at the armor bones:
    1 point
  31. 1 point
  32. Since aspis remake i had problems finding the proper position of the pikeman shield, but also struggle every time i try to properly place a sheath or a quiver, so i had this plan: Add a fully prop points for every piece for armor or weapon now that bodies and animations are being re-exported. We no longer have just a plain 0.A.D ancient era game. We now have a community of modders wanting to do their own era games like @Bigtiger 13th century mod and we no longer are restricted to mediterranean civilizations. So here i show the prop points for a fully armored knight of the 14+ century: A fully armored prop bones for each zone of the bodie allowing to modders to have a fully armored infantry whitout being limited to a plain visual. Sheaths/Scabbards and Quivers always have been an issue in 0.A.D. not only the exportation from blender but also the clipping with the bodie so i added 6+6 more animated bones + prop bones for every sheath for no longer have that clipping issue and open also the posibility of having a seax behind and a also the option to have a katana: Scabbards and Quiver whitout need to adjust to the bone position: For any modder exporting a prop is an issue because of the position. See ingame scabbards and quivers for example And our non existent sheaths: We have to make TWO ACTORS per quiver or sheath for each side and would require a THIRD one for back seax so. No longer this will happens and we only require a single sheath or quiver for both sides.
    1 point
  33. 1 point
  34. Other version of the germanic barrack:
    1 point
  35. Yes, if you need anything just ask for it
    1 point
  36. Yes, it is my art, i made it today
    1 point
  37. Are Those your art? We haven't a conceptual artist from very long time can be useful.
    1 point
  38. Done. this are some cencept for germanic buildings
    1 point
  39. Prickly juniper, or cade trees and ground brush 3 new grasses with graded transparency on the bottom so they'll blend with any terrain without a seam
    1 point
  40. visuals would benefit greatly if we had more birds
    1 point
  41. Related: https://www.zdnet.com/article/github-starts-blocking-developers-in-countries-facing-us-trade-sanctions/ However it's not GitHub itself to blame here, but US government. IIRC we ourselves have a team member from Iran.
    1 point
  42. Quick and dirty screenshot from an MP 4v4 at the 16th minute. This shows: - short requests computation (red) taking 50-90 ms per turn, with the odd peak above - long path requests taking about 20ms - Active queries taking 20-30ms per turn - Sim update (excluding active queries) taking 30-40ms per turn - Motion update taking about 30-40ms per turn. So threading the pathfinder and having unit pushing (which will reduce # of short requests) will help, but it won't be completely smooth sailing.
    1 point
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