Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2020-04-26 in all areas

  1. Hi folks, I have updated the Afrika Australis map: 1. You can now choose which civ to have for a given player. 2. Now the africa map features: Hippos (thanks @Stan`, @Micket and @Alexandermb for the neat model!) near the great lakes! Look at those beauties: Don't forget to download the updated version of the map from https://gitlab.com/CrazyBaboon/0ad_maps I hope you enjoy the map! Also, if anyone knows if the my maps can be included in the mainstream A24, that would be great. Thanks!
    4 points
  2. Size should be fixed now. Thank @Alexandermb
    3 points
  3. Again, I'm merely commenting on what I see. I don't expect everything I say to be done; you're all volunteers with limited time, and what may seem easy and straightforward can actually be a lot of work to implement. Besides, I'm not always right, obviously (humans aren't infallible); Celts are outside my comfort zone, and I'm not an archaeologist. If @Genava55 approves of it, I won't object. Anyway, the current version is certainly a great improvement over Stonehenge!
    3 points
  4. First contribution: https://code.wildfiregames.com/D2710
    3 points
  5. I mean use our gui engine instead of an external one
    2 points
  6. New version for DE : - Ported most of the new features from the vanilla version of the map - Improved farmland placement a bit
    2 points
  7. There is a fixed shadows feature, that I committed a couple of months ago (see default.cfg). It decreases the shadow box, also in future it's going to be used for a more precise shadow rendering.
    2 points
  8. New development version, several fixes from Feld and Valihs feedback: - Fix fauna/flora spawning on iber walls - Use areas to generate food, tks for the steal Feld - Create new AnnulumPlacer for disk with a hole - Does not scan whole map as DiskPlacer - It seems avoidClasses distance is not exactly equal to the distance of the placer, so avoidClasses is not a suitable 'hole' - Spawn minerals on whatever angle from player position - Port to Wrench balanced-maps.pyromod
    2 points
  9. New version for vanilla : - Added mineral balancing - Changed a bit how the map looks
    2 points
  10. If the game could implement Battle for Middle Earth-style battalions, then the game could offer a "Battle Mode", where the player gets XYZ resources (determined by the host) to choose their army composition and then battle it out on a custom map against enemy players doing the same. No building. No resource gathering. Just tactical warfare. Essentially, it would be Rome:Total War style battles with 0 A.D. units. This would complement the game's standard mode, not replace it. What would be needed to make this work I think is a bunch of UI work, UnitAI updates, a BattleAI player, plus battalions of course. The maps you battle out on can either by skirmish maps or random map scripts designed for the purpose. With random map scripts, the host can determine the size of the battlefield, so that's good, and maybe a few other variables (like season, weather, time of day, etc.).
    1 point
  11. It offers RTS-like control in a battlefield setting.
    1 point
  12. Hello @user1: @user1 In the game I am Lord_Jack. I was fighting against Fresco16 in a 1vs1 rated game. When I was going to defeat him he quit the game without resigning. I attach the commands.txt for your review. @user1 Thanks a lot commands.txt
    1 point
  13. Sure I know you don't mean ill Which is why I try to fix as many things as possible with your help. I guess I should stop people at some point though I guess I will fix the orange pot issue and then commit it
    1 point
  14. Nice feature So you planend more than one, but smaller shadow boxes to have only shadows on the rendered area?
    1 point
  15. Try "PlayerData": [ null, { }, { }, { }, { }, { }, { }, { }, { } ], instead.
    1 point
  16. You might need to edit the xml file and remove the part where it forces the civs { "Name": "Unnamed map", "Description": "Give an interesting description of your map.", "PlayerData": [ null, { "Civ": "athen" }, { "Civ": "cart" }, { "Civ": "gaul" }, { "Civ": "iber" }, { "Civ": "mace" }, { "Civ": "pers" }, { "Civ": "rome" }, { "Civ": "spart" } ], "CircularMap": true, "VictoryConditions": [ "conquest" ] }
    1 point
  17. Hey @Toinou you can fix your bug with a simple patch and a recompile The other bug which causes massive slowdowns and speedup is more nasty.
    1 point
  18. So, I tested, as @vladislavbelov said, with the developer panel. As @Angen mentioned, the draw calls I had seen were used for shadow rendering. When the models are inside this render area, they are rendered to be displayed. Also, any model that is inside the red/blue box is rendered for shadows and reflections. Depending on the orientation of the camera/render area, the shadow/reflection boxes (red/blue) may fit less or better into this area. The first image shows a relatively good fit of this area with the boxes. So almost every shadow that is rendered could be seen by the player. The second and third images show the worst case. Here, the fit between the render area and the shadow render box has a bad adjustment. This means that many shadows are rendered that the player can't see, so it's a waste. Optimizing the shadow renderer therefore means to achieve the best case of matching the boxes to the render area. I don't know if there are plans or if this has already been abandoned, but my thought is, is it possible to rotate the red box along the longitudinal axis? Since the longitudinal axis does not change its direction/orientation, the direction of the shadows will not change. So, the direction of the rotation around the longitudinal axis should depend on the orientation of the camera. (Please ask/comment if I have not explained something clearly or misunderstood something.)
    1 point
  19. @asterix he uses WxWidgets in the video? I don't want to get rid of it per se, I just want the editor to look like the game
    1 point
  20. @Alexandermb What about improving this task next.
    1 point
  21. Reporting Wrack for quitting a 1v1 game he hosted. @user1 @Hannibal_Barca commands.txt metadata.json
    1 point
  22. Yes, it happens because of bounding boxes bigger than actual models. If even a small piece (like 1cmx1cmx1cm) of a bounding box is visible then the whole model is going to be rendered. Possible solution is to use occlusion queries, but it doesn't fit good for old hardware/drivers or low-poly models. Another problem is that it's still possible to see all these models, from a hill for a example. So it might make sense to make angle limits smaller (mostly vertical cameras). Also you might use developer panel (Alt + D) to enable/disable culling and debug camera bounds instead of calling JS functions.
    1 point
  23. i dont know too much about that graphic rendering part. might be because shadows, it needs to be bigger to render shadows of entities out from vision box so one will see them. also that's case for water reflection rendering but looks like normal camera view could throw it away
    1 point
  24. Hello, I was having a great rated 1v1 game until i had to pause for 30 seconds to go to pee. When i came back my enemy had quited. After 1h15mins of game he considered it boring. It might have been, but resign like a gentleman dont quit. @Jota3 commands.txt metadata.json
    1 point
  25. Can confirm it's because the vision bounding box might be a bit too big.
    1 point
  26. Well this could help a little https://code.wildfiregames.com/D1437 about culling I only found commited stuff so I do not know also since on linux some threads could be named https://code.wildfiregames.com/D2479 it could be figured out where it leads. Also at last fosdem @vladislavbelov had presentation about graphics. maybe this can also help https://code.wildfiregames.com/D1493 plus patches about Lod https://code.wildfiregames.com/D1926, https://code.wildfiregames.com/D2440 and low poly to high poly modes
    1 point
  27. I guess even 2000 But things will definitely get better in the endgame with D14
    1 point
×
×
  • Create New...