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Showing content with the highest reputation on 2020-05-30 in all areas
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I have a competing request (I'd rather we upgrade wall turrets like we do Sentry Towers and Defense Towers: "Guard House" adds a rooftop and default arrows, "Ballista Emplacement" adds a ballista to the platform, etc. The only current problem is that wallset code can only designate 1 wall tower entity; upgrading the tower to something else doesn't allow it to be a wall endpoint anymore in case you need to rebuild a section of wall to it). But perhaps I can make a separate thread for that.2 points
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Hello there! @user1 I was playing a ranked 1v1 with user 'UWND', my game login is 'DaveTheBrave'. UWND is a much higher in ranking than me and he told me not to leave the game (he was so sure of his win)... but in last few minutes he said 'sorry, I have work i need to leave' and he just left without resigning... commands.txt2 points
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Hello. So I've been aware of 0 A.D. for a few years thanks to the Hyrule Conquest mod and I recently decided to try creating my own fantasy based mod. Since I have basically no experience with 3D modelling, my units rather simplistic looking and so i decided to call this project DerpHammer, in nod to Warhammer Fantasy as that will be a major inspiration for the various factions. I was able to put my regular human units onto the regular 0 A.D. skeletons, but I'm having trouble doing the same with units that are smaller or taller then a human. I also don't really understand how attachpoints work and was hoping to get some advice on that too. Here's a collection of units I modelled so far to give you an idea of the artstyle and size differences: As you can see, the humans have weapons and poses but everything else is still static.1 point
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Those are just regular humans, although it would also work perfectly for dwarfs. Personally I plan to give minecart chariots to my dwarfs in DerpHammer.1 point
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Calculating the distance between two units is fairly easy: The distance between the centres of two units can be computed by querying the position components and ask for the exact positions of the units. If you want to compute the distance between a unit (with obstruction, like you have with the walls) and a point or another unit, you should be able to use one of the following functions in the obstructionManager: /** * Returns the distance from the obstruction to the point (px, pz), or -1 if the entity is out of the world. */ virtual fixed DistanceToPoint(entity_id_t ent, entity_pos_t px, entity_pos_t pz) const = 0; /** * Calculate the largest straight line distance between the entity and the point. */ virtual fixed MaxDistanceToPoint(entity_id_t ent, entity_pos_t px, entity_pos_t pz) const = 0; /** * Calculate the shortest distance between the entity and the target. */ virtual fixed DistanceToTarget(entity_id_t ent, entity_id_t target) const = 0; /** * Calculate the largest straight line distance between the entity and the target. */ virtual fixed MaxDistanceToTarget(entity_id_t ent, entity_id_t target) const = 0; You can query them from JS using Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).fooDistancefoo(foos) Hope this helps1 point
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I plan on staying low on polygons, since I'm new to 3D modelling and this allows me to make faster progress. The low poly aesthethic also has a certain charm to it. The horse models are just placeholder, I'm using the regular 0ad horses until I have made my own. Those will then get barding.1 point
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recently was commited this thing https://code.wildfiregames.com/rP237101 point
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@wik : aye that's actually just caused by my unfinished patch . As written here https://code.wildfiregames.com/D2752 "I haven't yet bothered to reimplement "renderer incremental loop". If you start the actual game a few times, it'll populate your cache and the issue will be fixed.1 point
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Like @Lion.Kanzen said if you look at how AI and pathfinder operates it is on the same premise.1 point
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You can also post it here in seperate issues https://github.com/0ADMods/millenniumad/issues , btw thanks for your feedback .1 point
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@badosu havent play with u for long time, i guess 11 will be fair tho.1 point
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Yes, is WIP is last of factions of this mod. Isn't a surprise.1 point
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I am wanting to make a 0ad version of this map after I finish slopes: I think it would be nice for a 0ad map with ramp mechanics.1 point
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that is obviusly. like use hate speech or very political messages with our logo. In case you don't know, I have studies in social marketing and corporate image and making Brand books . https://en.wikipedia.org/wiki/Corporate_identity https://en.wikipedia.org/wiki/Brand_management https://www.thensmc.com/content/what-social-marketing-11 point
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I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.1 point
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Thanks @Stan` I uploaded another mod, created by a friend of mine. This one enables cartography but only if the option is set during game set-up. https://0ad.mod.io/cartographymode1 point
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Free Empire unit roster: - Peasant (worker) - Peasant Militia (spearman) - Peasant Archer (archer) - Halfling (scout) - Sword Soldier (swordsman) - Spear Soldier (spearman) - Mace Soldier (maceman) - Crossbowman (archer) - Marksman (rifleman) - Imperial General (hero) - Foot Knight (swordsman) - Imperial Guard (spearman) - Huntsman (archer) - War Hound (creature) - Imperial Cavalry (sword cavalry) - Imperial Knight (spear cavalry) - Gatling Gun (artillery) - Imperial Cannon (artillery) - Steam Tank (artillery) - War Wagon (chariot) - TODDY!!! (special character) With the move to custom skeletons the units won't have animations for a while. I'm also still using the vanilla models for horses, dogs and other animals because I haven't made my own ones yet.1 point
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Hi ! I'm from Besançon, France. I discovered this game thanks to my friend and co-worker from that city as well. We even played against two guys from here we didn't knew before. Small world! My pseudo is my name ... I did it too fast, though it was going to be my login Thanks to the people who worked on that game, it's great! I'm at GMT+2 (summer) and I think it's +1 in winter ^^1 point