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  1. I'm creating mixed sounds similar to Aoe DE style.
    3 points
  2. Building placement features had been discussed since a long time. Those kind of features are highly dependent of the kind of game, of the obstruction design and so on. Among the specificity of 0AD and derived games, the buildings are rotated rectangles (and don't align on a grid). * Some discussions which occured in the past: https://trac.wildfiregames.com/ticket/3685 (enforcing distance between building for realistic placement) https://trac.wildfiregames.com/ticket/3920 (magnetic grid) https://trac.wildfiregames.com/ticket/3920#comment:2 (dev input) https://trac.wildfiregames.com/wiki/GameplayFeatureStatus (Entity alignment to terrain grid) https://code.wildfiregames.com/rP23330 (building snapping feature) (feedback about snapping feature) * Some other games concept: (placement helpers for batching) * I also remember a person in the lobby having a custom gui mod for building placement (with a nick starting with L) edit: it's @Lefo Now my questions are: What do people want? What players want? What developpers want? Does someone has a proper consistent clear design in mind? Thanks for your inputs!
    2 points
  3. I'm making a patch for ranged units.
    2 points
  4. Norse trading town. Can't wait til AC: Valhalla. Will be copying all their settlements into 0AD
    2 points
  5. README First: The official topic about 0ad spidermonkey update is here: ==================================================================================================================================== Hi there! DISCLAIMER: This is a work in progress. The game starts but might be subject to instabilities, crashes or other imperfections. Just for fun and to learn something new I started adding SM68 support to 0ad. Here you can find the link to my 0ad fork at https://github.com/bellaz89/0ad/tree/rework I don't know what kind of development milestones are planned for 0ad. This is a pure one side project that doesn't pretend to be merged (but of course, if it is useful to someone I am going to be happy) Also note that I do not assure that everything I did is reasonable since this is my first approach with 0ad source base and spidermonkey. Some code could easily be incorrect or redundant. To compile it a system version of mozjs68 has to be installed. use the --with-system-mozjs68 workspace generation option. Tested and developed only on linux (Debian Bullseye 11). Some changes I did: Switched to C++14 due to Spidermonkey 68 requirements JSRuntime direct access is deprecated in favor of JSContext. Therefore ScriptRuntime create a new JSContext. All the methods/functions that used JSRuntime now use JSContext. the Compartment is now JS::Realm Since only a single JSContext is allowed per-thread, ScriptInterface just generates a new global object and populates it. The environment separation is done changing the Realm rather than using a different JSContext. Now the Realm holds the ScriptInterface private data. A macro to switch the Realm was added (CX_IN_REALM) Removed JSAutoRequest Starting adding explicit JS error checks since JS_SetErrorReporter was removed. A lot of API fixes, some are just name changes See links below to get a partial (quite long) list of additional API changes. Increased runtime size to 512 MB to make the tests run without segfault (to optimize). Why increasing the runtime size helped? Support of ArrayBuffer in Serialization/Deserialization is explicitly added since ArrayBuffer is matched by JS_IsArrayBufferViewObject anymore. The used API can be found in js/ArrayBuffer.h Open questions: How to pass data between Contexts. The StructuredClone API was changed and there are some problems continuing using it https://groups.google.com/forum/#!topic/mozilla.dev.tech.js-engine/ViE6Yg8yCvY Script sources are passed with JS::SourceText. Doubts about the right conversions between string format to be done Are the optimizations on SM45 GC still valid in SM68? How passing data efficiently between Realms Update June 8 2020 Basic error tests fixed (updated to mozjs style error output) All tests run, 98% pass. The failing tests are on serialization/deserialization Update June 9 2020 ArrayBuffer tests fixed modifying the serializer/deserializer. Fixed UTF test removing U+D800 (high surrogate) unicode character. All tests run, 99% pass. The last failing test is on exception catching. For the moment it can be ignored. Starting to understand why the GUI doesn't show up when launching pyrogenesis Update 2 Fixed GUI with https://code.wildfiregames.com/D2768 Still crashing when changing page. Update 17 June Patched Spidermonkey 68 source code. the class SharedArrayRawBufferRefs in ./js/public/StructuredClone.hStructuredClone.h (firefox source directory) was tagged as JS_PUBLIC_API to export its symbols. Please note that since Spidermonkey 68 clang is required to compile the codebase (at least on linux). Use instructions in https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr68/docs/Building SpiderMonkey.md. PersistentRooted is initialized with .init() Applied https://code.wildfiregames.com/D2768 ObjectToIdMap is based on GCHashMap Update 18 June Corrected a cross-compartment bug in CGame::ReallyStartGame, line 329. Does this affect the current 0ad version too?? Added checks to consume error messages I was able to start a game! ...but almost nothing (except the gui!) works properly Update 22 June Fixed error handling issue. Now 100% tests are running It was found that non-ASCII characters in game schema resulted in a crash. Since the presence of these characters is non-essential and limited, these characters were temporarly removed (Identity.js). The problem is under investigation. Probably this is due Game is running with Spidermonkey 68 Todo: Clean up. (better naming.. remove failed attempts to correct issue in the code) Benchmarking/Profiling. See how much the performaces increase/decrease after the upgrade Try link the game with SM78 beta () A big thanks to the WFG team for helping me in this task even though it doesn't follow the 'normal' 0ad development process. I hope this will be helpful in porting the official branch to newer versions of Spidermonkey (New) Spidermonkey 78 Since the next firefox 78 ESR is going to be released this month. I also started to work on the SM78 port using the beta release. Here you can see the branch https://github.com/bellaz89/0ad/tree/rework78 I am able to run a game but I get a lot of failing tests. So expect even a more instabilities. Important: In SM 78 uneval() and .toSource JS methods were removed. Therefore a workaround has to be decided Changes done for SM 78: Lot cosmetic API changes (different method names, method moved to different workspaces..) Seems that it is not possible anymore to disable the dynamic VM grow (to confirm) Needs C++17 to compile Useful links (contain a more in-depth list of changes): https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr68/docs/Migration Guide.md http://mozilla.6506.n7.nabble.com/Success-with-embedding-ESR52-spidermonkey-td369034.html https://groups.google.com/forum/#!topic/mozilla.dev.tech.js-engine/Mu1arXbBhi8 https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples Happy Screenshots: Tests. all passing Finally the game runs! mainlog.html entity.zip interestinglog.html
    1 point
  6. 0 A.D. Development Report: September 2019 – May 2020 Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are currently looking for Programmers, Translators, Historians, MapMakers, Animators and Artistsa. *names written in bold black are Wildfire Games staff and names written in bold grey are community members Summary Programming We have been working on improvements on performance, both graphical and non-graphical, to make the next Alpha run more smoothly. The map editor will no longer be laggy (creation should not be hindered!) when changing the height. You can also now search the entities in a non-strict manner, e.g. “units ptol hlr” would show “units/ptol_support_healer_a” in the list. Art Greeks, Iberians, Celts, Romans, and Carthaginians have received visual updates, with better helmets, shields, and props. Flora has also been improved with better trees, and more variety in plants and props that can be placed over the maps in the scenario editor. The bear and the baby elephants now have animations, and hippopotamuses can now be placed using the scenario editor. Special artillery towers have been added to the game, as well as a new Gaul wonder and the Mausoleum at Halicarnassus. New sounds for weapons and for some animals have been committed. Balancing Work has been done towards improving gameplay to fix the current balancing issues with the help of some of the best ranked lobby players and some modders. Internationalization 17 languages have reached more than 90% of translation. Programming The whole team would like to welcome Angen as a new member. Angen has been an external contributor since the beginning of 2018 and has done a lot of work towards unit behaviour improvements. He is currently working on improvements on the formation system along with general unit behavior improvements. Angen added the ability to allow cancelling trade routes. He committed some fixes for formations. He implemented the ability to display tools instead of weapons when units are approaching resources. He made the trade gain by garrisoned entities configurable which will allow for a finer balancing a75397425a3774fd.mp4 bb has also been working on various smaller code fixes with the goal to improve consistency and to make unit templates cleaner and he fixed the lag that appears on windows when shift is pressed. elexis committed a patch allowing for map specific placement in the GUI game setup page, continued working on the GUI rewrite and fixed some bugs. He implemented game-setup options for landscape and daytime and added morepreviously uncredited people to the credits. FeXoR and nani have been working on the procedural generation of maps, to allow for more realistic maps. Freagarach made it possible for the same entity in multiple control groups (ctrl + number hotkeys). He allowed for status effects to affect unit speed (e.g. slowing down a unit when hit) this will be particularly useful for mods with magic. He also added a progress bar to show the upgrade status. Mods can now make projectiles deal friendly fire. This is currently unused in the game. He also allowed for some resources to not be barterable in the market, this will also be used in mods such as 0abc (link) and Delenda Est (link) upgrade-animations-and-progress-bar.mp4 Imarok fixed an error warning with AMD CPUs, fixed the display of actions cursors over the minimap and the usage of the patrol action, and did some cleanup in the minimap code. Itms worked on some improvements to the continuous integration system. He also did some library updates for NVTT (NVIDIA Texture Tools), the library we use for our textures, with the help of adrian and s0600204 on a library called FMT (This library is used to print warnings and errors). He also worked on build fixes for Mac OS. Krinkle worked on fixing JavaScript warnings, and submitted a few fixes for MacOS support, as well as some to improve the game’s CI. linkmauve did some cleanup of the rendering engine, by removing old platform specific code which was either deprecated or superseded by SDL2, and worked towards improving multithreaded debugging. Nescio has done a lot toward improving consistency in our files, renaming them to match the same conventions, and making them easier to deal with by simplifying some of them. For example all our map files had inconsistent naming conventions, and the presence of whitespaces in their name caused issues. Stan has created a feature for mods to allow buildings to construct themselves without the need of units. He made some optimizations to the engine, and did some cleaning up of the code. He also improved the scripts that help artists check for mistakes, and made a Blender importer for game objects, reducing the amount of work it requires. He also added the ability to play visual animations when a building is upgrading, and when a tech is being researched. He is currently working with the help of OptimusShepard to fix an issue with recent AMD CPUs. If you have Zen 2 CPU and want to help please head to this forum thread and tell us. Autobuildable video (3D Printing house) Researching animations user1 and Dunedan are working on upgrading the lobby backend to be able to provide new features for the next Alphas. vladislavbelov continued working on the rendering engine to bring improved performance and visuals. The next alpha will feature a FXAA filter, allowing models to look less jagged. He also worked on better tools to debug the renderer and easier access to those through the game. He added an option to use low quality shadows on more modest machines. He also worked on the map editor, allowing it to save the panel size between each session so one does not have to resize them every time, and a non-strict search to the Atlas entity list. He is currently working with Stan to add an option to resize the map with a specific offset. Snapping (1).mp4 Snapping to buildings (video) Screenshots with/without FXAA wraitii has worked on improving the engine, cleaning the code to make it easier to extend and to optimize. He has also been reviewing patches from Freagarach with aim to add gameplay features, such as status effects. Status effects will allow units to deal more realistic damage to others. For instance, it will allow flaming arrows to keep dealing burning damage after a unit has been hit. status-effect-test2.mp4 Art Alexandermb added a Transversal Crested gallic centurion helmet, sheaths, new idle relax animations for the hoplite, and scutum shields. He also made some citizen animations for the slave and siege engine operators. Likewise, there are some new Gaul idles for swordsman and new pikeman attacking animations, new Roman republican and imperial shields, gladiator helmets, Celtic Carnyx, while he finished the bear animations, hippopotamus animations, worked on improving camel animations and gave more options to modders, new animations for siege engines and improved existing ones. He worked on improving the shield textures, allowed elephant turrets to attack by giving them an attack animation, and animated the baby elephant. 5253d395bfdc8c4e.mp4 Bigtiger has worked on some gorgeous new elm trees, new poplar trees and improved the flora LordGood added new Ptolemaic houses, committed Enrique's pines, artillery towers, new unit sounds, Hungarian oaks, bolt tower and amphitheater, updated Ptolemaic sentry tower and added a new obelisk. He has worked on a few beautiful maps and provided screenshots for advertising on social media. Artillery Towers Hungarian oaks Pompeii amphitheatre for Romans in scenario editor New Ptolemaic houses Sahyadri Buttes, a new 5 player Skirmish map Atlas Valleys is a large 8 player skirmish map Samulis created new cattle sounds. Stan added an orange firefly particle and committed new improved berry bushes by BigTiger. He updated outdated icons and cavalry icons to use the new horse assets. There are now new lavender, new bluefin tuna textures and animations. Lately he has developed new icons for the unit actions and for status effects. He created three textures and icons for bears (polar, black, brown), made two hippopotamuses textures and created a model for the Mausoleum at Halicarnassus. He also replaced the current Gaul wonder by a more historically accurate one: the sanctuary of Corent. Sanctuary of Corent Fireflies raw2.mp4 bear Mausoleum at Halicarnassus Hippopotamus wackyserious improved textures for Greeks, Iberians, Romans, and Carthaginians. Judean slinger Iberian Spearmen Roman Advanced Cavalry Cretan Archer Iphicrates Roman TRIARII wowgetoffyourcellphone made some Corinthian helmet portraits, worked on some animals portraits and has given feedback on gameplay and icons and has made some of the screenshots in this development report. Miscellaneous Balancing Nescio worked with Stockfish, Badosu, ValirAnt, FeldFeld, and borg- to get some gameplay balancing patches, which were committed by other members. Documentation Beau fixed some mistakes in the documentation.² Beise is currently translating the wiki from English to German. Nescio has also been updating the English style guide, corrected many templates for consistency, and standardized hero aura descriptions and generalised tooltips. Finances Jeru made a new financial report and submitted a development report to SPI our financial sponsor. Thank everyone for all the donations. You can see more information about supporting us financially here: https://play0ad.com/community/donate/. Lobby user1 and elexis continue their work moderating in the multiplayer lobby. user1 created a a special thread on the forums to report all issues regarding the lobby. Interviews Freagarach gave a presentation at Sogyo Stan gave an interview for the Waffling Taylors podcast (https://wafflingtaylors.rocks/). The podcast should be available in June. He gave an interview with Picasoft (in French - you can find an English transcript here). Picasoft is an association at the UTC (a French school) you can read more about it here. He also gave a presentation at Avanade He also held a stand at the Capitole Du Libre in November 2019. You can find a summary here vladislavbelov did a presentation in FOSDEM 2020 about graphics pipelines in 0AD. See this thread for more information. Translations 16 languages have reached more than 90% of translation. If you want to help with your native language head over to Transifex. Gallaecio has been improving and correcting the English descriptions in-game with the help of Nescio Tournaments There has been quite a lot of activity on the competitive side! Most of the replays are available on the forums, so you can see some of the best players in action. derekO organized “double elimination” a tournament fpre organized a “survival” tournament HMS-Surprise organized the Sunday pro games tournament 1v1 commentated between 17/01/2019 and 24/11/2019. This was a competitive community event with very nice graphic designs! marcusAureliu#s organized a tournament rain_ironwolf organized a Hyrule Conquest tournament Stockfish also organized a multiplayer 0 A.D. tournament called the Primus Pilus tournament from 30/03/2020 to 29/04/2020. HMS-Surprise eventually took over to finish it. This report was written by asterix with the help of Thorfinn the Shallow Minded, Stan and Sundiata. For more details, please check wiki:Alpha24 and the roadmap. THANK YOU FOR YOUR SUPPORT.
    1 point
  7. I need the last sounds recorded before we do anything. But I cannot do it without @Sundiata My kushite is rusty
    1 point
  8. those sword hits are way too high pitched and overpowering the grunts arent as invasive as i thought they would be though, If you want flesh hits lion it may work well on death
    1 point
  9. Total War Arena does a lot of cool @#$% actually, especially the way heroes are featured.
    1 point
  10. Hi @user1 Reporting frank93 for quitting a match he hosted without resigning. I'm damagum. commands.txt
    1 point
  11. they already know about it since today http://irclogs.wildfiregames.com/2020-06/2020-06-04-QuakeNet-%230ad-dev.log
    1 point
  12. 1 point
  13. hello again, @user1 Pereda237 quit a rated game without resigning. My username is jozzi. Replay: commands.txt . thanks
    1 point
  14. Just as a heads up, my exams are coming up so work on DerpHammer will go on a break until July.
    1 point
  15. I cant wait for the new alpha ,good job guys !
    1 point
  16. infantryattack_mixdown.wav check this. things you need to do this. a knife a big piece of metal. a lasso. or a plank of wood. your own macho man voice. Audio mixer editor like Audition. https://clyp.it/b0oc3p5y?token=b6b41db5f12d72757e8f5cf7e2df45d8 Preview above .
    1 point
  17. So amazing! The Ethiopian and Malian buildings are coming along so well.
    1 point
  18. Hello @user1 , makoszet quit rated game without resigning , after losing big battle. Adjust the points please. My username is jozzi . commands.txt
    1 point
  19. Romanus eunt domus Could not resist - back to topic now
    1 point
  20. An ancient city in the Himalayas---
    1 point
  21. @Mr.lie, Great screenshots and videos. You can disable unit silhouettes in the menu to get even better shots! @m7600:
    1 point
  22. really fun looking at this animation ... 0 A.D. 2020-05-31 20-23-30.mp4
    1 point
  23. An ancient river-valley civilization...
    1 point
  24. I have some videos recorded.
    1 point
  25. Been messing around with Atlas and the MS Word artistic effect picture filter, plus some little post prod. A Roman Senator with his Bodyguards.
    1 point
  26. I urge you mapmakers to play around with terrain, object, fog, water, and sun colors as well as postproc There is a lot you can do in Atlas
    1 point
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