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Showing content with the highest reputation on 2020-07-17 in all areas

  1. 5 points
  2. I think we can approximate mountains a lot better. I once advocated for us to make mountain meshes/models (and they could still be done), but after exploring 4096x4096 terrain textures for Alpha 25 I've come to the conclusion that by using extra high resolution textures we can make some very nice mountains indeed: Now, I hand sculpted that mountain in Atlas, but would it be possible to approximate these kinds of realistic mountain shapes in a random map script? If not, perhaps we can use height maps to do so and then the map scripts can render the mountains from those.
    5 points
  3. I am trying a different approach, a little more similar to reconstruction.
    4 points
  4. 4 points
  5. That's pretty amazing man...! Really.... 2300 tris ain't nothing for a King Why not just call them "Jaguar Lords"? Sounds super cool and apparently what they are referred to by one of your sources.
    3 points
  6. If you can you should try to simplify your geometry though 2300 triangles is three time as much as the whole base mesh...
    2 points
  7. I think, these are the two most interesting patches. Feel free, to help testing and reviewing, to speed up the development progress. https://code.wildfiregames.com/D14 https://code.wildfiregames.com/D2528
    2 points
  8. Bruh... Really nice... I think it could use a little more shrubbery though...
    2 points
  9. @wowgetoffyourcellphone, those look really gorgeous! Quite literally an order of magnitude better than what we have now...
    2 points
  10. Some kind of procedurally generated mountain system with fractals perhaps (I think that's what that guy did in your article). What I have noticed is that mountains "branch" out like a fractal does. They are seldom just lumps (AOM's mountains were just big lumps). They actually extrude outward from the heights and form ridges, and more ridges extrude outward from those.
    2 points
  11. Please post bug reports for DELENDA EST here. Make sure to: Ensure you are running alpha compatible version of the mod. If you have the development (SVN) version of 0 A.D. You can run the development version of Delenda Est: https://github.com/JustusAvramenko/delenda_est If you have the latest Alpha of the game (Alpha 23) You can run the Alpha 23 version of Delenda Est, accessible from the Mod Selector in-game Do not have any other mod except 0ad and Delenda Est running. To see the errors that have popped up in-game, you can find them here (Windows): C:/Users/{YourName}/AppData/Local/0ad/logs/interestinglog.html Known Issues: The summary screen errors out because of coin and glory resources
    1 point
  12. With this topic I would like to open a discussion on how to add at least two heroes and a champion unit for the Zapotecs in Terra Magna, in addition to future improvements always looking for the most historically accurate but without forgetting the gameplay, which I currently believe very affected the lack of certain units in the Zapotecs. Even with the current data we do not have from the old Zapotec kings (even with some studies still under development of the Zapotec script in which it is believed to have identified some names from the 4th, 5th century etc.) Even with the lack of translated names, we are aware of the existence of a strong and centralized state in the Oaxaca valley since at least 500 B.C. Zapotec ceramics can help us with representations of both kings and great warriors. I researched for a long time about the zapotecs and I believe that they can be improved and that they have an incredible potential to be a good civ in Terra Magna using the same period as the other factions of the 0 a.d. I am willing within my limitations to create what is necessary to implement the changes. I believe that we can create a mini test mod with changes depending on terra magna before applying any changes. I invite everyone involved in Terra Magna to comment on your ideas as well as all fellow modifiers / researchers. Of course if you want. Sorry for any wrong translation, I'm not an English speaker. http://www.famsi.org/zapotecwriting/ https://en.wikipedia.org/wiki/Zapotec_civilization
    1 point
  13. modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "units/{civ}_champion_infantry_a_barracks>units/{civ}_champion_infantry_e_barracks units/{civ}_champion_infantry_a>units/{civ}_champion_infantry_e" }] Where tokens is the new list separated by spaces
    1 point
  14. Fun fact it actually picks randomly that one
    1 point
  15. <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.24) Main log (warnings and errors only)</h2> <p class="error">ERROR: JavaScript error: gui/summary/layout.js line 268 TypeError: headerGUI is undefined updateGeneralPanelHeadings@gui/summary/layout.js:268:3 updatePanelData@gui/summary/summary.js:339:2 selectPanelGUI@gui/summary/summary.js:182:3 selectPanel@gui/common/tab_buttons.js:102:3 placeTabButtons/button.onPress@gui/common/tab_buttons.js:66:28</p> <p class="error">ERROR: Errors executing script event "Press"</p> <p>Engine exited successfully on 2020-07-17 at 16:33:07 with 1637 message(s), 2 error(s) and 0 warning(s).</p> The above is the error I was referring to in the other thread when trying to load the Resources tab on Summary screen. I am currently running SVN version on V24, but encountered this same problem on the Alpha 23 version. I will post more errors as I encounter them, and as stated there, am working my way towards being able to contribute fixes myself.
    1 point
  16. The patch for ambient sounds is not finished yet and currently you can have only one ambient sound for the whole game.
    1 point
  17. Yes there are free soinds to make rainy, water implaning for water building, im not trying ambience sounds right now because im not sure how works, i need ask to @Stan`
    1 point
  18. @Lion.Kanzen Rainy and water sound?
    1 point
  19. I lowered it to 1,180 triangles. I changed the texture a bit to make it a little less cartoonish
    1 point
  20. Wir brauchen visual Studio so wir können Stacktrace sehen.
    1 point
  21. Just to let you know @Feldfeld : I am working on a mountain shape painter and a continuous area placer (to check for player connectivity). Maybe @smiley has alternative ideas but I guess having multiple ways to do similar things (if different enough) or to pick the "better" of two won't hurt
    1 point
  22. I just saw that there are way too many triangles in those three little nobs on the side of the headdress. You'll barely even notice them when zoomed in.
    1 point
  23. Does the error occurs every time with that patch ? Does it always crash? Can you run the game with visual studio attached?
    1 point
  24. Veo que en las referencias algunos tienen capa y otros tienen esas hombreras.
    1 point
  25. Hello guys, maybe i've found the solution, please can you check this:
    1 point
  26. Guy that disrespectful way to comment something. 1: This issue is already being addressed in Alpha 24. 2: Everyone involved in 0ad is a volunteer so complex things like this take longer.
    1 point
  27. Something interesting that in the pre-classical / classical period, the zapotec monarchs are almost always represented with helmets and jaguar clothes, sometimes even as half-jaguar beings, half-men.
    1 point
  28. First off, I somehow just discovered this game a few short weeks ago, have been obsessively playing it, and spent most of that time focusing on the amazing DE mod which makes quite the complete, fun game. I have upgraded to the latest git version of DE, on 0ad v24. I have noticed a few places where there are errors, sometimes at the beginning of a map with loading sprites, though I can't recall those offhand, and an error loading the resources tab after a match, which seems to be related to the coins or glory. I would like to keep a record of these errors and report them to where they are most likely to do the most good. As a half-witted coder myself, if someone could point me in the proper direction, I would gladly contribute these changes myself. Besides that, thank you all for making such a wonderful game, and I hope to contribute any way I can.
    1 point
  29. It's not a problem, you can play along the week and even play all 3 matches on next weekend. Also, the deadline rules are only to formalize dealing with unresponsive players, if a player communicates ahead of time exceptions can be made. We just want to have fun after all
    1 point
  30. May I suggest he be called the "Monarch." Just sounds cooler. lol Unless there's a cool sounding native title.
    1 point
  31. This is great! I’m out of town this weekend until Sunday afternoon :/ Does it start this week or next? If it’s this weekend I’ll sadly have to remove myself from the tournament. Thanks for setting up!
    1 point
  32. One naive idea is to make an elevation map with perlin noise on the area you assign for the mountain then make a linear elevation increase gradient towards the center. https://hackernoon.com/how-to-make-mountains-memorable-with-perlin-noise-76f93da23601
    1 point
  33. Is there any more key things to add? Sect. 1 Rules: 1. No Dancing - Explain Dancing In the video 2. Have good sportsmanship Sect. 2 Group stage: Group stage is played as a bo1 for each match and will be played according to the the order of maps displayed. Balanced Mainland(s), Wrench(m), and Balanced Hyrcanian shores(m) Pick and Ban: During group stage I believe inforcing banning would be strong and quite hard so all the player should do is pick three DIFFERENT civs to play for each of his three matches. also match settings: Games' Setting: Population Limit: 300 Starting Resources: Low Mode: Conquest Spies: Allowed Treasure - On Explored Map: Off Revealed Map: Off Cheats: Disabled Game Speed: Normal (x1) Ceasefire: None Spectators: Allowed
    1 point
  34. need some fix in the gain...
    1 point
  35. It's actually something we are looking to fix
    1 point
  36. This is photoshop, or it's already implemented and working?
    1 point
  37. @borg-'s mod (if I recall correctly again) summons heroes only once, and cannot be re-trained when they "die". Selected hero disappears from choice with each summoning. Is the coding required similar to that? The Maurya catafalque must be renamed if Bindusara is to be added to the Maurya hero roster. Probably an Buddhist relic instead of an important person? Same goes with some of the other catafalques in other factions. For the Roman Republic, Gaius Claudius Nero could be a potential fourth; but if you don't want too much focus on the Punic Wars, would suggest Scipio Asiaticus.
    1 point
  38. Some interesting prints: The champions besides padded armor could have a cape and carry a big spear. Cited locations https://en.wikipedia.org/wiki/Lambityeco https://es.wikipedia.org/wiki/Huijazoo
    1 point
  39. Many of the ideas I speak of are in this study available on the Famsi website. On page 25 there is a probable line of Zapotec kings. In addition there are several interesting images of elite warriors (Warriors Noble Champions ???). http://www.famsi.org/zapotecwriting/zapotec_figures.pdf
    1 point
  40. Bindusara is a good option. Chanakya is a secondary hero, trainable from the palace or temple when you choose Chandragupta. Porus would be a great Atlas hero for scenarios or skirmish maps if someone @Alexandermb @wackyserious wanted to help me make him. I wouldn't mind having swapping unit rosters (Classical/Hellenistic) based on if you train Cleomenes or not, but I don't want to do it until there's a way to make items disappear out of the gui. For example, I don't want the barracks and blacksmith and fortress to have a bunch of grayed out Hellenistic stuff if you chose Leonidas. For now I created a happy medium. If we get that ability to remove items from the production queue ui, then I'm all for your idea. Consider it on the back burner until the UI code is extended.
    1 point
  41. I updated the map using flood fill. I saw @FeXoR put a todo for that. My implementation could probably be generalized. The forests can still block the passage, though, so i'll have to modify the map later to fix that. There's also the nomad case. I also modified the map a bit. It now can generate 4v4 Tiny maps with a few internal retries : Overall, the map is much more reliable now. Thanks for the suggestions. I'll look into that diamond square method sometimes later.
    1 point
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