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  1. Eae manos, While the SVN version is already playable, there have been little to no opportuninities to play a TG. This is due to players not having installed the version, but also to a lack of coordination, which is the issue this thread aims to solve. So please state here if you are intrested to play a SVN TG and also mention when you might find time to do so. Get SVN Version: https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode svn co https://svn.wildfiregames.com/public/ps/trunk/ 0ad Or check on Saturday a few hours ahead , if installer provided for this event is available for a simplified installation process of the correct version. Update: Should be ready, here Stans Post: , thanks a lot @Stan` 0 A.D. Art Team 6.922 12.971 posts Posted 14 hours ago Windows link https://www.mediafire.com/file/impg1nstotftnga/0ad-0.0.24-24841-alpha-win32.exe/file For Mac: https://www.mediafire.com/file/8sjwsc3vo2s2nph/0ad-0.0.24-24841-alpha-osx64.dmg/file A few notes! - The RCs's version is r24841 - The RC will overwrite the current installed version. - The RC will use your current config including mods, so make sure to disable everything (fgod, autociv, and badosu's mod are not supported) - You might get warnings about hotkeys, we redesigned completely the system, so you might have to fix some of them (you may want to backup your config file if your intend to play A23B again - It goes without saying but even though we are really close to a release, this is an experimental version. If you want to help more you can also perform those steps Launch a random game Test your language's translations and fix them on Transifex. Launch a normal skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas See if everything works there. Open Unit tests demo (To see if there any breakage in displaying entity's) Try mods If you need any help ping me Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Saving and loading a game. @Issh @Lorenz11 @Dakara @Dizaka @yilmazgng @randomid @SaidRdz @kristian @Boudica @carthage @ValihrAnt @Feldfeld @borg_ @Stockfish @ffffffff @Pudim @JC (naval supremacist) @PhyZik @Talenters @nani @badosu @YT99 @aixo @BoredRusher @chrstgtr
    2 points
  2. The deviation is Greek and Latin and has more meanings than just "promotion" though the metamorphosis from caterpillar to butterfly/moth is a promotion Enjoy the Choice
    2 points
  3. WIP of an simple, ancient dock ...
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  4. “Morph” is the same as “promotion”, i.e. sentry tower to defense tower. Someone doesn’t know about the other open-source RTS game.
    2 points
  5. Hi guys, please don't lough about the result, but i would show you my first try making a model from scatch. After downloading hundereds of models, inspect them, try to learn things about meshes, unwrapping, texturing, baking and so on i've decided to build my "own" village for 0ad, which i can share without having trouble with licensing. So, here it is:
    1 point
  6. I was thinking they could use their own look. Something like this:
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  7. I added a new option in A24 to allow them to be stationnary like an helicopter or a spaceships
    1 point
  8. Ha, let's introduce a tech "armour polish", faking increased stats.
    1 point
  9. No, it does not. I also recommend you delete any materials your mesh has prior to exporting, because it ignores them as well. (And having more than one will crash the game). Ok so for normals you need to bake the normal map. The Y channel of the normal map needs to be inverted because blender uses OpenGL normals see wiki:NormalMaps If you want to make use of the heightmap you can add it to the alpha channel of the normal map. See wiki:ParallaxNormalMaps Indeed you need a custom uvmap for AO The spec map works as follow: - Color defines the specular color (eg a yellow specular will reflect light like it's yellow) - Intensity (eg. dark vs white) The brighter the shinier You should be able to get away with a tweaked B&W normal map Combined maps are just one texture, the game cannot however extract the other maps from that one. It's just the texture you can see in blender, it has no other information. It's sometimes useful when you want to bake reflections on the texture. Yes the game can work like this. However it is recommended to use textures atlases, for the more textures you have to load the slower.
    1 point
  10. Yeah, good point. Maybe make it part of the bribe mechanic to get this info.
    1 point
  11. If the stats in this screenshot fully represent the unit, then the underlying model is simpler than 0ad. In that case it sure is nice to get away without click to see stats. I just think displaying half truths is worse than click to see. What we can also see here the gui is optimized for 16:9 FullHD.
    1 point
  12. Ranged attacks yeah. Morph dunno what that is. For the rest you need to try I suppose.
    1 point
  13. Sure look for the plane template or the bird ones
    1 point
  14. Xerxes in Old Persian. Have you not read the latest news:
    1 point
  15. Some "eyecandy" - handmade ...
    1 point
  16. e.g. rome/siege_wall_gate.xml has: <Obstruction> <Obstructions> <Right width="11.5" depth="5" x="12.25" z="0"/> <Left width="11.5" depth="5" x="-12.25" z="0"/> <Door width="13" depth="5" x="0" z="0"/> </Obstructions> </Obstruction>
    1 point
  17. The right panel is currently 10x4 icons and could be changed to auto collapse if not enough space to 4x1 each of the 4 opening a submenu - preselect, build, research, train. Not saying this is the best solution but at least the room argument would no longer work. I fully agree with you that the preselect actions should be available via gui by default in some way. About the resolution of 1024 × 768, the last time I bought one of those monitors was in the 90'. Rather than absolute pixel one should consider screen format a primary concern and have properly working scaling in place. Armour are currently 5 values - hack, pierce, crush, fire, poison Worse for attack, even without weapon switching - hack, pierce, crush, fire dmg, fire interval, fire duration, poison dmg, poison interval, poison duration, range, attack interval, counter boni This obviously won't reasonably fit. My take, instead of showing half the truth better to not show at all. For beginners I'd say those numbers are rather useless. Far better to have a page which roughly tells in prosa which unit to use for what purpose. Numbers only start to matter once you can play somewhat competitive and have a good understanding how those numbers interact, but by then you likely already know them by heart. I know there is no definitive answer how to go about it and I appreciate that you take the time thinking about how to improve the current situation which is tedious and difficult to say the least.
    1 point
  18. Brietomatus is a fat hero of the Gauls who increases your food income by 15%. He eats a lot of brie, mixed with tomatos, that's why he is so fat!
    1 point
  19. It's so cool how something of old times that is now a ruin can come alive in 3d art.
    1 point
  20. Big thanks to Fernando Quesada-Sanz for sharing this thesis on the Iberian armament, volume 2 should be uploaded soon: https://www.academia.edu/44920313/QUESADA_SANZ_F_1997_El_armamento_ibérico_Estudio_tipológico_geográfico_funcional_social_y_simbólico_de_las_armas_en_la_Cultura_Ibérica_siglos_VI_I_a_C_Monographies_Instrumentum_3_Montagnac_Ed_Monique_Mergoil @Duileoga @soloooy0 @av93
    1 point
  21. The way DE does it is with Hero selection. For instance with Sparta, if you choose Leonidas you get hoplite units, while if you choose Cleomenes III (who reformed the Spartan army to counter the Antigonid Macedonians) you get phalangite units. Heroes are more integral to the game in DE though.
    1 point
  22. Or removing that weird pierce attack given to spearmen and make them hackers instead. All civs have spearmen as far as I remember.
    1 point
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