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Showing content with the highest reputation on 2021-01-28 in all areas

  1. WIP - storehouse/farmstead
    5 points
  2. I would like to share with you incredibly high level 1v1 replay. Unfortunately I do not have the metadata file. Maybe someone else could upload the complete replay. Amazing show. Outstanding performance. Well played both of you guys: berhudar and @borg- 2021-01-27_0000 berhudar vs borg.zip
    3 points
  3. WIP of an simple, ancient dock ...
    3 points
  4. Thank's a lot for the tip ... Yes, this was only a try, i was inspired by the models from "The Enterables". Those models are really high detailed, but we can't use them in the game, because the exported dae's are giant and "Atlas" doesn't like them . While going on to add more buildings i'll take only a cube or plane for the doors and windows. For this case i've added the bottom "Kanthölzer". Below them i'll add a cube, texture it with a stone/wall texture similar to the most models of the game. Thank you very much for your feedback. For now i've finished the "little shed", i've seperated the sections of the model for reusing. Next i will try to create a dock.
    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. 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
    1 point
  7. New Bollywood movie: Saving Private Mauryan
    1 point
  8. Another image to highlight the difference in attack range calculations in A23 and A24: range_comparison_3.svg black: a structure with an obstruction size of 40×40 (e.g. rome civic centre) red: attack range of 60 calculated from the footprint centre (A23 and earlier) green: attack range of 60 calculated from the obstruction edge (not implemented) blue: attack range of 60 calculated from the circle around the obstruction (A24) As you can see structures with the same attack range can now shoot much farther than they used to, and as a consequence, units can no longer outrange structures with the same attack range.
    1 point
  9. A related thread: https://wildfiregames.com/forum/topic/27008-poll-armour-tooltip-format/
    1 point
  10. My personal experience with Alpha 24 is that graphics are more detailed and models are more refined, so it has better appearance than Alpha 23. However, this may put more stress on your GPU. I think there are more graphics tweaking options to lower the hardware demand. However, I have encountered malfunctioning shadows at low settings; the game starts with regions being completely black, which will eventually load after a few seconds but this may be a drawback for pro players who allow no idle time. I have also noticed a change in sound effects and more civilisations speak their own native language instead of Greek. The attack sounds are also quite different. Finally I think the pathfinding for rams is yet far from perfect; they can become stuck if surrounded by a few units. However, catapults are almost perfect for now, so I am very impressed with the developers.
    1 point
  11. Such savages! I wouldn't expect them to also be the Persian Immorals.
    1 point
  12. The Persian immortals are very mean: Before killing someone, they insult him with "Anus, see ya!"
    1 point
  13. This isn't actually that true, though it's an extremely persistent myth. The lag in the late game is, indeed, in part caused by pathfinding, but other areas of the game also largely contribute to it, such as simply updating gatherers, checking if new enemies have entered Line of Sight, running the JS Garbage Collector, etc. Basically, threading the pathfinder will _not_ entirely fix lag with many hundreds of units. We have more work to do for that. It remains a problem, and had likely improved relatively little for A24 - there have been some optimisations, and also a few things which are perhaps slower. There is however, one thing that could help pathfinding: units now move in formation by default, and that helps. I think part of it is also that the 500ms turns in MultiPlayer make the game look more laggy than it really is (something I aim to try and change for A25 too). Overall, no, don't expect much improvement for A24, unfortunately. We're targeting threading the pathfinder for A25, which will help some. The renderer is also being worked on, and that will help FPS indirectly.
    1 point
  14. @Hidan already made a thread like this: For the sake of satisfying them, why not create an Atlas-only Nabatean skirmisher with the same stats as the mercenary Blemmye ones? The unit icon for the Seleucid cavalry skirmisher needs to be changed though, currently it's a re-use of the Achaemenid Median cavalry. Persian, not Hellenistic. A bit off-topic, but from the recent changelog the Odrysian skirmishers and Thessalian lancers for Macedonian faction has been reverted to their old icons instead of changing their teamcolor texture to green.
    1 point
  15. I actually wonder why a player should be able to see this kind of information about their enemies.
    1 point
  16. Some "eyecandy" - handmade ...
    1 point
  17. Thank you for your feedback, Stan. Yeah, all these faces and vertices appearing after i had export the model as *.dae and reimport it. I was surprised, i think i make a mistake by export or import. So, i manually dissolve all these darned faces. Meanwhile i make a new model, this time from zero without "Building Tools". I began with only a cube and a plane. Also the door this time is "handmade".
    1 point
  18. They can also train very unexperienced soldiers in their Nooba village ;-)
    1 point
  19. Game Chat. Yellow player: Why are we paused????? Red player(Host): Blue player has gone offline for a moment. Yellow player: WTF! Why????? Red player(Host): He said he needed the toilet. Green player: He was obviously in need of a Kushite! Yellow player: LOL! Song: Salt'n'Peppa - Kush It!
    1 point
  20. If i played seleucids i noticed there are greek horse javelineer (athenian), and his cover looks persian horse javelineer. I think its better for arabic camel javelineer or lancer to implanted. The seleucids use them in great battles, u can read this in wikipedia: Dromedaries Camels are attested in use in the Seleucid army at the battle of Magnesia, but their small number (500) suggests they were not a regular addition.[51] According to Xenophon, their scent scared off horses. Some ideas :
    1 point
  21. I have come to think of current UI as an accepted reality, but seeing this, I know it could be improved a lot more. Simplifying it further with icons also works well with this. At least on the tooltip. We can have more liberty to explain what each icon means in the Detail (right click) window right? Just my two cents. Hack, Pierce, and Crush should be replaced with icons as well, I just don't know how the icons should look like.
    1 point
  22. So, the Alpha 23 displays this: And the proposal (the one I voted for at least) looks like this: But whatever your decision is, I'm gonna show how OCD I am regarding this: Now, I don't know how Capture Rate, Attack Rate, Movement Speed, and Loot will fit into that, but that's just my suggestion.
    1 point
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