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Showing content with the highest reputation on 2021-02-01 in Posts

  1. If you warn us early enough, we can provide prebuilt bundles for Windows and macOS @MarcusAureliu#s
    3 points
  2. Still working on this. Will eventually make a separate Git repo after A24 is launched. Recently worked a bunch on the Nubia terrains. Compare:
    3 points
  3. For a split second I thought this was 0.AD and was like; what.
    2 points
  4. @YT99 @Dizaka @faction02 @Feldfeld @ffffffff @badosu TG on next Saturday, 20 CET with SVN version with latest update from Friday ?
    2 points
  5. I have already been experimenting with giving the game a much needed update to the terrain textures. I have been exclusively using assets from this website here, licensed as cc0: CC0 Textures - Public Domain PBR Materials We could contact this gentleman and ask for his assistance in creating new assets if his site currently does not have them and WFG could even become a Patron (his highest Patreon level is $5/month). Even if we don't try to partner with him, we can still utilize his excellent CC0 assets and ask him to check out how we're using his stuff. cough I am very keen now on using CC0 or CC-BY-SA materials. eh hem. And so far the results have been better than I'd hoped. EXAMPLES India: Desert (using assets from the India biome) Alpine-Polar (I think these 2 should be combined) Pros for updating the terrains: The game's current terrains are inconsistent in quality and scattershot in style. A new set of terrains can unify the quality and style. Terrains take up a massive amount of screen space, or what the player sees, so improving them gives a large boost in visual quality. The current terrains don't fully take advantage of the graphics engine's capabilities. A new set of terrains can do that. Improving the terrains can bring the look of the game closer to modern expectations. We can reduce the sheer number of terrains by half, which comes with the benefit of visual consistency and ease of use for mappers. Cons for updating the terrains: It will take considerable effort and take attention away from other possible tasks. The new textures will be on average 4x larger than the existing textures and will add normal maps and spec maps where previously there were few. Will increase the graphics memory load and possibly push out those with low-spec computer rigs. ?
    1 point
  6. You need to specify the revision number completely then it is possible to pull that version from the svn repo so settle on the revision number in advance remember that it will be a moving target and people playing need to be all on the same revision to prevent OOS errors. Enjoy the Choice
    1 point
  7. @MarcusAureliu#s I can do that. However, I have no clue how to control which "update" is the update that I pull on SVN.
    1 point
  8. Claro , es lógico lo de poner primero los mayas como un Mod primero, pero no entiendo que significa "timeframe" .
    1 point
  9. Well I need to see your models as a mod in the game first, else I cannot assess their quality. Maya are way out of the timeframe, Zapotecs would work see the Terra Magna mod.
    1 point
  10. Buenas @Stan` , -Creo que los mayas(preclásicos) podrían entrar en el juego , cumplen casi todos los requisitos ; Se conoce suficiente el idioma (y cada año se descifra más y más) Su arquitectura esta reconocida y diferenciada de otros periodos históricos (edificios comunes como edificios especiales de facción) Se tiene indicios de como vestían (tanto hombres y mujeres , soldados y campesinos) Se puede concretar nombres de reyes ,títulos de soberanos , dinastías , reinos y ciudades (para la "ia") Se pueden crear escenarios propios de facción por que se sabe donde vivían (mapas nuevos, fauna y flora ) Se conocen diversidad de armas y especializaciones militares. Entran en el periodo histórico. -Algunos requisitos no los culpen o son difíciles ; ¿Qué símbolo usarían para distinguirlos? Demasiada diversidad de" Ciudades Estado". Poco catálogo para diseños de escudos . Inexistencia de algunos edificios (como torres defensivas) Creo que además de crear, mejorar , optimizar la calidad y jugabilidad del juego en el próximo lanzamiento 0.AD 24 , también sería bueno aumentar la plantilla de facciones ya que incluir a "Kush" en el Alfa 23 fue una gran idea . Me gustaría contar con la ayuda suficiente para incluir a los Mayas (preclásicos) y otras facciones nuevas , que no sean un Mod sino una expansión del propio juego. Disculpen las molestias*
    1 point
  11. That error is from an old version if I recall correctly, update to the newest autociv version here:
    1 point
  12. Mods and config files are kept between installs on Windows. You need to disable mods manually through the game UI or by deleting their folders.
    1 point
  13. Do you need help putting them in the game ?
    1 point
  14. Buenas Creo que esos edificios son del periodo posclásico y no habría posibilidad de meter los en el juego , por mi parte , estuve trabajando (también con @Lopess ) en los mayas del Preclásico , concretamente en el periodo del preclásico tardío ( 300a.c-50 a.c) y algunas cosas el protoclásico (50 a.c.-150 d.c) ; Bocetos: Centro urbano; mercado; casas; Templo; Puerto; Disculpen las moslestias*
    1 point
  15. The title of the page is light blueish so, yes he is at least using fgod
    1 point
  16. It would, but at "normal" camera orientation and FOV there's really not much we can hide. Level of Detail would help, but it's work. Patches welcome ™ This we need to for HD displays and 4K. I think we could do it now, just again, needs work. That I believe would be somewhat straightforward to do & is definitely desirable. Last resort I think. Unit pushing (D1440) does something like that in a saner manner, but it needs a lot more work to be mergeable.
    1 point
  17. Was done. But apparently it costs too much performance doing that see https://code.wildfiregames.com/D2936 See https://code.wildfiregames.com/D2440 Too many users would not be able to play the game anymore...
    1 point
  18. It's important to define your team roles well at the start of a match:
    1 point
  19. Let's take stock of the current terrains situation (Alpha 23-24) Current Biomes. Inconsistent. Alpine 41 terrains 41 textures Desert 58 terrains 59 textures Mediterranean 40 terrains 42 textures Polar 17 terrains 17 textures Savanna 36 terrains 37 textures Steppe 13 terrains 13 textures Temperate 47 terrains 48 textures Tropic 32 terrains 33 textures Let's look at a potential Alpha 25 situation. Consistency. Proposed Biomes Aegean-Anatolian 18 terrains 36 textures Alpine-Arctic 18 terrains 36 textures East Asia (Bonus) 18 terrains 36 textures Equatorial Africa (Bonus) 18 terrains 27 textures Hispania-North Africa 18 terrains 27 textures India 18 terrains 36 textures Italy 18 terrains 36 textures Mesoamerica (Bonus) 18 terrains 27 textures Middle East 18 terrains 27 textures Mongolian-Tarim (Bonus) 10 terrains 15 textures Nubia-Savanna 18 terrains 36 textures Sahara 18 terrains 27 textures Steppe (Bonus) 15 terrains 30 textures Temperate-European 18 terrains 36 textures Why do some proposed biomes have 18 terrains and 36 textures, while others have 18 terrains and 27 textures? It's because they will reuse many of the same assets, specifically normal maps and spec maps. Some diffuse maps will simply be color corrected for the biome and can share normal maps and spec maps from other biomes. For example, the Alpine-Arctic biome could use the same diffuse map as the Temperate biome for a cliff texture, just color corrected for Alpine theme, and then share the same normal and spec maps between them. This saves time and effort as well as unifies the look of the complete set of terrains. (Bonus) Biomes are lower priority. For instance, if the Xiongnu are added, then the Mongolian-Tarim biome would good to add. If Scythians or other similar civs are added, then the Steppe biome would be good to add. Otherwise, these biomes could be added lastly, the others a greater priority since we have civs already in-game for these biomes.
    1 point
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