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Showing content with the highest reputation on 2021-02-06 in all areas

  1. forge or workshop - interior and/or eyecandy follows up ...
    4 points
  2. 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:
    3 points
  3. 3 points
  4. Hey all, I made a scenario map about the Roman Limes (latin for border), more specific the Upper-Germanic and Raethian Limes. The Limes was a Roman border defence and controll system against celtic and germanic raids, consisting mostly of walls, moats, palisades, towers and military camps. The land in the middle of Europe was mostly covered in forests and swamps, what complicated warfare for the Romans. I hope you'll like it Overview (spoiler alert): some references: https://wildfiregames.com/forum/topic/35014-inspiration-for-map-creators/ https://en.wikipedia.org/wiki/Limes_(Roman_Empire) https://en.wikipedia.org/wiki/Limes_Germanicus https://en.wikipedia.org/wiki/Castra to add an ingame preview, copy this to \binaries\data\mods\public\art\textures\ui\session\icons\mappreview @Stan`, @wraitii hope you can give me a hand now to make the palisades and towers not lose capture points outside of the territory the_limes_2p.pmp the_limes_2p.xml
    2 points
  5. Here it is: Old on top, new at bottom; notice the increased contrast between ground facing and upward facing surfaces. It is subtle, but this is how you get to high realism; one subtle improvement at a time. Some places to look at are the stairs, see how the vertical planes look a bit darker; and those spherical lingams left and right, showing more contrast between the down-facing and up-facing parts. Half way between the horse and the elephant, the wide edge of the curvey wall also shows more contrast. And you might say, "we can increase contrast with a filter"; yes, but this adds contrast where it matters more to 3D shape perception. The only flaw I now see is that I darkened ambient light slightly over-all, but I can fix that easily. Though I admit this is a hack that will work 99% of the time in open grounds; not for my space game; not for interiors; but for 2 lines of glsl code I think it is worth it in lieu of a more general approach to lighting. model_common_new.fs terrain_common_new.fs
    2 points
  6. I lauched a build for the installers, they should be ready in a few hours. https://jenkins.wildfiregames.com/job/macos-all-bundles/66/console (You need to be logged in to see them) Either I or @wraitii will upload them to more friendly place for you to download afterwards. 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.
    2 points
  7. WIP of an simple, ancient dock ...
    2 points
  8. 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
  9. tomorrow again a nice round of matches? i would be if we u have no errors and can play 20 pm ECT
    1 point
  10. List of possible problems and complains from game played a24 4vs4 random map, take into account that performance is comapred with a23. (last svn revision as for 2/6/2021 windows build) 1) Very heavy lag when using the scrollbar in gamestup. All players looks like they are about to disconnect. (Ex. Relic count, Relic duration scrolls) [this issue I think is very important to fix] 2) Chat with too much interline space (in a23 is much less space) 3) Map browser doesn't select first result if Entrer is pressed 4) Construction countdown time texts and number of number of units building it text are too vertically close 5) Camera stutters hard when moving it with keyboard (also happens with middle click mouse) 6) Buildings icons too small/hard to see 7) Some orders/actions seem to be lost/ignored when in late game/lag/low fps 8) Sometimes untis seem to attack houses instead of capture if they are left idle 9) When ending game (session) and load -> stats page loading freezes and even Windows suggest to close 0ad as it doesn't seem to be responding. 10) Multiple occurrences of random 1-2 seconds for when the game drops to 4 fps on my case (looks random) and then returns to normal 17-30 fps Graphics settings for me: no MSAA, GLSL on, no shadows, no particles, no mods metadata.jsoncommands.txt mainlog.7z In the mainlog you can see the insane absurd amount of net gamesetup messages when using scrolling for the settings ( i suggest using some kind of debounce function) @Stan`
    1 point
  11. How about tilting the bell for the button that raises the alert, maybe with some added motion lines to give the impression that the bell is moving (ringing)?
    1 point
  12. Okay, thanks; I fixed those white spaces in model_common.fs; attached. As for "v_normal.xyz = normal;", I found it, but that was there before I touched the file; I'm shy about removing code that isn't mine and that I don't understand. I wrote fragment shaders for a couple of years, but I have zero experience with vertex shaders. I think it's better that whoever wrote deal with that. The only change I made was to swap lines 29 and 30, making the writing of the normal unconditional. EDIT: Ah, now I get you. My making v_normal's writing unconditional has to be paired to that norma.xyz = v_normal becoming unconditional also. Done! Attached. Might as well re-attach the terrain shader also; no change. P.S. If you don't notice a difference, look at an elephant up close; they look a lot more solid. model_common.fs model_common.vs terrain_common.fs
    1 point
  13. Boudica make "svn revert -R ." on linux on main dic
    1 point
  14. Hi there, I'm sorry but I've encountered a problem with the build on Linux after I svn up'd to the recent version. make clean and rebuilding the workspaces didn't seem to fix it. It says that that enet/enet.h file is missing. I have previously installed libenet and it also built fine like two weeks ago. It seems I won't be able to join for some test playing today.
    1 point
  15. Looks nice, I'll try it out soon. If you're looking for how to make structures not loose points when in neutral territory, I had to do the same in some of my scenarios, you can find an example here, in line 137: https://github.com/SciGuy42/Macedonia_0ad/blob/master/maps/scenarios/Macedonia_31.js Basically, periodically (like every 10 seconds or so), the function is called and it checks every structure of the player and if that structure has gaia capture points, it sets those to 0 and adds them back to the player in question. Also, by default, towers that are garrisoned with troops won't lose capture points.
    1 point
  16. Just be sure you know how to control the version. Compiled version is: r24841. Newest SVN version is r24842
    1 point
  17. u can use the other install methods ( git, svn) from first links to have both versions at the same time
    1 point
  18. Overdraw is important. Though modern cards have things like early-z which reduces cost of opaque objects. Anyway our current problem is that we're CPU bound on most platforms (beside some potato GPU). Planned for A25.
    1 point
  19. @DanW58 I tested the graphic file you provided, and the result is as follows:
    1 point
  20. Why laugh.. This looks great!
    1 point
  21. gameboy, try the mesh attached. Backup binaries/data/mods/public/art/meshes/structural/ptol_civic_centre.dae then put my modified mesh in the same folder, see if that fixes the problem. I found no duplicate polygon; all I did was increase the depth of the terrace floors. EDIT: Nevermind; the building became invisible, except for statues floating in the air... Probably some export setting in Blender that I don't know about. EDIT2: There are overlapping polygons in the mesh, elsewhere, there's a bunch of square windows that are co-planar with the walls without there being square holes on the walls for them; just overlapping. The UV unwrap is all overlapping islands; there'd be no way to bake an AO on this thing, not sure if you guys ever plan to have ao textures... They can do magic for the lighting, but you'd need non-overlapping UV unwraps to bake them. ptol_civic_centre.dae
    1 point
  22. Pretty nice You might want to fill the part above the door with props / or wooden beams or a medieval sign hanging.
    1 point
  23. binaries/data/mods/public/art/meshes/structural/ptol_civic_centre.dae
    1 point
  24. After hundereds of crashes in Blender ...
    1 point
  25. WIP - storehouse/farmstead
    1 point
  26. 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.
    1 point
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