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Showing content with the highest reputation on 2021-02-11 in Posts
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c. 500 BC – 1 BC. Hello and welcome to the forums! In 0 A.D.'s timeframe there were no interactions between Eurasia and the Americas or Oceania, therefore such civilizations won't be included into the default distribution. However, they (and others) can be added via mods. Terra Magna adds a few civilizations from other parts of the world, Millennium A.D. some from the AD 500–1000 timeframe, and Hyrule Conquest dozens from the Legend of Zelda. 0 A.D. is free and open-source software and designed to be easily modifiable. While quality, consistency, and historical accuracy matter for the public version (base game), there are no limitations on what is acceptable for mods; you can do whatever you like, and are more than welcome to create fantasy things.2 points
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The release candidate is here! Revision: rP24875 https://releases.wildfiregames.com/rc/0ad-0.0.24rc1-24875-alpha-win32.exe https://releases.wildfiregames.com/rc/0ad-0.0.24rc1-24875-alpha-osx64.dmg PLEASE READ THIS BEFORE POSTING & TESTING 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) (It's in scenarios) Try mods through modio only. (A23B MODS WILL NOT WORK) 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. Changelog2 points
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Thanks for the encouragement. This version now works better. Pretty good with Ptolemaic, but the problem with the Athenians was that the texturing there makes so little sense it's nearly impossible to work with. Like the fountain in the civic center has a ring of carpeting around, looks like persian carpeting, but obviously it has a high specular value and I can't avoid detecting it as a metal. Maybe polished stone was the intent. The Greek columns, I'm not sure what kind of material they are, but they seem to have high specularity AS WELL AS being white in diffuse, so they detect as metallic and get unduly darkened. On the plus side, the Athenian spearmen's bronze helmets and shields shine! But I got better news; even as I was writing this post, it occurred to me I could force sense into the texturing right in the shader, before trying to detect metallic intent, simply by clamping the specular color to (0,0,0) to ((1,1,1)-diffuse), that way, texels for which the textures add to more than white are corrected down. This "sense injection" is what the first 3 lines of the code below do. The second part is "metallic intent" detection, and the third part is what it does to the diffuse and specular colors in order to implement the metallic look. So, this is not advocated as a permanent mod; it is more of a teaching tool or demo. Which doesn't mean I don't suggest it be incorporated in A24; I actually do; it will make the game look much better. Even if it's a hack, it's a hack that helps break the plastic look monotony by depicting a few items as clearly metallic; and this is a Good Thing (TM). What it does mean is that I suggest it be in A24, but then removed by A25, by which time most of the texturing should be revisited and made sense of; and metallic/non-metallic distinctions should be made clearly and deliberately in the art itself, not in a shader. However, I have trepidations about throwing this into D3555. Partly, I'd rather wait for feedback first; partly I think I can improve this hack further... Relevant glsl code in model_common.fs: vec3 ZERO = vec3(0.0); vec3 ONE = vec3(1.0); specCol = clamp(specCol,ZERO,ONE-texdiffuse); float is_metal; is_metal = dot(texdiffuse,texdiffuse); is_metal *= clamp(1.0-100.0*(texdiffuse.g-texdiffuse.r),0.0,1.0); is_metal *= clamp(1.0-100.0*(texdiffuse.b-texdiffuse.g),0.0,1.0); is_metal *= max(max(specCol.r,specCol.g),specCol.b); is_metal -= (texdiffuse.b*0.75); is_metal = smoothstep(0.05,0.2,is_metal); vec3 metal_specCol = sqrt(texdiffuse); vec3 metal_diffCol = texdiffuse*texdiffuse; specCol = mix(specCol,metal_specCol,is_metal); texdiffuse = mix(texdiffuse,metal_diffCol,is_metal); Also on the positive side, note how some of the vases are clearly painted terracotta (the big ones), but the smaller ones look metallic (bronze). Unfortunately, the chickens detect as metallic, but the end result doesn't look metallic, anyways. Who would be going around making chickens specular? Beats me... The skins of most human models also detect as metallic, but after metallic processing they just look tanned, which is a positive development, as people in the first Century presumably spent more time in the sun than we do, and survived in spite of vitamin D not being available at their pharmacies. Anyways, this is a hack, as I said; it's main purpose is to prove to artists that there is value in getting colors and materials right by physics and optics principles; that everything is not a matter of taste when it comes to depicting things realistically and convincingly. Metals and non-metals are worlds apart in how they behave optically, and you need to know what you are doing to make things look right, not just follow gut feelings. What coding and testing this hack has revealed to me is that people have been producing specular textures left and right without an iota of understanding of material specularity. Like making white things specular as well as white, or like making the most matte things like carpets and chickens have non-zero specularity, or like expressing dielectric specularities in a metallic way, via the specular texture. I'm including all three shaders, as they need to be tested together, though only model_common.fs has changed since my last shaders upload. model_common.fs model_common.vs terrain_common.fs2 points
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Going in to Hero Mode could be unlocked a couple ways, either with a Delenda Est-style resource like Glory that can be used to buy Hero Mode time, or maybe allow the Hero to rank-up with kills like other units, ranking up far enough to allow Hero Mode. While in this mode the hero has double resistance and double attack. The mode has a time limit, and takes time to recharge. Upper left button: Hero button replaced by the "Back to Strategic View" button; hotkey: Spacebar; take player out of hero mode. The health bar here indicates how much health all of the player's units have (if you see it dropping precipitously, you might have an indication that there's an attack elsewhere killing your people and might want to go back to Strategic View to deal with it) Lower right: A panel combines the Unit Viewer information and the health bar of the hero. W: Move Forward A: Strafe Left S: Backup D: Strafe Right Q: Turn Left E: Turn Right Z: Toggle Weapons - Whichever weapons are available to this hero X: Army Command - Follow; affects nearby soldiers, causes them to follow and guard the player's hero C: Army Command - Charge; affects nearby soldiers; causes them to charge ahead of the hero by 50 meters in an Attack-Move1 point
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Hello! I'm new here, although I knew of the existence of this game some time ago. I would like to ask some questions - I see there are many civilizations that are very similar, like many roman ones, I wonder about this decision. I suppose to make the game feel more historically accurate, but wouldn't it be better to add more variety of civilizations from other parts of the world? I have seen mods including chinese and mesoamerican, but what about other cultures like... japanese? any from Oceania? any from North America? - I have been reading about modding and I'm curious about it because I'm developing some fantasy cultures inspired in real cultures and I wonder if I could create a mod for it, but would it be breaking the game? I know mods are optional, and I think I saw someone mention in comments about creating a futuristic civilization, so I am a bit confused, is this game supposed to be historically accurate or it can also accept fantasy civilizations as mods? - How is the development of the game going? Thank you!1 point
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One of the reasons behind there being so many Greek factions can be found by looking at how the game was initially designed. There was first one single faction called the 'Hellenes.' This faction had the choice to go with the city-state or Macedonian route, unlocking unique champions and heroes as a result. The city-state option was a blend between Sparta and Athens oddly enough. The then lead designer Mythos Ruler decided to design four city-state factions: Sparta, Athens, Syracuse, and Thebes. Obviously only the first to were incorporated into the game. The Macedonian option was changed to the successor states we know of: Macedonia, Seleucids, and Ptolemies. The work is hardly done however:1 point
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Not there, here https://trac.wildfiregames.com/wiki/BuildInstructions#ArchLinuxManjaro sudo pacman ... wxgtk3 ... ^missing ^missing1 point
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Mods can do whatever they want :-). 0ad Empires Ascendant, the mainline game also called 'vanilla', strives for historical accuracy from the period between 300bc-300ad. In this case I don't think you'll find too many other factions to incorporate in a compatible manner (xiongnu and han certainly are), but I'd love to know if there are.1 point
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You can create any type of mod you want to, there are actually a few fantasy mods already (Hyrule Conquest, Ponies Ascendant and some others).1 point
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It's not working yet, --the metal hack. It worked for Ptolemaic; but as soon as I tried it with the Greeks, it created all sorts of artifacts. An update is imminent, but I'm too tired right now. Tomorrow.1 point
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I just added yet another shader hack. And a hack it is. Despicable. Reprehensible. But it kind of works. I got tired of seeing things like yellow bracelets and headbands that I KNOW were meant to look like gold or bronze but look like yellow paint instead. So I wrote a disgusting algorithm to decide whether metal was intended, and where it decides that metal was intended, it shamelessly changes the diffuse and specular colors to make the thing look metallic. So, this is totally in lieu of fixing the art. This is what the relevant fragment shader glsl code looks like: float is_metal = specCol.r*specCol.r*specCol.g*specCol.g*texdiffuse.r/max(texdiffuse.r,texdiffuse.g)*texdiffuse.g/max(texdiffuse.g,texdiffuse.b); is_metal *= 4.0; specCol = mix(specCol,sqrt(texdiffuse),is_metal); texdiffuse = mix(texdiffuse,texdiffuse*texdiffuse,is_metal); Check out the bronze wrist bands and copper head band on Mr Faro, and the gold headband on his Wife. model_common.fs1 point
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Hopefully it no longer looks too dark, even though it's the same brightness, after adjusting down the terrain. See my second-last post for screenshots.1 point
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https://code.wildfiregames.com/D3555 It's diffed from the folder .../binaries/data/mods/public1 point
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UPDATE: I was accidentally applying this to the color after lighting and shadows, instead of to the color from the texture. That is fixed now. I also improved the algorithm to give it much less influence whenever or wherever the saturation is not close to zero. As such, the most affected ground is the Acropolis map. Alpine Valley and Belgian Bog are unchanged except for the gray stone paths. Bactria is not affected at all. terrain_common.fs1 point
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I created #5970 for that. No promise whatsoever that it will be worked on for A25, but it seems like it would be useful for campaigns, which are aimed for A25, so maybe.1 point
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Mein Herre, ist álle diése Buildingse are für ein neu Modifikation, oder eine generische Faktion?1 point
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You might want to add wooden beams on the edges, or to round the corners a bit Also maybe steps under the door.1 point
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