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Showing content with the highest reputation on 2021-03-01 in Posts

  1. Version 1.3 is here. Fixes issues with Fresnel refraction factors with light going into the water, and with light coming out: e.g., when the Sun is low, very little sunlight should be able to enter the water, most of it reflecting back up instead; therefore bottoms of water bodies should darken faster than by mere ray-dot-normal. The light reflecting off the bottom and coming back out again is modulated by fresnel refraction, except in this case it is calculated by eye-view vector angle, rather than the Sun's angle. Particularly noticeable in the second picture below: The shadows of the floating leaves are not too dark. Why? Because sunlight is attenuated by Fresnel, and so most of the light the bottom gets, with the Sun so low near the horizon, is bluish light from the sky, rather. The wet coast hack looks a bit better now. Modulating water's specularity linearly over a couple of yards is a noticeable artifact, really. I now modulate water's index of refraction, instead, as I fade in bottom darkness. The way it works is it darkens the bottom early (as if we are walking towards the water), but water's reflectivity (and foam) fade in more slowly. If you have any problems with the mod, try maxing out settings like "number of shaders" and most graphics quality options, EXCEPT sharpening and MSAA. I keep MSAA at (4x); good enough for me. And be sure to report here. And if you have nice screenshots to share, don't hesitate. metal_shader_set_v1.3.pyromod
    5 points
  2. I made a little demo video, for the undecided ... The fish need alpha.
    4 points
  3. The biggest proof that a24 is better than a23, is to join a team game and see at least 6 different civilizations, where before we only had two haha
    3 points
  4. The walls were given because they usually did fortifications on hills (like a lot of cultures, btw) "The guerrilla warfare" (associated to Spain in Napoleon times, where the name came from the spanish) was more a Lusitanian thing. Iberians tactics weren't so different from spear walls. Also the sling thing it's more a feature from Balearic Islands, that were'nt connected to Iberians by any kingdom or Empire Before redesigning the uniqueness of civilizations, make a table and think collectively instead of adding and deleting design quirks individually on every civ. I would give the guerrilla/ambushing features to Britons.
    3 points
  5. 2 points
  6. It'd be good if you could get a more consistent description because it sounds _very_ broken, but we've not really had reports of anything like that except from you as far as I recall. Maybe try playing and recording your screen/input? Ah, yeah, that problem. Indeed that will trigger H if you drop space before H. TBH this is really my fault, I did not anticipate that this would be a problem, and I guess I'm lucky in that I don't personally experience it using control groups (I guess I naturally drop the # first). I'll fix it for A25, but in the meantime the best advice I can give you is to avoid conflicting/ambigous hotkeys or train your brain to drop the letter first. The reason why I changed this was that there was unexpected behaviour in A23: for example if you pressed Ctrl, then D, then 'Ctrl' hotkeys remained active, but his did not happen if you went "D then Ctrl". There were a number of related oddities. Unfortunately in fixing that I assumed that 'retriggering' hotkeys when releasing a key was the most logical behaviour, when it probably would have been better to not do that.
    2 points
  7. I know I'm totally irrational about this, but I loved watching the elephants putting wooden beams on buildings with their trunks.
    2 points
  8. @mysticjimIn your user.cfg file, you can add `gui.scale = "1.25"` to increase the size of everything, including the icons.
    2 points
  9. Is it worth taking a snapshot poll of feelings towards A24 vs A23 now, and then again in a couple of months? I think my biggest worry is going to be if there is a gradual acceptance of things that are problems and a growing tendency to imply they'll be 'fixed' in A25. If a sizable chunk of the community simply find the game less fun right now, for whatever reason, their patience will be very short. And I don't think it's fair to tell people who claim to prefer A23 to simply go back and play that. They won't, they will drop 0AD altogether, like a stone - without looking back. There is a plethora of choice available in this genre, plenty of it cheap - if not quite free like 0AD. I'd be worried if the overriding trend is that A24 makes people less likely to enjoy playing 0AD - I wouldn't be telling them to go elsewhere. Probably because they will! I'm still getting to grips with A24 having not had anywhere near enough time to play with it, so far my only gripes have been the sounds (previously mentioned) and the slight shrinking of the icons (speaking from an accessibility point of view as someone with awful eyesight!). I've yet to encounter the balancing properly, but hope to see that first hand in my first few A24 team games. And until mods are working, specifically the Spec/Monitor mod, I'm not in a position to do commentary videos on other peoples games. I'm waiting to see if that sense of drama and action has changed negatively or been lost somewhat. If it has, if the I find myself getting bored commentating on an A24 game, then I'd say the whole project was in a bit of bother and it wouldn't bode well. Naturally, I hope that won't be the case, of course
    2 points
  10. At least it doesn't convert an enemy by shooting wololo at his face. I like the idea but to work it should be built really fast and I see how it could be abused by some players. By spamming it to block some units
    2 points
  11. Corinthian Ismuth4 does afaik. I like that bonus though What if you consider them surgeons and healers. Sure it wasn't 1940 medicine but they did exist. They didnt wave hands but it's a good abstraction IMHO adding healing camps might be too much mircro.
    2 points
  12. 2 points
  13. Hm, indeed, but for whatever reason it seems to be specifically attackMoveUnit. Queuing a regular attack move works... I'll need to investigate this more.
    1 point
  14. K, well it'd be great if you could upload the replays next time that happens, because so far the only somewhat related issue we have documented is #6046, but that's actually too many orders, not the reverse
    1 point
  15. If units are in formation, queuing non-formation orders is a bit wonky. It should work if your units are not part of a formation, though. Can you specify what you're doing exactly? Or if you're up for it, provide a replay, which are at "~/Library/Application Support/0ad/replays/0.0.24"
    1 point
  16. Not really, anything you insert there will work, if you want Cavalry+Dog just type `Cavalry&Dog` or `Cavalry|Dog` (one of the two I think the last) after `select.`
    1 point
  17. Just came to say Hi @Edwarf. XD Emperior should be tagged as "Nub level"
    1 point
  18. Or keep healers but remove their range, requiring them to be adjacent to units they heal. Infantry can't repair structures at a distance either, nor can workers gather resources they're not adjacent to.
    1 point
  19. I didn't reference borg, feld or vali's involvement. I think their work towards balance changes in Alpha 24 is a really great start. Perhaps not perfect of course, and there's always room for improvement, but it definitely seems like an overall improvement from the looks of it, and I'm glad they were so heavily involved. I was responding to you, and then went on a tangential note to emphasize some things that I don't think get emphasized enough. Everyone is entitled to their opinions, but when these opinions include that we shouldn't have walls, that the game plays too slowly, that we should increase turn rates again (potentially reintroducing dancing on non-hero units), architect elephants (elephants building), that the game benefits turtling etc, then I feel compelled to point out that those opinions are at odds with what most players think is enjoyable, and are opinions too heavily biased towards competitive play only. Don't get me wrong, I really don't disagree with everything you've said. But complaining that a game now takes 25-28 minutes for example, just sounds really weird to any non-multiplayer. Most of us don't play this game to get it over and done with as quickly as possible... By the way, I think unit rotation speeds look and feel fantastic now. Anyway, on the point of civ differentiation I agree, but as already said, we'll probably see more of that again in Alpha 25. But why focus on these random things like walls for the Iberians (why do they get walls, of all people?). Free houses for Ptolemies (why should they get free houses, of all people). Why should only Macedonians have arsenals? I'm personally in favor of differentiation through unique tech trees. Let most or all civs get the same basic techs, but then add a level or two of unique civ-specific techs that are actually rooted in the history of that civ, not this random stuff. Anyway, I'm not trying to single you out or anything like that. It's nothing personal. But the game also gets feedback here on the forum, on Facebook, Twitter, Instagram, Mastodon, the official Youtube channel as well as comment sections on random Youtube videos about 0AD, comment sections on random internet articles about 0AD etc. If we cater too much to these hardcore MP desires from a number of individuals, we also risk alienating a large number of players who have often complained that the game actually plays way too fast, to the point of being stressful and overwhelming, and if you pay close attention to the lobby, even there you will see plenty of games that are far less competitive in nature, being played by people who just enjoy hour(s)-long games building and experimenting and exploring and fooling around in a way that would make pro players laugh out loud, but they are an important part of the demographic as well, and there's nothing that stops us from catering to both. Clearly it does, otherwise we wouldn't be having this discussion. It's just that your opinion isn't the only one we have to take into account. There are probably hundreds of thousands of 0AD players each with their own opinion of where the game should go. Of course. You seem to underestimate how many opinions there are about 0AD. Your opinion, nor anyone else's can be taken as a design document. People don't just automatically agree with someone because of who said it, even if you're a top player... Most players aren't top-players and their opinions matter as well, so you'll always have to elaborate on the argument you're trying to make and defend it. That's normal in any discussion.
    1 point
  20. I continued experimenting a bit more with your mod and changed the color for apples, figs, grapes and olives: I'll take a look at metals/ore later and update this post. Ore and stone sometimes seem to be too interchangeable, for example in the "Mainland Temperate Biome". I think Delenda Est has some nice ores. Edit1: fixed color of fig and baobab trees (use the same texture) Edit2: In consultation with ffm2 I have created a derivative mod called boonGUI, which includes some additional changes.
    1 point
  21. Yes the difference is that units look near the resource they were gathering and not near their own position when the original resource is depleted. This does lead to the issues you've noted. This change was introduced somewhat by accident a little over 2 years ago, to fix a much larger bug (introduced by unrelated changes), and basically (though I did notice the behaviour like 1.5 years later) neither I nor other people thought necessary to change it for A24. In hindsight, it's probably annoying enough that it should have happened. All I can say is "shame". It adds a bit of micro to the economy, but to be honest I don't think it's _horrible_ in the early game, you have nothing else to do, and then later on you can plot storehouses as needed. Regardless, it'll definitely be fixed in A25.
    1 point
  22. 1 point
  23. Perhaps an adjustment in the cost of metal or some other attribute may be enough instead of being able to collect resources?
    1 point
  24. If the priority is to make something that looks cool and historical, then the post referencing borg, feld, and vali's involvement seems entirely misplaced. And frankly, balance shouldn't matter then since that wouldn't be the purpose. But this obviously isn't the case, so I don't understand why you are defending that position. I will also note that this discussion has come up in the immediate context of me saying that I and several other players felt our opinion was completely disregarded. To which the reply essentially said: "you are not like other players, so your opinion does not matter." Again, not trying to be petty, but I do want to point this out, especially since this thread concerns how 0AD should look in the future and is involving player feedback and I (and others) now essentially have to argue that my opinion has worth. To bring the discussion back to the purpose of the thread, even if the point was to just the game look cool and historical, it can be done in ways that also address gameplay concerns. Here, being that a large portion of players do not like this alpha for many of the reasons stated above. I hope it is properly addressed.
    1 point
  25. version 1.0.0 Upgrade to alpha 24 Notice 1: Remove all old autociv settings & hotkeys from user.cfg before migrations. Notice 2: Some hotkeys might not work, some chat commands might be bugged. Removed Map browser - We now have an official one ! Hotkey editor/viewer - We now have an official one Snap to edge - No need for backport anymore yay FXAA, sharpening effect - We now have an official FXAA, MSAA and CAS !
    1 point
  26. Is there a possibility where I can revert back to 3*8 icons when possible and use the smaller icons only when necessary? For me it really is very impactful because my vision isn't that great and having big buttons is really nice. Maybe I can edit user.cfg with an icon.size command?
    1 point
  27. Thanks for commenting this game! Was actually tough to be 2v1 on my side, and supporting a bit the other team. I could have done better. Instead of going to Crypto, should have get down WeirdJokes on my first attack, maybe, not sure.. Anyway, I felt bad loosing with @Boudicaepic performance! GG to team 1. The title could be 3v4
    1 point
  28. Sunday fun, and possibly the most exciting game I've covered so far?
    1 point
  29. Indeed. Maybe kinda like Hillcountry from AOE1. I only use the good tree models for my maps. If I have my way, all the maps for A25 will do the same until all the trees look good.
    1 point
  30. More 4v4 action to feast on! Happy Sunday!
    1 point
  31. Very late, but here is the first replay for 2021
    1 point
  32. Here you go. I didn't really move many assets, except the badly placed grass actors. I also replaced the stone and metal mines with DE ones. I can see the designer of the map has taken to heart my suggestions for mountain shapes (almost fractal). I can see many opportunities for improvement on the map, such as: Forests and stone mines should cluster around the base of the mountains and goats, sheep, deer, wolves, and bears should all be relatively abundant, being quite a mountainous and forested area. Example of trees clustered around the mountain:
    1 point
  33. Are PeerTube videos allowed? The very first post in this thread says: https://peertube.debian.social/videos/watch/7d134d11-0b25-42bc-92dd-13c496863e8e Stanislas DOLCINI - MiniDebConf Online - November 2020
    1 point
  34. New premiere at 12pm GMT today
    1 point
  35. Hi, it's me again this time for a WIP gaul farmstead according to this reference from AOE if i'm correct : Also I want to know which hand cart do you prefer ? Comes from those references ;
    1 point
  36. What if i replaced the outside wall by a fence and kept the small wall around the building ?
    1 point
  37. According to this I should scale it down a little. Thank you. I was sticking to the model so i didn't really think about it. I could turn them a little down like on the other side and make them uniform. About water since there is space on the planks, maybe that wasn't an issue. Okay, I will fix this. EDIT :
    1 point
  38. I'm not using any software ATM for the texture was given by the team. That's a big time saver. Okay =)
    1 point
  39. Fixed his model, and improved textures.
    1 point
  40. Thank You ! =) What about now ? =) Also the wall at the back is rounded not square.
    1 point
  41. Don't know anyway here is what I've got so far :
    1 point
  42. Well I'm not offended though its hard after working for hours on a model to be asked to get rid of everything
    1 point
  43. Hi What about now ? EDIT Variant @LordGood : Do you want something like that ? According to the request for this building " Iberians barracks structure. Needs new model. Should have a "cubic" feel like the iberians constructed. Should have the same footprint as the other civs barracks. Prop pints: "garrisoned" and "projectile" I can't really change the shape.
    1 point
  44. Hello, Small Update : - Raised Roofs - Added Details to walls and roofs - Added Props - Scaled to the size of the javelin man Next Update - Add Falcatas on the table (I need the model though) - Improve according to comments
    1 point
  45. Would it be possible to have some steps when building a building. Like some scaffoldings.
    1 point
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