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Showing content with the highest reputation on 2025-01-29 in all areas

  1. Alpha 27 is near and it's time to start thinking about the art goals we'd like to hit for Release 28, which is a release we hope will make a big splash. Finish the Cimbri faction (early Germans) New Market model Make the building models looked more "lived in" with props such as vines, etc. Commission an artist to create portraits for the Heroes, roughly in line with the portraits of other heroes already in the game. A new Wonder model. What else? Create Ramming animations for Ramming Ships Essentially just need to "reverse" the walking animation for a few cycles, then go forward again. Can this be done programmicly or will it actually require new dae animations? There are several Ramming Ship models in-game. Add a "dust" or "debris" particle upon collision? Terrains & Biomes Fill out the "Italy" terrains more Fill out the "Steppe" terrains more China biome? Need to replace the chief hunting source on Steppe maps (horses) and expand our Asian animal list a bit Saiga Mongolian Gazelle Goitered Gazelle Wild Ass / Onager Bactrian Camel Yak Przewalski's Horse Persian Wonder Apadana of Darius Perhaps a few more "Wonders of the World" to go in conjunction with a new "Capture the Wonder" game mode? Re-top Athena Parthenos model from DE to reduce number of triangles by half for inclusion in the game. Battering Ram models Chinese Kushites Carthaginians Add garrison flags to all Ship models Hero Portraits Find someone to remake all our hero portraits at a higher and consistent quality? More Statues, Shrines, Artifacts, Eyecandy Would like to introduce the concept of Cultural Artifacts to skirmish maps in main game. More Shrines, at least one for each civ in the game. Greeks and Persians are already covered. Statues and other similar eyecandy objects for all the cultures in the game, not just Greeks and Romans, although more Greco-Roman stuff would be nice too.
    8 points
  2. The third Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ with the -rc3- infix. They contain fixes for the issues mentioned above. Please test this version today as much as possible, as we aim to release tomorrow (Thursday) morning (European hours). Thanks again for your help!
    5 points
  3. Continuing this in a more appropriate topic. I get that placing farms in deserts is unrealistic. However, introducing a soil quality (and water availability, which I have seen suggested) system based on terrain simply doesn't fit with the abstraction level of the game. In multiplayer, it would probably just be annoying to worry about whether or not you can expect the normal amount of food from a farm. However, rather than penalizing farm placement depending on the terrain (desert, snowy, mountainous) for all maps, it could be made "opt-in": it could be set it up as a neutral feature of certain skirmish maps for which it is the focus of the map. I.e Add two "well" structures in a valley that cannot be destroyed, but only captured. These provide a 30% farming bonus in a 50 meter radius. Players descend from opposing mountain ranges to take control of the wells.
    3 points
  4. My favourite song is 0.8.Bit Helen Leaves Sparta and Harvest Festival are the ones that move me lately
    3 points
  5. 3 points
  6. Indeed, I've already started to include this level of abstraction in Skirmish maps: Capture these farmsteads/mills to get a farming boost around them (with an aura).
    2 points
  7. @Obskiuras Currently, it looks very similar to the siege workshop, and I think its a bit too large. The A-frame style is good, so it could be reduced to one roofed structure with stalls, wagons etc around it. This was my idea: @wowgetoffyourcellphone came up with this mock-up: Experiment with some if you have time, im sure there's plenty of approaches that would look nice.
    2 points
  8. About the Cimbri faction: what specifications do you have for the design of the new market? I want to start right now.
    2 points
  9. The playlist api is exposed and I see no reason why map makers can't already make use of it if they choose to. An example use of the api is the cheat "retro me". So an option to enable mind reader mode to find the desired playlist? Writing a mod offering a playlist editor might have a few users tho. Now to the topic, all pieces are of high quality and it's hard to make out a clear favorite. I'd say they can be listened to not just as game background music but as pieces of art on their own. Suggest to load them into an external media player, the lossless versions of the tracks are in the art repo, tho the compressed version shipped with the game are very good already.
    2 points
  10. I opened the very first civ json and see that "Highland Mist" plays for the Athenians, which is clearly a Celtic-inspired song. Creating playlists that the map can trigger would be nice.
    2 points
  11. Hi all, I put up a PR for adding version checks to the network handshake a few weeks ago but it seems to have stalled after fixing all of the comments. https://gitea.wildfiregames.com/0ad/0ad/issues/1602 https://gitea.wildfiregames.com/0ad/0ad/pulls/7476 Not sure if there is anything I need to be doing to get this merged? Thanks!
    1 point
  12. This game has a really amazing soundtrack. Years ago when I first discovered the game, I downloaded the zip with the soundtrack in it and from time to time I listen to them while writing. @OmriLahav did an amazing job with composing it. I'm wondering what are you all's favorite songs in the game? My top three: Celtic Pride Calm Before the Storm and finally my absolute favorite and one of my favorite songs from video a vide game soundtrack Tavern in the Mist.
    1 point
  13. We got 24 new tracks? Clearly those aren't in my music folder. Now I really want to try those out.
    1 point
  14. Stupid me - it is certainly not overwritten! Here it is (hope these are the correct files) commands.txtmetadata.json Thanks @phosit for looking into this!
    1 point
  15. Unfortunately not - my son was playing in between and the file is overwritten. I will keep an eye on it and whenever I find that again I'll submit the replay. Should've stored it right away.
    1 point
  16. This is cool indeed! Sounds like a pragmatic way of implementing something that otherwise is too complex to arrange within the game. I like it!
    1 point
  17. Basically, in the center-back of the footprint would be this structure: Then it would be cool to have a kind of hanging banner line, like this: We can even make them sway a little in the wind. (maybe as a researching/training indicator, like the forge smoke) Around the main structure would be stall-like structures for the venders and sellers. Made of thatch and wood instead of canvas. I like how in these next screenshots, you see all of these props. Hanging herbs. Slabs of beef. Baskets of vegetables. Animal hides strung up. Jars of wine. Large bags of grain.
    1 point
  18. What I mean is, Omri's OG tracks are complete self-contained pieces. The other tracks are more like ambient sketches. A lot more bombastic, isn't it? I kinda like it.
    1 point
  19. Back to the topic, I prefer the tracks that are less "ambient" and more lyrical. We have several "ambient" style tracks now that I'm not a huge fan of, but I've chosen to sprinkle in anyway. My favorites are the older tracks, such as and
    1 point
  20. I'd do it by either lighting up the terrain with an overlay when you have a field selected to place or light up the field itself (like how it turns red if you have an obstruction in the way). Lighting up the terrain might be more useful, but break immersion more than lighting up the field itself, so I'd opt for lighting up the Field preview as you wave it around. Red overlay for obstructed (as is currently), hi viz yellow on unproductive land, and bright green overlay for productive land. To have gradations is to add unnecessary complexity, IMHO, as this is still a RTS game where players have a limited amount of APM in their brain banks. Different, of course, with a city builder or a turn based game. As far as the art listed in the top post, if some of you would like to open the individual task threads (if they don't have one already), that would be very helpful, then I can use the OP as a meta post and link to all of the task threads. Don't worry about "getting it right," as a moderator and I edit your post if need-be. Once we have nice task threads with information and references, etc. I can open Issue tickets on Gitea.
    1 point
  21. that's should be a nice way to do it. However, it should come with the possibility to test the area before. I explain myself: if we have that feature, in some biomes, it may guide where to expand your civ. So the game needs to tell you which terrain is better. With the color system you're describing, that will work on terrain within your borders, but not out as you cannot build on them (it will be greyed out). So we just need to visualisation of the field color to be possible out of one border, so we could "test" the terrain
    1 point
  22. Just took a look at DE's soundtrack distribution and I gotta say, I like it a lot better than what the base game has. I'm all for it. I'd like the idea too, I might look into it. (Only for scenarios/campaigns or all maps?) I can't speak for everyone, of course, but that sounds like a good compromise.
    1 point
  23. I think the best way would be to "teach" the player about the different areas as a general feature in the game. So when you placea new farm you'll have different shades of green depending on the area and how much 'productive' it would be: a bright green for good areas (maybe green biomes or near a farmstead) and a desaturated value the farther you go. At that point, is already clear that a desaturated green when you build means: "not much productive"
    1 point
  24. Hobbyarchäologen entdecken Münzschatz aus der Römerzeit Mehr als 400 Silber- und Goldmünzen aus dem frühen 1. Jahrhundert n. Chr. haben Archäologen in den Niederlanden gefunden. Die Sammlung ist die erste ihrer Art auf dem europäischen Festland und nun im Museum zu sehen. More than 400 gold and silver coins from the first century CE were found in the Netherlands. The mix - including British coins with Cunobelinus' name and Roman coins with Claudius' name - counts as a first on he European continent and sheds a new light on the importance of that region for Roman campaigns.
    1 point
  25. Need a way to illustrate this to the player. This should be an art-based thread, so how would you do it visually for the player?
    1 point
  26. Debian Trixie + Nvidia + proprietary drivers nightly-build - Revision 143 U source/renderer/backend/gl/Device.cpp grep build_version ~/.config/0ad/logs/userreport_hwdetect.txt "build_version": "release-a27, 8c69bb026d", "build_version": "2.30.11", "build_version": 20100, I see that OpenGL ARB has been fixed. It works fine for me. Regards. PS. Debian Trixie Live + 'nouveau' driver Also works correctly, i.e.: OpenGl ARB and Open GL +GPU Skinning
    1 point
  27. Yeah that would make the most thematic sense. Personally, I'd add it to the Helenestic civs too because I play those too and really like the song. That does make sense-- it'd be kind of immersion breaking to hear something like Ammon Rah, if I played the Britons, or even Athenians. I don't think we have that problem, though? I wonder if we should have the map dictate the playlist first, then the civ because sometimes the map designer might have a specific song in mind. (I really wouldn't mind listening to Ammon Rah if I was Britons playing in the desert maps). Also looking forward to the campaigns, I'm pretty sure we'd want to dictate what music we want to play in a campaign then leave it up to the civ
    1 point
  28. For some previous alpha it was decided to genericize the playlists a little, which is something I did not agree with. It made the soundscapes for all the civs too generic. For instance, hearing Celtic music when playing the Mauryas or whatever. Didn't make sense to me. Still doesn't make sense to me. My mod remedies this, but I'm not sure if I'll make a PR for the base game or not.
    1 point
  29. When it breaks™. Basically each new version you need to check if the file was changed. You can go on Gitea to see the last modification dates and see what changed by looking at the commit message. Each release has two pages. A list of major changes and a small porting guide. https://gitea.wildfiregames.com/0ad/0ad/wiki/Alpha27 You can help by enriching the later https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA26ToA27 Every errors are logged in a file called interestinglog.html See this page for where to find it https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths This file is wiped on each game start.
    1 point
  30. Hi, my name is Perry. I am trying to learn as much as I can about game programming. I have a concept drawn up, but have a lot to learn.
    1 point
  31. I forgot about it. I accepted it and will merge it tomorrow.
    1 point
  32. Wildfire Games would like to send you its best wishes for 2025! May you have a prosperous New Year!
    1 point
  33. This is a feature I'd like to have in the game. The trick is to make even the foundation of a building increase the cost of the next foundation, etc. Rather than relying on the structure's completion before affecting the cost of the next one (else, the player could easily exploit by laying all the foundations first, then constructing). I hack this in DE for the cult statues by making it so you can only build 1 at a time. It's pretty clumsy, but it works okay for a hack.
    1 point
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