Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2026-10-06 in all areas

  1. yeah mods change js components and easily modifiable things like damage values and other properties. Core engine components need to be compiled (c++ files) or depend on things that need to be compiled and therefore cannot be applied as a mod. Once added to the main game, we could, however, modify the weight values and other things @Atrik has set up in the unit templates. And that could be nice to test adjustments in the community mod.
    5 points
  2. Thanks to Lopess's feedback, I've improved the models' textures (at least, I think so).
    4 points
  3. Hi @marga_, I'm only seeing mention of animations from @Stan`, not from you, so I'm not sure if I missed something.. I think they are a different skillset then modeling? However if you are actually into animations I would love for you to consider helping with some that would heavily enhance : With the above, units can be kicked away, staggering, and they can charge (attack while moving, or attack while turning). Each of them would look so much nicer with proper animations! If this is something that get your interest, it could be very helpful.
    3 points
  4. I know it's not implemented yet, but this encourages people to check the project. Visually seeing the game's potential is exciting.
    2 points
  5. Almost not terrible. Screencast from 2026-10-06 22-06-11.webm For those who don't know the muskox in 0AD have 0 animations, so they look awful when they walk around..
    2 points
  6. We need videos of this featuring muskoxen.
    2 points
  7. BTW Stan both @mesm and @Uk49s are bots
    2 points
  8. Sadly, no, there isn't which is why I don't think it's a good first task. For the animations you can use this blend https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip
    2 points
  9. Buenos días o tardes: -Aquí un pequeño avance; Lancero hiberni (infantería leve) -¿Qué opina? Disculpen las molestias*
    2 points
  10. tweaking the naval system. VID_20261006_040347.mp4
    2 points
  11. I'm a 3d general Artist, I have experience with 3D modelling, UV unwrap, hight-poly/low-poly asset, and I know how to use Krita/Photoshop
    1 point
  12. I've been working on a new feature to add to the game. The idea is to provide an easy way to preserve our hotkeys, create templates, and quickly switch between them. Potentially export presets into a plain text file. I currently have a basic implementation that covers the minimum functionality: duplicating and deleting hotkey presets, while always keeping a Default Preset as a baseline. The presets are stored in binaries\data\mods\public\moddata\hotkeypresets.json (in theory, this would be mods/user in a compiled redistributable version). Just like with user.cfg, this .json file only stores hotkeys that differ from the default hotkeys. Initially, I wanted to use an INI-style file structure, but I'm not sure if there is an equivalent function to WriteJSONFile for that. I chose this location because it is already included in the whitelist, so I can avoid making changes to the Engine. I also didn't want to use user.cfg and add dozens of extra lines to it. So basically, the code adds a .json file that stores, reads, and modifies hotkey presets, and then copies/applies the active hotkeys to user.cfg. As for mods that interact with hotkeys, the idea is to change the current workflow as little as possible. So if there are any details I should take into account from a modding perspective, please let me know. Do you think this functionality would be useful to have? And, especially for the devs, does this seem like an appropriate approach, or would you recommend a better alternative?
    1 point
  13. There is no IP on anything here so you can do whatever you want. Just note that this is not merged yet so we don't know for certain when it will be part of the game. It is tested (thanks to those who did!) and ready for next release but the timeline is tight so it really depends on if someone awesome pick it up for review.
    1 point
  14. What a blessing to be able to see those mechanics. Can I upload this to TikTok?
    1 point
  15. I think it's better to use wooden shield boss (there is basically no finds of metal boss from Ireland). Advanced and elite skins could have tunics; i dont think leather strap is accurate.
    1 point
  16. If release then likely fixed in git already. Real bug, the dropdown getting in the way is sort of ok, not great for sure, showing wrong description definitely is not, also some description don't even fit in the tooltip region. Please file a bug on gitea. If in release then likely fixed in git already. Walls don't prevent attacks, just movement, this is no different than arrows. If release then likely already fixed. For those I sad likely fixed would be nice if you could try to reproduce on main.
    1 point
  17. There are 2 things we don't have in the game. Renders for the campaign. Stylo AoE or older games that used them to decorate campaign menus. The other thing is actor modeling and new models. And the other thing is combat animations. We don't have animations with two-handed swords or unconventional weapons. Animations with Halberds
    1 point
  18. You should check https://gitea.wildfiregames.com/0ad/0ad/wiki/BasicAnimationImplementation and https://gitea.wildfiregames.com/0ad/0ad/wiki/Basic3DImplementation depending on how technical you are. Do you have prefered means of communication ?
    1 point
  19. is a very high level that you have.
    1 point
  20. An aspect or feature that I think wasn't mentioned yet: Many (bigger) games use a rubberband AI. So on easy modes it's tuned to always lag behind you, and even "normal" means there is still a slight lag to cater to gamers' psychology. So AI difficulty settings shouldn't be done with resource handicaps or bonuses (alone) (but surely could be another optional setting). Basing difficulty setting mainly on this will mean drastic changes whenever the actual AI algorithms are improved. That's really not a good "dependency". (Also, what wasn't mentioned yet, how good the AI is in 0 A.D. also very much depends on the map, in my experience. With special resource situations, usually scarcity of wood, it has great problems.)
    1 point
  21. Congratulations, you are very talented! Obs: The correct link uses lowercase letters. https://www.artstation.com/margab
    1 point
  22. Si vis pacem, para bellum. (That phrase fits well)
    1 point
  23. here is my portfolio https://www.Artstation.com/Margab I'd like to help with props/characters/environment
    1 point
  24. Thanks for your response! Glad to hear that, I therefore eagerly await those welcome improvements, so that the game gets once again like before and as enjoyable as it used to be...
    1 point
  25. Hopefully you will even be able to get proper interpolations for flying units next release. https://gitea.wildfiregames.com/0ad/0ad/pulls/9253 I even started this PR when I saw your helicopter video
    1 point
  26. As an influential factor in modern warfare, the kamikaze drone force has become operational; however, I do not yet have an official launch vehicle for them. Recording 2026-10-06 004224.mp4
    1 point
  27. Throw torches. You forgot.
    1 point
  28. Well, I hadn't intended to participate in this thread, but given the frustrating skirmishes I've experienced lately, I feel compelled to do so... I suppose something like this has probably been mentioned before, but I need to say it anyway... In my opinion, the AI is severely unbalanced in the current version 28. It makes no sense that in some matches enemy civilizations put up hardly any resistance and are a pushover to defeat, while at other times they spread like ants and churn out a swarming army so quickly that you don't have time to recruit defensive units. Especially when you're playing on Easy mode - which isn't exactly easy, at least in certain situations and depending on whether the game itself decides to be a total @#$% or not... And if you play in teams with AI allies, it’s a total toss-up: you might get pro civilizations on your side that build a strong economy and fight effectively, or on the other hand, become complete incompetent AI players who can't even gather basic resources on time... I remember perfectly well that the old version 23 also suffered from this problem; in certain situations, it seemed as though the CPU was cheating somehow, managing to amass massive armies that would focus-fire on you far too early and leave you crippled for the rest of the match... Then after version 24 and subsequent versions, up to the penultimate version 27, that behavior was rectified; you could very rarely lose a match on Easy mode - the one I usually play. But as soon as the current version 28 came out, things went to hell - back again to the same annoying behavior, and I’d even say this time become worse than ever... The thing is, if you want a real challenge, it should only be available on the highest difficulty levels - from medium on up. You just choose it, right? But it makes absolutely no sense that, even when deliberately choosing to play Easy mode - simply to have fun and a good time- there are matches where the enemies become like a darn army of indestructible soldiers that obliterate your city like a magnitude 9 earthquake. This unfunny lack of moderation can overwhelm and frustrate the amateurish player, and even lead to rage-quitting, consign the game to oblivion, or ultimately, uninstall it from the PC for good... It is just a pity that such a beautiful and entertaining game gets ruined by this aspect, so I believe the developers should lower the bar again for the lower difficulty levels in the next release...
    1 point
  29. Would it be possible that you copy the title into your post and change the title to sth. like 'Change default formation'? Then it may be found better by other searchers... --- See also the corresponding FAQ chapter: How can I get units to move as individuals and not in formation?
    1 point
  30. Hello everybody, I am pleased to announce that I am starting work on a revival of The Undying Nephalim's mod, Hyrule Conquest. My version will include new maps, over 15 races, new features and technologies, and some other stuff. At the moment this is all I've got, but feel free to check it out. Though I know that there is another group out there, making their own version, I had tons of difficulty finding them, and felt that I should make my own version.
    1 point
  31. "Primitive man" is not a nice name (these pejorative terms when referring to peoples and cultures are quite outdated in academia). Is this a Yayoi? That term is also used for the people and culture, not just the period. It would also be more indicative of who that person is supposed to be. One comment on Reddit summarises the situation quite well: "Besides the issue of racism and colonialism, it is a term that is so vague as to be useless".
    1 point
  32. Hello everyone! I’m back with some new updates on the development of World Rising! The Rivers of Japan map is finally complete, with 100% of its flora now implemented! I’ve also added new terrain relief and integrated the dynamic weather system, including rain and thunderstorms, making the environment feel much more alive and dynamic. In the future, the only major addition planned for this map will be the new animals that are still being developed. I’ve also created several new particles and visual effects. Now, when women pray, a beam of light appears at the temple during the ritual. I’m planning to create something similar for priests, with special visual effects appearing while they heal units. I’ve also updated the resource-gathering accessories used by units and made some changes to the Yayoi merchant. Work has already begun on our second map: the Coast of Japan! I’ve created the first textures and I’m currently working on the vegetation for this new biome. I’ll be sharing the first screenshots very soon! The Yayoi culture also continues to grow, with more technologies and new buildings being added and tested. Development continues step by step, with new content, visual improvements, and gameplay systems gradually coming together to make World Rising more complete and unique. Thank you to everyone who continues to follow the project! Leave your comments, share your thoughts, and keep participating in the development! More updates are coming soon!
    1 point
  33. Hello everyone! I’m back with a few more updates on World Rising. Lately, I’ve been spending a lot of time improving the game’s flora, adjusting the textures and colors to make the vegetation look more consistent, natural, and realistic. The goal is to give the entire biome a stronger visual identity while still preserving variety between trees, plants, and bushes. There are still a few adjustments to make, but the overall result is already looking much more cohesive. I hope you like the changes! Let me know what you think, and keep following the development of World Rising.
    1 point
  34. soldier's movement posture
    1 point
  35. Unfortunately it's mainly modifications to the game engine itself, meaning it's not possible to wrap into a mod. But I can help out by providing a couple of demo videos for you : (I had to compress the videos) Screencast+from+2026-09-21+22-14-52.webm Screencast+from+2026-09-21+22-13-08.webm Screencast+from+2026-09-21+22-11-19.webm For testing you will need to know how to compile the game. Which makes things difficult I'm aware.
    1 point
  36. Sasanians I think can have a full roster of siege and armored War Elephants. Siege, I'm thinking of Dura Europos and how the Sasanians took that city. Parthians I think maybe just Battering Ram and no elephants.
    1 point
  37. 1 point
  38. the style is slower. The sword is heavier but has more range.
    1 point
×
×
  • Create New...