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I am starting to build structures for the factions (the rebel factions already have buildings, but they were AI generated, they are quite simple and I didn't want to put too much effort into them). These are the first structures for a faction inspired by real world South Korea: the National Assembly building, a hospital, and two types of apartment buildings. I am modeling them in SketchUp because my Blender skills are limited.3 points
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Hello ! I would like to introduce myself. I am NiRa Muso MIOZOTO, my name is Esperanto for: "This Ra's mouse FORGET-ME-NOT". I would like to narrate historical segments before and after campaigns as well as promotional videos. I can edit the videos myself if necessary. I don't have a large portfolio yet but I plan to post my work here: https://ccmixter.org/people/eaterjolly . I am an Esperanto and Toki Pona fanatic and would like to contribute by translating the project to both. I am a Computer Science student so I can also contribute some code if necessary. I believe that a slow tutorial campaign with dynamic voice acting is crucial to the success of the project. Fun Fact: In 2020 I archived a version of the Cicada 3301 scavenger hunt: https://archive.org/details/@8434337 Who should I speak to about making content for the official 0ad youtube account ? Also, I am a little lost regarding language support. I made a Transifex account but how does final review and addition to the game work ? Thank you for your time and consideration, -Muso2 points
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post-Atlas 1.12.0 is out. It comes from a round of tests and ideas by @lilypoppy,who is making a campaign of several maps with trigger scripts of their own, and tried post-Atlas on a map with triggers, a square map and a treasure map. Thank you - nearly everything below is his! Main changes: fix- Trigger Scripts: Converting a loose map (an .xml and its .pmp outside a mod) copied the two files and dropped the map’s .js scripts - and the report still said “no failures left”. The map then loaded, and its triggers never ran. Now every script the map names is copied to the exact path it names, and goes through the same migration as the scripts of any mod. A script that cannot be found is said in the report, and a new check (a warning) tells you when a map names a script that nobody has. fix: Test in Game said “the game stopped on its own after 0”. The 0 was the exit code. It now says the game quit before the map was running, quotes the first error the game logged, and - before the run - tells you when the map still has failures that stop the game loading it (an unknown civ, a missing template). fix: converting maps backwards from 0.29 (SVN) to 0.28 (stable), mainly with respect to renaming persians to achaemenids and back. new: locate on the map marks the positions of relics, treasures, Gaia’s buildings or mines new: balance assessment comparing players' islands: this is showing for island maps what each player has on the whole island they start on, wherever it is from their civic centre. Players who share an island share it. (This is in addition to the typical starting resources assessment wihtin a range of 140m around player's starting position) new: treasures: so far only treasures in 140m starting position reahc were counted;now there is a list of all treasures on the map new: military balance: nder the resources, one row per player - infantry, ranged infantry, cavalry, champions, heroes, siege, ships, healers - counted, not weighed. Champions, heroes and healers have columns of their own, so nothing is counted twice. new: Set AI behaviour (random, balkanced, defensive, aggressive plus oif course how hard it plays (sandbox, easy, medium, hard etc.) new: export findings: the problems found, and what post-Atlas says about each, as a Markdown file - for a bug report or a to-do list. This is in addition to exporting map info capability. new: Help providing a link to this forum thread. post-atlas never looks by itself for anything on the net. Unfortunately, I can only test this on Win11 although @lilypoppy and @Asher were testing previous versions on linux and macos. I'd appreciate your observations, bug reports or suggestions for improvement! Have fun mapping and converting previous maps! CHANGELOG.md post-atlas-1.12.0.zip2 points
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Sure, just commenting on a technicality that might be a common misconception or just a "never thought about that"-thing. Who cares about those "large software houses", they were ruining gaming. I don't follow and I don't care about modern gaming much, I'm into retro and open source. About this "AI decomp revolution" in general: Both a curse and a blessing. Back then, music could suddenly be produced in the bedroom, rather than just in expensive studios. So, lots of "slop" in many people's eyes (or ears) back then too. But you don’t have to - and you don’t need to - consume everything that comes out. Even as an experienced programmer, you often don’t have the time or the inspiration to indulge in developing some hobbyist retro projects in your free time. That’s easier now. Projects often lie dormant for years because you’ve hit a roadblock somewhere or would have to put in a lot of work to overcome a certain technical hurdle, so you end up procrastinating. This can now be largely overcome "thanks" to "AI". On the other hand, of course, it also opens the floodgates to endless slop and half-finished, unpolished stuff which initially is touted with great enthusiasm. Development is 20%, maintenance / quality assurance / project management is 80% - and many “vibe coders” either lack the motivation, the skills, the experience, or all of that. One solution might be curation - regularly showcasing good projects that are truly worth checking out. Many retro sites have always tried to cover everything that comes out, but that might not work anymore. What I’d like to see is a specific project - a piece of software or an app, similar to a launcher - that contains a library of consistently well-curated picks of “Decomps” and the like.2 points
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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/Photoshop1 point
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improvements: Escalate the general animation Add Head and Hat bouncing Improved foot path Amplified cape swing Amplified general run bouncing before-after.20001-0210.mp41 point
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3.0 would be better (4.0 is not backward compatible), But I guess the only thing we'd have to do is to clearly state that it's 4.0 for it to work. E.g in license.md1 point
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In part. More like the pipes in Mario to change maps. I'd say that is actually genius to not do it in a more "realistic" way. Using another game category racing, where realistic is very much computationally possible, there I'd say Tracmania is still much more enjoyable for most then a simulator. For RTS I'd say AOE2 (a better game than the more realistic AOE4 ) is the gold standard and it's full of unrealistic mechanics. So realistic is never really worth optimizing for, it certainly isn't needed for a successful game. If you can't attack through walls you would get very strange unit pathing behaviour unless you make the pathfinder aware of this and we would be already in the territory of computationally to expensive. And as I said above you would have to do the same for arrows and for any obstacle or you are inconsistent. One argument for not allowing pikes through walls mentioned above was for the sake of new user. Here I argue discoverability and consistency are much more important. I'd say Petra being a bit to strong for new players and us lacking in the tutorial aspect is far more detrimental than anything else.1 point
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@Nicolaus_von_Kues What a strange coincidence finding an intro video for the campaign! @NiRa Muso MIOZOTO What editing software do you know? I have some illustrations and I'm looking to create "burning" page transitions synchronized with the voiceover.1 point
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@ShadowOfHassen your concerns are quite relevant. There's a lot to be closed from those 1.6k issues, and for the rest, to be discussed. I'd start from the older ones and start either closing them (they can be reopened if really needed, this is how things are done in my experience in other fields) or classifying them, but we would need to agree on categories and have discussions for where to move them around. We could have a thread with the first post containing the gitea links among these categories being constantly edited, along a decision tree explaining the process. In the example below, most things would go to "Arguable", if it doesn't have much support or it's too game-breaking, goes to "Unlikely", and if most disagree to implement it, it's closed, while if people agree it should be eventually implemented, it would go to either "Easy" or "Difficult", depending on the work it would take to do so (then there could be sub categories regarding "Animation", "Engine", whatever, for those interested, to find things more easily). Maybe "Accepted" and "Underway" could also be useful.1 point
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Why the ping lol? Am I part of the team now? The two biggest problems I have with the Atlas are that Trigger scripts must be written outside of the atlas, while I enjoy coding them it’s annoying to have to open 0ad a hundred times to test them. The other is that I can’t seem to be able to pan the camera up and down, I’m stuck at one angle. I’d prefer something to Blender where you can freely fly through the map.1 point
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Three away (from Spartans, Athenians, and other general stuff): Text improvement proposals: https://gitea.wildfiregames.com/0ad/0ad/issues/9308. Arguable text improvement proposals: https://gitea.wildfiregames.com/0ad/0ad/issues/9309. Icon improvement proposals: https://gitea.wildfiregames.com/0ad/0ad/issues/9310.1 point
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Earlier today I was talking to Lopess about these things. They are decompiling the software and reverse engineering it.1 point
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IIRC, grapejuice's overhaul mod adds secondary weapons to missile units (mostly because they have limited ammo)1 point
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Here are some updates for the mod; this is one of the rebel factions. I am looking for a way to select various rebel groups within a single faction and am planning out this type of faction. Naturally, it needs to be very different from traditional factions, perhaps incorporating some nomadic characteristics. Recording 2026-10-07 192319.mp4 Recording 2026-10-07 192446.mp41 point
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The strategic missile force has become operational. Recording 2026-10-04 233221.mp41 point
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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
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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
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Hello everyone! I’m back with more news and new images from World Rising! =D Over the past few weeks, I’ve made several important improvements to the project. New buildings have been added, new technologies have been implemented and tested, and everything is working very well so far. I also rebuilt all the meshes that needed corrections to ensure that the shaders and lighting work properly. It was a lot of work, but the visual results have improved significantly! Another big addition is the creation of the Yayoi hero Katsuro. With him, we now have 4 of the 5 heroes planned for the ancient Japanese culture, with one hero representing each Era. The 4th Era — the Bronze Age — is now established and working, making the civilization’s progression increasingly complete. I’ve also continued working on the Yayoi economy. Yayoi granaries now produce both food and fibers used for clothing, currently represented by the leather resource in the game. The dynamic weather system has also received some adjustments. Weather events now occur at longer intervals, while rainfall lasts longer. This makes weather changes feel less frequent and more natural, while giving each event a stronger presence during gameplay. World Rising continues to grow step by step. There is still a lot of work ahead, but every new building, technology, character, and system is helping the project develop its own identity. I hope you enjoy the new images! Please keep commenting and sharing your opinions, criticism, and suggestions. Your feedback and participation are always welcome! Thank you all for supporting World Rising!1 point
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Hello everyone! I’m here to share some more news about my mod, World Rising! Over the past few days, I’ve had to spend quite a bit of time fixing several meshes from the 3D models I created, mainly to make sure the lighting works properly across all objects. There are still a few meshes that need some adjustments, and this work ended up changing my plans a little for the next few days. Since I’m developing the project on my own, I’m trying to follow an approach that I consider very important: create, test, and optimize at the same time. Instead of leaving all the problems to be fixed at the end, I prefer to make some progress, fix what needs to be fixed, study the results, and constantly evaluate what can be improved. One of my biggest priorities is making sure that World Rising remains lightweight, visually appealing, and runs smoothly, even with thousands of assets being rendered on the map in real time. Because of this, I’m reviewing models, meshes, textures, and other elements to find the best possible balance between visual quality and performance. It’s a huge challenge! Especially when working alone on a project of this scale, but we’re moving in the right direction, and little by little, World Rising is taking the shape I originally envisioned. For now, here are a few images from the development process. I’ll be sharing more news and updates soon! Feel free to comment, share your opinions, criticism, and suggestions, and take part in the development. Your feedback is always very welcome! And a special thanks to Stan, who pointed out the mesh issue and helped me notice an important problem that needed to be fixed. Thank you to everyone who continues to follow and support World Rising!1 point
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Hey everyone, I’m here to share some more news about World Rising! The Yayoi culture is already well into development, with approximately 60% completed. We have also started working on the Kofun culture, which will represent the final Era of the Japanese cultural progression in the game. By the end of this week, I plan to share more images of the new structures and also show some of the new units currently being developed. Another feature I’m currently finishing is the weather system, and I’m really enjoying how it’s turning out! This map will feature three different types of rain: drizzle, heavy rain, and thunderstorms. One of the most interesting aspects of this system is that weather events will not necessarily affect the entire map at the same time. Rain will appear randomly in different regions of the map. This means that your city could be enjoying calm, clear weather while, on the other side of the map, an enemy city could be dealing with a powerful thunderstorm. The goal is to make the world feel more dynamic, with different regions experiencing different weather conditions throughout the match. I’m also working on the skeletons, rigging, and animations for the animals I created to implement in the game. I have to admit, this part has been quite a lot of work, but little by little these animals are starting to come to life inside World Rising. Finally, I plan to create one more tree model and two new types of plants to expand the Japanese biome and make the environment feel even richer and more diverse. Development continues to move forward, and there is still a lot more to come. I’ll be sharing more updates and development images soon. Thank you to everyone who continues to follow and support World Rising!1 point
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In older 0ad Versions Civilisations had more differentiations. Then some releases ago there was done a lot of work to make them more balanced. I think there were reasons for that. Altough I am happy that in the two latest realeases there were new differentiations to make the game more interesting. At the moment I rate Athenians highest especially in no Champ-Cav-Games. Although in early game phase I think gauls is strongest. If you manage to boom in late game I think Mauaries are underrated. But if you have to fight an army of 50 elephants mele and ranged..... I think there should be limitations for that heavy units. When you face 20 rams or catapults its also gg, at least if there is a minimum companion army on their side. Maybe you are able to smash the first fiew of them but then everything gets wiped out. Persians and Han can are also very strong if you manage to built a large cavallery.1 point
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Hey everyone, I’m here to share some more news about my mod, World Rising! Unfortunately, I had a problem with my graphics card, which ended up burning out, so I was unable to work on the project for a while. But now I’m back! Even with this setback, I still managed to make good progress on development. I created new buildings and also worked on several new technologies for them, with the goal of making the progression between cultures more interesting and noticeable throughout the game. By the end of this week, I plan to add new units, finish more technologies, and create a few more buildings. Little by little, the transition from the Jomon culture to the Yayoi culture is really starting to take shape, and I’m very happy with how this evolution is looking visually in the game. For now, here are some images showing a little of the Jomon → Yayoi transition. As always, let me know what you think! Criticism, suggestions, and ideas are always welcome and really help with the development of World Rising. Thank you to everyone who continues to follow and support the project!1 point
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I am catching up with a long backlog of unread stuff from a couple months of absence, so I am seeing the excellent housekeeping work you folks have been performing on the issues. Great job and thanks!1 point
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On these cuirasses, I think the armor would have gone a little higher over the clavicles. I know the existing ones aren't really consistent on this or are consistently wrong.1 point
