Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 11/11/26 in Posts

  1. I have another update regarding World Rising. I am creating a system of paths and roads that will serve as routes for merchants, allowing them to travel at higher speeds. Armies will also see their movement speed increased when traveling along these roads. My goal is for units to recognize the roads; if a road passes near their intended destination, the unit should prioritize using that road for its journey. 1645826108_Gravando2026-11-11013130.mp4 Keep in mind that it is still in the initial phase.
    5 points
  2. Gravando 2026-11-11 170327.mp4 I am implementing some improvements to the combat system.
    2 points
  3. So, over the 15+ years that this forum has existed, people have come and gone, showing up to post a model, map, or mod, and then lost interest and disappeared. Many of these are still useable or could be updated for use on the more modern 0ad versions (R28 currently), especially in the way of art/maps. So, I propose for a dedicated subforum to be added, and inside of it smaller, locked threads where .zips, .daes, .pngs, etc. can be archived for viewing/use/download by members. In other words: General Discussion Gameplay Discussion Game Development & Technical Discussion File Repository - Zips - Images - Models Alternatively, it would be nice if the search engine (which I know is third-party and buggy) be expanded to be able to search for file types.
    1 point
  4. With my idea, all of the maps would be included as well, both .zip collections and .pmp/.xml files. That would be interesting, but the main point of my idea is to allow forum members to easily scan for files, without having to download an entire git of them. Also, having it forum-based would allow people to report on broken files.
    1 point
  5. Yes, I plan to build bridges, and I’m also going to create a wall system, *Stronghold*-style!!! I really hope I can pull it off, haha!
    1 point
  6. Thank you for your comment. Roads will be built by players. They can also be attacked and destroyed. Currently, they are already clickable; they provide a speed bonus and alter the environment by leveling the terrain.
    1 point
  7. Cool! Thanks for the excellent idea! Will have a look how this can be implemented. What I also remember from the old times as a (younger) newbie: I always forgot how and where to install a map. This is a service that could also be provieded by the map converter. Thanks a lot!
    1 point
  8. Hey, just made me think of something for your map converter. If there was some repo or directory or something of maps, you could have a map browser in your tool that browses that, and then you can download and convert them all within your tool
    1 point
  9. @Adriano0ad That's phantastic! Obviously you solved the pathfinder challenge for roads! Can the roads also be built by the players in game or are they pre-defined in the map? when existing, can any player use them?
    1 point
  10. Another option is if we want to archive things we could have a gittea instance to archive some of those WIP models for future use.
    1 point
  11. Remember you can speed up your ram by garrisoning units inside it.
    1 point
  12. The thing is there is no coming back from the powerful and smart AI powered selection, removal, masking tools Photoshop provides now. Its like turning back to the stone age. From what I can see Photocraft they still uses the old contrast based heuristic methods just like Gimp and other old school software.
    1 point
  13. Hello everyone! I'm excited to share more updates on the development of World Rising! This time, I've implemented two major improvements that bring even more realism and immersion to the battlefield. The first new feature is the burning and fire damage system! Archers can now use flaming arrows to set enemy units and buildings on fire, causing damage over time and making battles more intense and strategic. The second improvement is the visual injury system! When units lose more than 50% of their health, visible wounds and battle damage begin to appear on their bodies, reflecting the damage they've suffered during combat. This adds another layer of realism and makes battles feel more dynamic. I've also made several improvements to the game's main menu and interface, giving World Rising a more polished and refined appearance. Development continues to move forward as we introduce new mechanics, improve existing systems, and bring our beloved project further to life! There's still a lot of work ahead, but every new improvement brings us one step closer to the experience we want to create. I hope you enjoy these latest updates! Thank you to everyone who continues to follow and support the development of World Rising! 20261108-0752-10.0366960.mp4
    1 point
  14. World Rising — New Development Updates and Improvements! Hello everyone! Today, I'm excited to share more updates on the development of World Rising! Over the past few weeks, I've been working extensively on several improvements, both visually and within the game's engine. My goal is to make World Rising more immersive, visually appealing, optimized, and packed with advanced gameplay mechanics. Here are some of the latest improvements! Dynamic Day and Night System I've implemented a dynamic day and night cycle, featuring smooth lighting transitions that change the atmosphere of the maps over time, creating a much more immersive experience. Dynamic Lighting and Particle Audio System I've developed a new system that allows particles to have their own sound effects. For example, fire particles now produce realistic burning sounds. In addition, I've implemented a dynamic lighting system that allows flames to emit light, illuminating units, buildings, vegetation, and other environmental elements during nighttime. I've also improved particle behavior, allowing certain effects to remain fixed in the game world instead of following the camera's movements. Environmental Audio and Naval Improvements Water now features a distance-based audio system. As the camera approaches the ocean, the sound of the waves gradually becomes louder. As the camera moves away, the volume smoothly decreases until it becomes completely silent. I've also made improvements to the canoes, adding realistic rocking movements and wave interaction effects to make naval movement feel more natural. Redesigned User Interface and Era Progression I'm currently redesigning the entire game's interface, creating a new visual layout that evolves alongside the different historical eras. Each era will feature its own visual elements, making civilization progression more engaging and visually distinctive. Performance Optimizations — LOD and Culling One of my main priorities has been improving the engine's overall performance. I've implemented LOD (Level of Detail) and Culling systems, which help manage object rendering based on camera distance and visibility. I've also made numerous optimizations to 3D meshes, vegetation, and other environmental assets to reduce resource consumption and improve performance, especially on maps containing large numbers of objects. Developing a Completely New Artificial Intelligence Another major challenge has been developing a custom AI system from scratch specifically for World Rising. The AI can already manage resource gathering, construct buildings, partially develop its economy, and launch basic attacks against opponents. There's still plenty of work ahead, but the system is already showing promising results and continues to improve with each update. Vegetation Improvements and New Maps I've also made several improvements to vegetation, focusing on both visual quality and rendering performance. Additionally, I'm working on the game's second map, which is already approximately 50% complete! Upcoming Improvements — More Realistic Water One of my next major goals is to improve the game's water rendering system. I plan to enhance the visual effects of oceans, rivers, and waves, making water look much more natural and realistic. And these are just some of the latest developments! Many other improvements and features are currently in progress and will be revealed in future updates. World Rising Continues to Evolve! Developing World Rising has been a challenging but rewarding experience, especially since I'm creating and modifying numerous systems directly within the game engine. Every new feature brings the project one step closer to the experience I want to deliver to players. I'll be sharing some screenshots and videos showcasing these latest improvements! I'd really love to hear your thoughts! What do you think about these changes? Which feature caught your attention the most? And what would you like to see in future updates? Feel free to leave your comments, feedback, and suggestions! Thank you to everyone who continues to follow and support the development of World Rising! teste.mp4 Gravando 2026-11-04 020424.mp4
    1 point
  15. Got distracted, modelled the athenian theater of dionysos during the Lycurgan Phase instead. WIP, ao, props and details are coming at the end. For now I'd be happy about some feedback about layout, scale, historic accuracy. I chose a stoa with doric columns for the backside hall. For the front stage I'm not sure if doric or ionic columns are more accurate. Other side: The difficult part are the proportions. The actual, historic, Skene was actually way longer to the sides. I started with an accurate floor plan but I had to squeeze it in x-direction, while keeping the height. I also went with a much larger footprint. The smaller current Theatron looks odd imo. It's only buildable once in the game anyway. Still, it comes out a bit bigger than the Parthenon: Here's an older version of a round theatron that we could use for other factions:
    1 point
  16. !! I'm so glad! You've been pushing for battalion system, I've been hoping you'll take a look at this! Yes, I'm not entirely sure of the direction I would take from here. The battalions are using, as you might have guessed, barely modified UnitAI and Formation code as normal battles/vanilla 0A.D. So currently, the way you could do it is simply to have units in stand-ground stance. While playing the campaign, I had opportunities where it made sense : for example ranged units on high ground defending the acropolis, phalanx formation to defend a choke-point.. Example reproduction of the scene : Here I switched units into stand-ground so the melee block the choke-point and ranged units stay behind. The battalion cohesion (blue bar above the formation) gives extra bonus : The phalanx gives ~+5 armor but -50% speed at full cohesion. The ranged units get +20% attack range due to staying at high cohesion, and even more from terrain. So now I'm wondering : Is it worth rewriting all UnitAI and Formation code, (more work; diverging too much from base 0A.D.; unknown difficulties)? OR Keep it, and try to embrace the gameplay impact. But of course, it's not going to play exactly like TotalWar games. I tend to want the second more (also because I'm lazy) but it's possible I'll come to realize it's going to have too much cons.
    1 point
  17. Yes @guerringuerrin, thanks for trying it!! The main way to recruit is to station an army in a city. There, the recruitment is faster then from making your army into a camp; and some building/city upgrades can make it even faster. For example here I'm recruiting 6 battalions (full regiment) in a single turn from a full grown city with a barrack: Changing an army state to encamp also unlock recruitment as you found out, but it's slower. However it's very convenient forgetting back a battalion where some units might have fallen. My army have weakened battalions after a battle : I can encamp and refill some of my battalions under a turn : But noted, I'll add a small step to the starting tips/walkthrough on how to recruit units
    1 point
  18. Major update : I recreated a battalion system and worked on a campaign map. A first campaign is playable: Two layers of play. On the campaign map you develop your economy, train battalions, organize them into regiments and armies, and move them around the map. Meeting another army, or besieging a city or camp, starts a battle. Battles are fought by controlling the battalions, with controls similar to Total War. The campaign is a playable demo: you start as a single battalion of bodyguards attached to a hero, and raise a city from ruins while dealing with brigands spawning around the map. Your hero gains experience, and at each level you spend skill points on campaign or battle effects. It's technically a fork, because it introduces some engine changes, mainly the rework I've been doing on UnitMotion and Formation. For convenience, you can download a Windows installer or a Linux AppImage at https://kleos.quest/ Hope you'll test and like it!
    1 point
×
×
  • Create New...