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Showing content with the highest reputation on 2014-02-03 in all areas

  1. When I looked into it before the author automatically has copyright without registering, and I think that was internationally. As for rushing it, I've been working on it for 4 years now
    2 points
  2. You want to run 0 A.D. in a browser Or do you want to do a remake in a browser? I would not use data URL's for images. Just have them served statically as jpg files helps with caching.Similar to using javascript: put all javascript in a separate file (or files). It's easier to edit and no reload of the data is necessary upon subsequent visits.I don't know if webGL supports everything OpenGL does, but since 0 A.D. uses an older version it should not be a problem.You will run into problems with all the C++ code which you would have to translate to javascript. I don't that's fun or will run well at all (sssllllooowww).You'll need to implement a different way of interpretting the game's XML data, which could be done in javascript. It still requires a lot of work.Quick load... hmm, most of the loading probably goes into XML files, 3D models, and texture images. So the loading will be similar to downloading the game.I'm not sure if you are really playing to do this, but it would take considerable effort. Good luck though
    2 points
  3. Dear All I hope this is coming to the right place. I just wanted to give my thanks to those in this community who have worked on 0 A.D. I'll tell you why; After ~25 years with Microsoft I've just installed Ubuntu on a machine for the first time, and was scouting around for software to download. Was delighted to come across this game, which appealed to me for a number of reasons. Firstly, having cast around a quick google to see if it was actually any good I was delighted to read that it's closely based on the Age of Empires series. I don't mind saying that AoEII was the absolute top game of my Childhood, and having been denied it in recent years has been a great pain to me. Secondly, I have a couple of degrees in military history etc and my fiancé is a classicist; clearly the subject matter of 0 A. D. is of immediate interest in that sense as well! Have only played one game so far (and got my @#$% handed to me on a plate, was playing with what I remember of pure AoE II tactics and was totally over-run by the CPU opponent) but really enjoyed it. I appreciate it's a product in Alpha and there are a lot of bugs to deal with and functionality to build in, however it's great work so far. I'm afraid I'm not a programmer or modeler, or else I'd be chomping at the bit to get involved and help develop. Again, good work. I'll be very pleased to watch your development closely. Perhaps after I've played some more games I'll have more feedback than just 'Great subject matter'! Oliver
    1 point
  4. Awesome I was thinking about having light shrub borders around the fields. They look nice in Atlas, but the field actors are already extremely cluttered It would allow the separation of different crops and therefore the ability to add more civ-accurate farm content without making them look too bad
    1 point
  5. There is a disclaimer/statement at the beginning and a footer to every page with copyright on it. Once i've edited it as a whole I will publish it online. As the author I automatically have full copyright and copying, distributing, changing or pretty much anything along those lines is prohibited without my consent. But hopefully, considering the nature of 0ad and this community, nobody here would ever dream of attempting those things!
    1 point
  6. A lot of nice work, thanks to you!
    1 point
  7. 1 point
  8. Well, you can compile some code via empscripten to JavaScript, if you compile to asm.js, it shouldn't even be that slow. But it will still be a lot slower than the current game, practically unplayable. If you just want to port it via empscripten, you'll find yourself in the strange situation that you're compiling the javascript engine to JS, as we're having that engine as one of our libs. Next to that, the entire JS base we use now should also be corrected. We use some features that don't run in all browsers, supporting more than just FF would cause a lot of work.
    1 point
  9. i seem to remember this kind of thing coming up at irregular intervals in the past. one of my own suggestions to this effect was that some maps could have different kinds of "neutral" buildings that you could either destroy or capture and use for your own, depending on what the map was like. for instance, a map set in a deep jungle could have some ancient, generic ruins that you could capture and, depending on what the ruins are styled like, use them to fill the roles of various other buildings (temples of course come to mind, but it could include barracks, fortresses, etc.). another was an inn, which could/would be used similarly to a Civic Center. ideally, each building would only roughly fill the role of an "actual" one, such as the aforementioned inn only being able to train citizens and basic soldiers, while an actual Civic Center would be needed to research technologies and advance to the next Phase
    1 point
  10. 1 point
  11. Thanks for posting those videos, Mega Mania! I watched both of them, and they're quite eye-opening, especially the one about the scale armour.
    1 point
  12. Ptolemaic mercenary camp. Realtime capture with baked normalized AO. (it will be less dark ingame). White cloth is playercolor. Sightly bigger than a barracks, but smaller than a fortress/roman army camp.
    1 point
  13. Chariot weapons from: http://www.youtube.com/watch?v=XX-Y7ETWUA8 Egyptian armor from: http://www.youtube.com/watch?v=gFxkYmqIX1w
    1 point
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