Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-03-13 in Posts

  1. It's another feature in AoE3 and BFME2. Basically, there are random (or specific, if skirmish) "dens" where some treasure is hid. If a player defeats the guardians (Gaia owned defenders), then they get the treasure. The treasure varied a lot and its value was based on how many / how strong its defenders were. Some examples are: money, special tech (usually not available any other way), special mercenary soldier, tamed wild animal, etc. Nothing game changing, but it can add some variety.
    2 points
  2. Right, we have an art repo, but it's not public due to copyrighted material in it. There were plans to make a new, public repo, and maybe even move old stuff from the private repo to the public one. But I guess we need to get this started again.
    1 point
  3. Luckily I have already some animating experience ... it's rather basic and nothing near what our artists have done and are doing here in 0A.D. And finally we plan on new features that finally might be adopted by 0 A.D. Essentially this is the main goal. Of course it's always better to start as a side project and push it to perfection and then ask for inclusion than the other way round. (that's why we set up the Council efforts .. to help in the main project, bundling our strengths and raising our motivation).
    1 point
  4. Yeah sure. We need to fix this for 0.a.d sake...
    1 point
  5. That's cool. For the arena, I'll make the coliseum. It'll have to be done so that you can view the center where fighting will take place. The regular continuous fighting bit during whole game play animation, might be unrealistic, as fighting only takes place when you host games. Though certainly can be used in other buildings... For instance, vineyard, you can animate Roman woman crushing grapes for example. Dairy, Roman woman milking cattle. Markets, people walking, having talks, purchasing etc... These will certainly liven the city up and buildings.
    1 point
  6. Well animal animators are hard to find. But When I'll know how to step by step implementing an animated building from max I'll make tutorials for new guys. Sharing Experience.
    1 point
  7. heh, good luck finding animators. The main project is in need of animators as well, they're tough to find. You might be better off learning how yourself. It might take a few months, but it's definitely worth it.
    1 point
  8. Actually max does *** with that tag blender writes units okay but can't import skeletons the good way. I've been trying an smd exporter for Max, best one you can find on the internet. Blender imports it correctly but screw everything when exporting to collada. Moreover props are converted to bones which is not good... Tried with the OX cart too rigging is lost and moreover scale too.
    1 point
  9. I think we can take inspiration from existing schemas, s.a. the Arch Linux PKGBUILDS: https://wiki.archlinux.org/index.php/PKGBUILD Instead of Bash, we're more used to JSON. Something like { modName: "Millenium AD", // name of the mod that will appear in the GUI modVersion: "0.0.1", // version of the mod url: "http://moddb.com/myMod" // link to your mod page engine: ">0.0.15" // Minimum version Alpha 15 required source: "http://my-server.be/milleniumAdMod-0-0-1.zip" // Download of the zipped mod depends: ["someNiceGuiMod >= 2.0"] // list of mods this depends on, with optional version information (using >, =, etc to denote minimum and maximum versions) sha1sum: "..." // checksum for security // other keys: "provides", "conflicts", ...}With this scheme, WFG only has to host those small text files. While the actual downloads are on other servers. For users, it's still safe if people can only modify their own mod file, and by using the sha1sum. We can also make sure that the mods are loaded in the order required by the dependencies (and alphabetically otherwise).The base file name should probably be the same as the mod directory it installs to, to avoid mods overwriting each other, and the file should probably be present in the mod root directory (so we can still check dependencies, even when offline)
    1 point
  10. An interesting announcement: http://richg42.blogspot.nl/2014/01/vogl-opengl-tracerdebugger-bonus-content.html?showComment=1389950449081#c343074267754586249 Valve has released a OpenGL debugger for Linux and made it opensource: https://github.com/ValveSoftware/vogl
    1 point
  11. cool.If I knew it better (and its internal handling), then I could say more about it. You mentioned it decides the theme on load. That's interesting for the theming. I would prefer much more to derive the mod names directly from the folders. There is no reason to introduce yet another file. Categories like standalone: functionality: theme: can still be done by prepending to the mod name. Hiding a mod can be done via starting the folder name via . or #.The icon can be named like: <modname>.png|ico|jpg|svg|gifThe overriding and put into folder concept is good.To solve the dependency issue we need a resolver for that. Then of course we needed a configuration file anyway for reading in dependency. We could call this mod.xmlBut this makes it messy to resolve doubles as the file first had to be read while the folders itself already prevents doubles (as there can't be equal named folders). But perhaps we should allow for identically named mods?The question is whether to set up a mod directory/folder somewhere highlevel within 0AD folder structure. e.g. data/mod/. Or if it's better to simply add mods via putting them into the current folders. This of course would be a requirement for AI mods and also it would simplify things a lot as the program has not to read in all those mods from the mod folder but it's important to mark those models/actor files that are mods like infantry/<mod_pack>:citizen_soldier_...xml so that we can keep track ofwhich mod belongs to which mod pack if we'd choose to remove one on the fly. Oh wait, the last one is superfluous luckily as we can solve it all with a preprocessor: instead of launching 0AD directly we introduce ashell/batch script that is aware of the location of the 0A.D. files and has write permissionthat performs: show mod list of all available mods (grouped in mod pack categories, e.g. Aristeia, 1000 A.D.), (resolve dependencies in real time after checking a mod using JavaScript)download of mods that have been selected into /tmp folder,extract it into the correct folder within the 0 A.D. file structure.start the game. Et voilĂ .The good news is that I could and just decided to write such a script for us (at least for linux) ..Then we only have to change our repository structure in one repository that contains all mods, don't you think? Or we allow importing other mods from other repositories! Ha, that's it!! In the mod.xml we also specify common units that shall be included. Or viking units... or units from the Rise of the East or of the Pirate mod. Wow, I think that's the solution. So we can keep it all in separate repositories - it's good thing!! Depending on the mod pack (e.g. 1000 A.D., 1000 B.C.) another variant of our hybrid AI might well be chosen and downloaded by the script. Hence we can only win by strictly dividing functionality (e.g. a campaigning engine) and the relevant mod content, e.g. viking campaigns, roman campaigns, ... Finally we only want Roman mods in the Roman Republic repo, e.g. additional custom roman units (like standardbearers), ... Roman campaigning content files, ... The importing via xml, e.g. <import> <mod-pack>Roman_Republic</mod-pack> <!-- OR --> <mod>1000AD/path/to/mod_folder_or_file/<mod></import>allows us to keep it all separate - no redundancy! The script will take care of downloading the imports and resolving additional dependencies!And the campaigning and AI mod then go into a separate one too. That unfortunately is in conflict with the tight integration of Roman Republic Mod and my Hybrid AI. Perhaps I have to think of an AI setup file (yet another configuration file ). There could set names for the leadership, government form, the council hierarchies, the available commands (e.g. naval raids only for viking) and the decision tree that belongs to this command. Also deactivating Hybrid AI build-in 'common' commands like defensive and offensive command, subduing command, rebellion command, ... could be allowed in the config file. That would even allow to use the AI with other themes, cultures, units, political system and even make features like available decisions for the decision trees moddable. I think that's a breakthrough!! What do you think?
    1 point
  12. Plz don't. This will likely not prohibit any spammer activity because they likely generate a new account and then directly act. It will however annoy sanely acting members after a longer absence. If it's really helping, well, OK. But AFAIK it will not.
    1 point
  13. I'll try to explain things as much as I can. About Axis and scale : In Max there is an option when exporting to collada to choose axis as shown below. IIRC Enrique reported that exporting with z-up fixed half of the skeleton. There is also an options for units. It has to be Inches. And you have to make sure you check blender option import units as shown below. Collada has a tag in the files for that, don't exactly know what changing it does. In blender the skeleton gets face down, but nothing seems to have been rotated. As I told you Blender Custom FBX imports stuff but only props pass by. You can see all the models we made on this thread. Some are missing because I exported it like 300 times. http://www.wildfiregames.com/forum/index.php?showtopic=17630 About SMD's : I'll be busy in the upcoming week but if you give me something really precise to do I may be able to have time for you. Maybe there is a plugin for max. About Max Collada (OpenCollada) : Until collada Max is fixed I'll have to use an older to use it which is version 1.3.0 that we don't want. So we're stuck with Max Exportations. I'm not able to compile the plugin on the internet. About Bone scale : I haven't seen any problems so far see thread for reference. About animations : there is something that can be an issue if you plan to import the dude model and the armature at the same time, because in max they were using the Physique Modifier because it's a lot more easier to use than the skin modifier, but It will break export. Hope I answered everything. Regards, Stan
    1 point
  14. Fighting spammers is a never-ending battle, sad to say.
    1 point
  15. I noticed a few other pyrogenesis games: http://www.moddb.com/games/red-march http://www.moddb.com/games/byzen We might want to contact their devs and see if we can adopt parts of their code (Byzen for example features a campaign or at least should) Red march isn't very far in progress but who knows.
    1 point
  16. Of course you need to download 0 A.D. but only one mod. Not a mod with the content then another having some gameplay, then another one for Scenario's etc. etc.
    1 point
  17. See I like that logo, despite it not having the table. For a little critique; I think it's creative. It also symbolizes our nature as a mod team. How? Because anything we create at the end of the day has our imaginative thought it in, that signature of our craftsmanship. Whether that be art, code, concept, and idea, they all apart of our imaginative power at work. So I think that logo symbolizes everything about us, who we are and what we represent. Something tangible produced by the mind. This is how I see it. I like the logo, and with a bit of colour, I think it will be great! @The competition bit, mention by Haphaesteon thamlett vs Lion.Kanzen in the logo That is one of your attributes that will greatly compliment this team That ability to produce a creative idea from no where. And that is mod members competing a task for the best output. But, this will have to be with some things, not everything, because you cannot have more than one members trying to create the same thing. Time waster. But that remains to be seen. You see, thamlett was assigned the task of creating a temporary signature for us in the interim of Lion.Kanzen's logo. But because thamlett has made a great signature here... I would use it as our primary sig. That said, Lion's logo is good and I bet if thamlett puts that in the current sig, we could use it in the sig @niektb Definitely, although for my Rome mod it will require a full download of the entire game. Atleast that's how it's looking at the time being. But at this very early stage, we'll deal with that when we get there
    1 point
  18. Made a different material for the weeds, now they look better when the camera is turned where the shadows are showing. Before and after pics:
    1 point
×
×
  • Create New...