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  1. Wololo... Boomshipti..boooooom....... LMFAO
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  2. Finished 16.08.2013. "Aspec Desert" - the size is "Very large" like a eight-player map. Finished 20.08.2013. "Aspec" - "Medium"-sized like a three-player map. It has walls added at boarder-region. You starting with 4 civic centers, enemy-AI begins with 3 civic centers. Both versions are 2 player maps, player 1 Macedonians vs. AI Carthaginians Aspec Desert.zip Aspec.zip New version: Finished 09.04.2014. "Aspec Desert 2" here: http://www.wildfiregames.com/forum/index.php?showtopic=18383&p=288650
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  3. Introduction: I have been playing 0 AD for about a year or so, and have always loved the game. I used to like the old school Age of Empires games when I was a kid (granted, I may still be a kid trapped in a 25 year old body) and really love playing 0 AD... I happen to like a lot of games that have great gameplay even if they don't have the best graphics (you can still catch me playing Diablo 2 or Half Life 1 mods). I have a bachelors degree in Computer Science and Business Administration from the University of Rhode Island, although most of my work experience is related to System Administration and a little bit of web development. However, my schooling was mostly related to programming (and I self taught myself programming since a young age) and that's the direction I really want to go with my career, so this would be a great opportunity to work on those skills. I live in Rhode Island (the state with the highest unemployment rate in the country) so this year I have been making ends meet with a physical labor job, so I really need to keep my skills sharpened. Moreover, I got into a head on collision a week ago and therefore won't be working for a while, giving me plenty of time to help work on your game. One issue - I don't have internet at the place that I currently live, it's a rather ghetto living arrangement. I can use wifi at public places or go to my mother's house to use it. However, if I don't respond to emails the same day, it's not because I'm trying to ignore you. On to the application.... Application: Position: Game Programmer, although I'm also interested in helping out in other areas, such as creating maps. Non-Commercial/Volunteer: Yes, I'm aware of the nature of the work. I'm not a materialistic person anyway. I also believe that it's honorable to create free and open source software. Distribution of Work: Yes, I agree to distribute all of the work that I do on 0 AD under the Creative Commons Attribute Share Alike License. This doesn't include work I do outside of 0 AD, but that should be a given. Name: Chris C Email: ccoscina@gmail.com MSN: I don't currently use it, but if it's a big deal I can get it. I won't mind giving my phone number to people on the development team to discuss issues over the phone as well, particularly since I don't have an internet connection at the place I live. Location: Rhode Island, USA. Availability: Outside of my basic daily responsibilities (eating, sleeping, exercise, and cleaning) I am willing to donate a significant portion of my time as a game slave. Once I heal up from my injuries a bit I will be looking for a job again, but I will still contribute even if I get hired somewhere. I shouldn't mentally strain myself too much for another week or so due to the concussion I got from the car accident, but I'm recovering. I should be able to put in 20-40 hours a week without much of a problem. Occupation: I was previously doing physical labor, but won't be able to for a long time since I'm recovering from back/neck injuries. And by the time I recover, I'll hopefully have a decent IT job again. Skills and Experience: I have done my share of programming over the years. I started learning HTML when I was about 10 years old and was learning C++ by the time I turned 12. I usually would zone out the teacher in high school in favor of reading programming books while he/she gave the lecture (they didn't appreciate this). After high school, I went to the University of Rhode Island where I earned a bachelor's degree in Computer Science and Business Administration. I wish I had more work experience in the field, but there aren't many IT jobs here and I'm currently trying to save money to move to a state where there are more opportunities in my field. In the meantime, I would like to gain some valuable experience helping out Wildfire Games, which would help me build a better resume. One hand washes the other. Motivation: I love programming and I love video games. Personality: A funny, sincere, and intense old-school Italian guy. Short Essay: I feel like the issues meant to be covered here have already been covered in my intro and other parts of the application. I'll avoid redundancy. Interests and Hobbies: Cooking and Martial Arts. Like most Italians, I really love good food and I always keep my fridge well stocked. I'll be making a lasagna later tonight using homemade meatballs n sausage. The sauce is homemade as well and I spent seven hours working on it to make sure it's perfect. I've also been fascinated by the art of combat since a young age, and before my injury I would spend up to 20 hours a week training. I've trained under some of the best teachers around since I was a kid and have built friendships with many other martial artists to cross train with people from various styles. Staff: I don't know any of the staff. That may be subject to change. Favorite Games: Computer games - Diablo II (I think 3 is overrated - the graphics are better but I prefer D2's gameplay) Half Life 1 mods (particularly Science and Industry, Team Fortress and Counter Strike) Console games: Hitman, Mortal Kombat, and the GTA series Work Examples - My old laptop really sucks (it takes about 10 minutes just to turn on) so I try to avoid the thing. Most of my work is on there. This new laptop I got only a month ago so there isn't really any valuable work on here. I have done work on some half life mod's in the past (most of them failed), but outside of that my experience with programming is mostly with non-gaming stuff. Although I did take a course on AI, in which we programmed bots that ran on the quake engine. Please email me or respond to this thread if you're interested in having me work on the game. If there are any tickets that really need to be worked on more than others, definitely let me know and I'll get started. Thanks, -Chris
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  4. I'm not sure what is going on with that head prop... wierd. The mesh deformation with the different animations might be because... I think every vertex gets an index number assigned to it in the .dae file. Each vertex is located xyz with bone assignments and weightings. Perhaps the vertex index numbers are getting scrambled between versions of .dae exports? All the original max files are in the art repository and could be re-exported as .dae files. Hephaestion, I'd be curious to see what you thought as you compared and contrasted the contents of the Max exported .dae files with the blender exported .dae file. 2 are exported with max's default exporter (autodesk) with different orientations. I never had luck getting these exports to work in pyrogenesis. Attached is a screenshot of the export dialog menu, and warnings it threw. The other export is colladamax plugin's version - what I always used successfully. dude_4_dae.zip
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  5. The scale thing is only a matter of art, it won't be related to the simulation (to affect walking speed f.e.) as that would only complicate stuff. Also, different scales in 3 directions will be hard to do, as the normals will be influenced, so the normal map won't fit anymore. I only plan a scale with a single float (possibly a random float in a range). Though actors (like shields, swords ...) could scale differently then their parent when wanted.
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  6. That looks better. Ok so for the prop points - double check the names. There should be a corresponding prop point for each of these. <prop actor="props/units/heads/hele_leonidas.xml" attachpoint="helmet"/> <prop actor="props/units/heads/head_hele_h.xml" attachpoint="head"/> <prop actor="props/units/shields/hele_round_leonidas.xml" attachpoint="shield"/> <prop actor="props/units/cape_long_ragged.xml" attachpoint="shoulders"/> <prop actor="props/units/weapons/spear_hoplite.xml" attachpoint="r_hand"/> I forget the naming convention for the prop points in blender... if it is simply helmet, or prop_helmet, or props_helmet. And double check how you exported the mesh, did you have the prop points selected when you exported it? That might make a difference. So the ultimate goal is to intermingle new animations with old animations, new meshes with old meshes... so we really want to see if you add this line to the actor file, if it turns into a crumbled mess... or if it actually works like we would hope it would. <animation file="biped/inf_hoplite_walk.psa" name="Walk" speed="120"/>
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  7. Ah, I forgot ... this might be normal because of the not-fitting animation? We have a pipeline! That means if you remember how brilliantly you got to this .dae ,if we can repeat it for other animations (if we don't bore you of course),And if we get the prop points to exist in the .dae and to work.Or perhaps this is just an illusion?? A dude jumping in Atlas.
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  8. Enrique had the same thing.
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  9. Very good, your almost there. For testing purposes you could make a crude actor file. <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="1" name="Base"> <animations> <animation file="biped/{exported.dae}" name="Idle" speed="100"/> </animations> <mesh>skeletal/{exported.dae}</mesh> <props> <prop actor="props/units/heads/hele_leonidas.xml" attachpoint="helmet"/> <prop actor="props/units/heads/head_hele_h.xml" attachpoint="head"/> <prop actor="props/units/shields/hele_round_leonidas.xml" attachpoint="shield"/> <prop actor="props/units/cape_long_ragged.xml" attachpoint="shoulders"/> <prop actor="props/units/weapons/spear_hoplite.xml" attachpoint="r_hand"/> </props> <textures><texture file="skeletal/hele_leonidas.dds" name="baseTex"/></textures> </variant> </group> <material>player_trans.xml</material></actor>Just drop your exported dae file in these locations: binaries/data/mods/public/art/animation/biped binaries/data/mods/public/art/meshes/skeletal and replace this in the example above: {exported.dae}
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  10. Mod manager patch,A mod manager should definitely be included in the main game, but that does of course not mean that you can't implement it. Please do discuss it a bit in the forums first though so it can be done well/work even for non-CoM mods. Capturing mod (slaves, btw. you are right, this essentially is a selection change, can also change the model once captured, though continuing the old activity when captured will make trouble ... but that stop of activity is even desired for capturing),General capturing should be included in the main game, but there might certainly be aspects of adapting it to the slaves concept. Coralling/herding mod,Are you talking about something different from the corralling/herding that will be included in the main game? Ships ramming each other causes damage,Should probably be included in the main game, but that's of course not to say that you/modders can't work on it. Minimal unit scale/size variation (not easy to do),I think Sander is looking into something along those lines, so perhaps it will be included. That's certainly not a promise though as he's just experimenting with related things at this moment. Trigger mod (related to campaigning mod: a trigger on the map for building a storyline, this trigger needs to allow being registered within AIs/Players too. e.g. if you reach this fjord/bay, then this should trigger/dispatch a message to an AI to rais e alarm. Just as an example.).Triggers will most likely be included in the main game (there is a patch for it), so no need to do a mod just to include triggers. Might still be something to think of as new features added by mods might need new triggers. That's a very wide statement Who are the "we" who can't change it? I certainly can (But yeah, it's not something everyone can do. That's very true, I really just mean that "we" as in WFG certainly can )
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  11. Ok, so I finally added the right date to the sig.. lol Sorry I took so long, I totally forgot about it till Thursday night So here they are: and shrunk: @Lion do you know how to add the icon you are working on so that it can go just below our name and everything (like the WFG people)? If not, I can just include on the plaque or have it as a separate signature.
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  12. Sweet. Will do. I am looking into them right now. I am so excited to learn and help you guys out. I appreciate all the pointers and I will see if I can write some basic code soon and soon hopefully some more advanced code. I don't own a Linux OS, I run Windows 8 on my phone and on my computer. I dont know of that limits me or not as to what I can do with writing code.
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  13. Wow, you guys have been busy since the last time I looked at the forums. Nice work. FYI, I never had any luck using the default .dae file export out of 3ds Max. Back in the day (2006 - when most models and all animations were from 3ds Max for 0 A.D.) we always instructed people to export the .dae file from Max using ColladaMax. Pyrogenesis didn't like the native .dae export. So we used the plugin, which did work. I'm not sure if blender might have issues with the native 3ds Max .dae export as well? Last time we made a run at this - I thought we were super close to getting this to work. I successfully got the rig into Blender and I thought it would work, but I'm not familiar enough with Blender to know how the export animation works. Check that out here. Enrique didn't have any luck with the file. http://www.wildfiregames.com/forum/index.php?showtopic=15552&p=245561 I think it has a really simple test animation applied to it too.
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  14. Well done Niek, this [pdf file] will be useful for creating the directory structure for standalone mods. Even though I plan to even support all files mixed and in one folder in a archive file (zip, tar.gz, ...). The files for standalone mods mostly can be put into the correct folders automatically. It's a bit unlucky in pyrogenesis that props are treated separately. In the Rogue Republic Mod they tested entity on entity and it worked to put any object as a prop on any other. Even the correct animations are played - but it's loosing its independence. It's tied too tightly to the main actor. Nevertheless it's a really nice gameengine, it's difficult enough to make it even that far as it currently is. I just mention it because I saw the prop folder in your nice pdf file. Cool, today we made two tutorials. Me the 0AD JavaScript Blizzard Start for UNIX and you the entity one. We will make things happen. It has already begun. Keep up the work, colleagues, I'm backing your efforts, ask if I can lend a hand. Edit: Missed a lot of posts. @niek: The AI was also talked about [in this thread]. Among other things. Really one big chunk. Also ideas that belong to several mods was talked about (mainly by me, my fault!). I think a subforum in a subforum is a not good. Let's keep Mod fora like they are, not? The Council is for organizing the mods and would indeed be cool as a parallel forum. Don't member skills go into the signatures? Should keep the data-spread as minimal as possible, yet all that is independent should be separate. @mod organizing: We now have GitHub strucuture for the dev.Each mod (Mod launcher, Collosseum, ...) could go into its own thread/topic, where we keep the 1st post up to date with a link to the latest release in github (so that we don't have to edit the post over and over again and don't have a version mess [remember: the version is still kept track of in the git! and it could go in the mod's json/xml file too.]).Bug reports go either as issues into github (as we the CoM can't use the official trac) or it shall be reported directly in the Mod manager, Campaigning, Colloseum, .. thread.At least this will keep the overhead at a min for the beginning. Agreed. It's superfluous currently as I'm occupied with more generic features/mods currently. For a more up to date version, see: -> CoM - Collection of Ideas <- Old list: (kept for readability and authenticity of this thread only) Legend : WIP JavaScript JavaScript&C++ C++ Low priority Upcoming HybridAI (purely additivie ontop of wraitii's tremendous efforts, introduces subdueing other civs and allow for civil wars or rebellion, among others, see below),Campaigning mod,Collosseum (gladiators, battle reenactments),Mod manager patch,Supply lines,Capturing mod (slaves, btw. you are right, this essentially is a selection change, can also change the model once captured, though continuing the old activity when captured will make trouble ... but that stop of activity is even desired for capturing),Coralling/herding mod,Mercenaries mod,Seasons patch,Night/day mod/patch,Units on walls workaround (if the 1x1 pathfinder finds its way, where is Philip, we need this guy back in 0AD).Moving from ship to ship,Battle on ship,Ships ramming each other causes damage,Weather (especially crucial in naval battles and in winter as your siege structures might get stuck in the snow while crossing the mountains),Allow construction of bridges (using entity on wall workaround too),Construction of eye-candy objects (e.g. fences, trees, ..),Animal reproduction (objects reproducing itself, at first simply following e.g. fibonacci),Units on/in trees,Entity on entity,Special units, like treasure guards or standard bearers whose standard may be captured by enemies,Unit variation (official 0AD team already working on this),Minimal unit scale/size variation (not easy to do),More friction between units/armies in battle,Constitution/stamina,Children (growing with time, has to be logarithm or at least saturating to prevent ever lasting growing - related to unit scale/size variation),School/teaching,Time (comes with Hybrid AI),Aging units,Uphill movement deccelerates, downhill makes entities accelerate,Introduction of Moral attribute mod,Loyalty attribute,Sympathy attribute,Cavalry rework to allow for more realism: moral effect, no deep penetration into enemy lines,Changing of weapons,Limited ammunition,Collecting of weapons/objects (inventar, related to entity on entity and prop system),Using objects as ammunition, e.g. allow slingers to collect stones from the ground, arrows from the battlefields, put it in the ox cart and send it somewhere to unload it ...Rework armour system [units get wounded quickly once the armour is damaged or did not withstand the force of the enemy thrust],Commander system (goes with the Hybrid semi-self-learning AI),Goods/resources represented as objects (low priority),Trigger mod (related to campaigning mod: a trigger on the map for building a storyline, this trigger needs to allow being registered within AIs/Players too. e.g. if you reach this fjord/bay, then this should trigger/dispatch a message to an AI to rais e alarm. Just as an example.).Unit will use resources (food). The more units, the more difficult to feed, making the population cap superfluous. The same is valid for animals.Reproduction but nothing to eat means famines and less births (can't be protected because parents have to search the whole day for food).Erosion of entities. => Houses that are closer less damage but units move slower.Paths, roads, and streets grow if units pass this way often or if the mayor/AI decides toconstruct roads.Aquaduct water transportation system.Digging through Mountains and Earth. You may build tunnels if you are besieged and have run out of food.History visualisation (like battle reenactment) and simulation.Long list, but I like it. Did I forget anything? What we see is that besides the Colloseum and the configuration/content files for The Tied to Roman Mod currently is only the standard bearers, Senate to configure the Hybrid AI for the ROME mod, almost all we're working on is not really currently. We will not start posting required unit lists too soon, won't we? If we do so, then a subforum for Rome might be useful, but I think we can leave the artists the freedom to create whatever they wish. I fully agree that the Council of Modders currently is much more important. So I back your opinion, Romulus. Good night. attribute
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  15. Thank you Stan, it shows again all the pitfalls of programming. Breaking is easy, for fixing everything needs to be right. A neverending story ... Today working, tomorrow useless. Did I mention I really dislike technology? But we will fight on, art and magic will get us through .. :: Wo has done all those smileys? Never seen so many available ... @Stan: Could you post a COLLADA file for the ox-cart and the biped rig you wanted to get into blender? I will give it a try and create error reports.
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  16. the Tang fall out of the general timespan of 0ad, though. in my opinion, the Han would be a better choice, or alternatively--if they could be made distinct enough--three separate Chinese factions to represent the countries of the Warring States period (Wu, Shu, and Wei). though content related to the Tang dynasty would be great additions to the editor, perhaps even including Hua Mulan as an editor-only hero unit. in the same vein, a hypothetical Japanese faction would actually have to lack the famous samurai, as that institution did not exist in Japan at the time 0ad takes place, though it would be a shame for them to not exist in the game at all if we go to all the effort of having a playable Japanese faction.
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  17. Yeah I think it´s going alright but I don ´t see my progress. I feel stuck so îm working on a project with textures lights and all that stuff and îll be happy when it´ll look like one of you renders. Also i need to learn to draw with my tablet. For now îm not ble to import animation either. Since it will be needed i want to be able to help
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  18. lol Stan, Pureon is busy with the UI and I haven't gone anywhere. You're getting better and better with each new model you make too. The art department is doing alright, IMO
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  19. Didn't have a problem cloning the git repository to my local machine. For my teacher's project I sometimes need to rely on stable transfer that takes one whole night, i.e. 12 hours. And it works even though the connection throughput is ... interesting (64kB/s). Where is the problem then? If it fails, just restart again. Humanity has put tons of effort into handshaking protocols that make data transfer immensely forgivable. Never mind, good you brought up the issue, so thanks for your detailed and interesting links. Correct me if I'm wrong. I'm open to discussion, perhaps I misunderstood the problem.
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  20. I'm not sure if I understand the question. What happens is that by default max is set up to work with inches. You can change the parameter to meters, but that's kind of annoying since you have to rescale all your files that way. So exporting to inches, and when you open it in Blender make sure it scale it right and you're done, nothing really problematic here unless you don't know it. I guess it has to do with the SMD format, in valve games I don't think they use some kind of prop support since it is mostly FPS games. Okay I need to explain a bit further here. In max I use the Worm Wall plugin to export in SMD. You have three options : - VTA (Don't know that format, and blender can't import it) - Reference SMD (Guess that's for non-rigged models) - Sequence SMD (For Animations). What happens during importations in Blender (Using the Ox cart as reference); - Using Reference SMD : - As you see Scale went wrong. Everything is one object, and there is no animation stored. - Using Sequence SMD - Animation only with armature.
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