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Showing content with the highest reputation on 2014-04-23 in all areas

  1. Sketch 2 Based in imperial + tribal style Obviusly this conceptual
    2 points
  2. Great so many enthusiasts around. This is what counts most to me. Feel free to ask questions. If you wish to mod (both art and functional addons): Checkout the 0AD code. I try to give an overview here. Feel free to ask questions there.More programming-related:EITHER browse the JavaScript code in the via Git or SVN downloaded 0AD code. (feel free to have 0AD running simultaneously while you do this as your Gui/functional/XML changes will show up without a restart of 0AD even!) Note: For art this may be different. Artwork (3D model data) is cached. Seek for the cache-folder and delete it if in doubt (a cache folder is always safe to delete.). OR browse the C++ (pyrogenesis game engine or Atlas) codebase. This is a bit difficult and is to be avoided. If you have to add severe new features in the C++ this always means a lot of hassle. also it has to be maintained by yourself until it's adapted by the main 0AD dev-team if ever. Almost everything is possible with JavaScript only already. Though you might often have to extend the XML formats to store your props. (me currently have no time to do so as I'm in trouble with the C++ side currently). Once I have time I will help further with artwork to all mods. Also I wish to note that my HybridAI is not tied to exclusively the ROME mod as this might not be obvious. My main goal for it is to allow the Hybrid AI as a separate functionality mod (addition) that allows to switch to the First view perspective and giving Units more autonomy (e.g. introduction of experience and knowledge to have e.g. commanders that learn by time). (it involves the JavaScript side only.)
    2 points
  3. Well, I can say the Viking doc is almost done. Only the heroes and most buildings left.
    2 points
  4. Thanks Sanderd @Lion... Then there is no issue. I'll try to upload it here when XML will be done for it.
    1 point
  5. I'm testing asm.js with F30, here is a module it compiles, featuring 0 A.D. cos() implementation:HANNIBAL = (function(H){ H.ASM = (function(stdlib, foreign, heap) { "use asm"; var PI = 3.141592653589793, arr = new stdlib.Int8Array(heap), sqrt = stdlib.Math.sqrt, abs = stdlib.Math.abs; function cos (a){ a = +a; var b = 0.0, c = 0.0; a = (a + PI) % (2.0*PI); a = +abs((2.0*PI + a) % (2.0*PI) - PI); b = (a-PI/2.0) + +abs(a-PI/2.0); b = b / (b + +(1e-30)); // normalize b to one while avoiding divide by zero errors. a = b * PI - a; c = 1.0 - 2.0 * b; // sign of the output return +(c * (1.0 - a*a*(0.5000000025619951 - a*a*(1.0/24.0 - a*a*(1.0/720.0 - a*a*(1.0/40320.0 - a*a*(1.0/3628800.0 - a*a/479001600.0))))))); } function sin (a){ a = +a; return +(cos(a - PI/2.0)); } function distance (a0, a1, b0, b1){ a0 = +a0; a1 = +a1; b0 = +b0; b1 = +b1; var dx = 0.0, dy = 0.0; dx = +a0 - +b0; dy = +a1 - +b1; return +sqrt(dx * dx + dy * dy); } return { cos: cos, sin: sin, distance: distance }; }(window));return H; }(HANNIBAL));From there one might call H.ASM.cos(1.234). I'll report back, when I got a speed test running in 0AD and get map data into this module.
    1 point
  6. They are from the game and will be drop propped. Though, I wonder, will they be animated ?
    1 point
  7. I'm just in the moment working on a generator for it. This gives us utmost flexibility in the long run. e.g. changing the XML layout/scheme will be easy with this generator. (you only need one up-to-date example scheme/json and it will generate/update all the existing data for you) The generator not only generates the Civ, but rather a complete design doc. I started working on it because I don't really know where and which is the newest version of all the spread civ data. A forum is not useful for that, so I created this database. (Link has yet to be published.) Edit: I just realised that it can't be made absolutely public - for spam reasons (and because I have no captchas, Philip knows why ). Thus it will be for Council of Modders and Team members only in the beginning. If I get access to the trac database some day, then we can use those user logins. But for now only CoM and Main Team.
    1 point
  8. Just curious, Stan, how did you create that render? Also 8k Poly's is a bit too much for trees only. Maybe statues instead?
    1 point
  9. Good gracious looking awesome. (I also like the statue set of Enrique.) Won't players wonder why they can't cut down those trees? Not that I would complain about this myself. Yet it might seem strange first. Nice building, Stan. Holy grail,you will just become so much greater than my humble self. It's interesting to watch you grow.
    1 point
  10. It's all a matter of splitting. Art can't be split, as it can appear together in a screenshot, be combined to one entity etc. It becomes way too difficult to make sure it can never appear together. You are able to split the scripts and the art though. As if you would distribute two mods, one with some modifications to our scripts (which has to be open-source), and one with all your art (which can be proprietary). You will have to redistribute the scripts as an open source codebase (f.e. host them on github) without using obfuscation.
    1 point
  11. todo menos los egipcios. Anda armandolos para cuando necesiten ser modificados especialmente unidades. Los q hace Mythos Ruler por ejemplo es armar primero las civs a partir de una base anterior q se parece y agrega las unidades según su parecido, así sólo es ir modificando hasta q queda completa.
    1 point
  12. Here is the one propped. Only issue 12K tris ( 8 * 934 for trees )
    1 point
  13. > farm position. The groups keep track of their position. So far I use Aegis' findGoodPosition() feeded with that position. Keeping track depends on what's known, if there is a dropsite that pos has priority, otherwise the center of the units is taken. Missing is a logic which chooses a new position, if the foundation is destroyed immediately and repeatedly. But that's part of a more general problem. I want groups making claims on the map without actually building something. Think of a place for the army to exercise, where healers do their job, jobless units demonstrate , etc. Ontop that allows to structure the village a bit by claiming upfront good places for later defense towers or like I've seen recently in a MP with 4 fortresses close to a CC.
    1 point
  14. There's no problem with monetizing it (as I said before). Mods can even be completely closed source. But that does mean it's not possible to use stuff from the public mod (no scripts or no art), because when it's combined, you get in a legally tricky situation.
    1 point
  15. First try: Team blue, game starts with 2 building and 2 units. At tick 1 and 2 a grain-picker group is launched requesting a dropsite first. Economy picks existing CC and assigns it. Having that the groups request 5 units. For the first group the economy picks the two idle, as they match the request, and trains 3 other. The second group gets 5 freshly trained units. With the first unit assigned, the groups request a field and start repairing once it was assigned. Gathering happens automatically by the units' AI. The video shows also how the groups auto-request new resources, when destroyed. I want the groups as self-sustaining as possible, what ever happens their mission is to gather. Next step is make them shelter from violence. How can I adjust width and height of video in the post's code?
    1 point
  16. Hi everyone, I've come from shieldwolf's thread at the Age of Kings heaven. I'll copypaste what I wrote there:
    1 point
  17. Back when I tried this (sorry I seem to have deleted the modified config since then, and never did any code) it only extended the global config, e.g. you can add new key-bindings and overwrite others and also change the camera settings but you can't have a completely seperate local config that doesn't carry all the RTS specific stuff that rather interferes with the ActionRPG settings. ---- But it is great to hear that there is some renewed interest (especially with a iterative development style that keeps close to 0AD). Not sure if a Blender hybrid integration is really needed if the collada export is working ok now. For high quality RPG like animations one can probably reuse the Ryzom ones, which were recently converted to the much more usable iqm format and which could probably be easily exported to the 0AD also. So all that is needed art wise are some higher quality character models that could in the long run also replace the really low poly RTS models from main line 0AD if kept reasonably low poly. Something around 3000 tris should look and run fine for that. If this really takes off I could probably find the motivation to start doing a modular character set like described above (I am a sufficiently skilled 3D artist, but lack motivation to work on something that isn't a working project). Anyways... looking forward to see where this goes!
    1 point
  18. water has been added, although need a water.png and a water_small.png, atm water shows with the food images
    1 point
  19. Sorry if the below suggestions have already been suggested before. I hope you'll permit me to raise them. I have played Alpha 15 and I have gathered the following observations/ suggestions: 1. If the player double clicks the hammer for the idle citizens, ALL idle citizens will be selected (not only 1). 2. Each unit should have an "explore" button, that, when pressed, would make that unit go to random locations, revealing the fog of war. 3. Ability to select military units only (the rectangle selection, if there are villagers, would not select those villagers). 4. Ability to select ALL citizen soldiers (very useful in having them stop their resource gathering). 5. Ability for recently created units to join a Group formation. For example, if I create 5 hoplites and I place the barrack's rally point to my created Group 1, those 5 hoplites would join Group 1 automatically. 6. More attack modes targeting specific groups (like attacking buildings only, or citizens only). I have also experienced quite huge lag in games having 4 AIs, but I read somewhere that for now, this can't be helped. Thanks for the time in reading.
    1 point
  20. To place particles in Atlas select the Object tab, change the dropdown menu to Actors (all), and to make it just display particles you can enter "particle" in the "Filter" textarea. Then just place it as with another object. To be able to move it etc after the fact you will need to use the Alt key with the Move/Rotate object tool though.
    1 point
  21. We could import some the Gallic/Celtic models for the Beserkers if we want to temporarily cut some corners.
    1 point
  22. awsome, although im pretty sure the stairs where large steps not like small steps we have now, dont quote me, i could look for ya if you would like
    1 point
  23. Well... That shouldn't take long then. I'll see what I can do. I'm on holyday, next week.
    1 point
  24. Hello there! I'm Merfy, and I too saw your post on AoKH. I'm inexperienced for now, but interested in joining the team. I intend to become some sort of cinematic animator and general all rounder in games design and am interested in whatever you can offer me. I can, despite my inexperience, learn quickly (a valuable gift indeed). Here's the original on AoKH: Thanks guys. Merfy out.
    1 point
  25. Well as I stated in my post on AoKH, I'm passionate about mapping, coding, modding. Basically, things that don't need me to do art. I'm not very good with art (Unless you count scenarios as an artform, then I'm an artist, yes. ) I find things can be easy to learn with the right enthusiasm and I am very enthusiastic about this.
    1 point
  26. Thank you I look forward to it too. I have many ideas and hopefully my experience modding and mapping will be helpful
    1 point
  27. I've updated aristeia with the storehouse now being the Ptolemian one and the female citizens house being present.
    1 point
  28. That and here on the forum is where a sense community is built the forum then becomes our history so erasing it is not a good idea,besides someone two years from now may revive this thread to ask where the mod is. Enjoy the Choice
    1 point
  29. Why would that be wanted? In the end that would mean that the creator of a topic could erase posts of other PPL (which is bad in the first palace IMO). Also there might be other PPL finding partial answer to their question in a topic while still have related questions so they may ask them in this topic though the creator of this topic might have all her/his questions answered.
    1 point
  30. Hephaestion: You are right. I use the "* 0.5" in the lines "vector_x" and "vector_y" because otherwise it would be twice the vector. What I mean is when I go through the grid I calculate "dx" and "next_dx". For x = 0, y = 0 next_dx is heightmap[1][1] - heightmap[0][1]. For x = 0, y = 1 dx would be heightmap[1][1] - heightmap[0][1]. So they are the same but I calculate them twice. For dx/next_dx I could just remember next_dx and use it for the next tile as dx (if it's not a new x line, which is the same as "if y != 0"). That way I'd replace the calculation "heightmap[1][1] - heightmap[0][1]" with "dx = next_dx" and the condition "if y != 0" (in most cases) which should be a bit faster. For dy/next_dy this will not work though (because dy will never have been calculated in the last tiles calculations). Originally I looped and only calculated the dx/dy, put them in an array to then use them to calculate the slope later. That way I did only calculate everything once but then I needed two loops which in the end was at least ugly (and likely slower). Further explanation to disenchant the magic: For terrain placement on realistic terrain demo I only do two different things dependent on the incline (on low and high incline) so I might as well get rid of the "normalization" to increase speed (the " * 0.5" and the " ^ 0.5"). Speed is not critical here though since it only runs once. For erosion and in general I need the normalized vector though so there's not much to optimize. And sadly here performance is vital because it will be used several times.
    1 point
  31. We normally don't close subjects when the discussion is finished. We only close stuff when it gets heated.
    1 point
  32. Definitely it looks promising, but unless I am mistaken, the Medieval Mod spans from A.D. 500-1,000. The Hundred Years War would therefore be out of the timeframe.
    1 point
  33. AgentX, you are becoming our JavaScript mastermind. Still I would love to see the 1x1 pathfinder come that Philip worked on.
    1 point
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