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Showing content with the highest reputation on 2014-04-26 in all areas

  1. I'm trying to set up a database for all civilisations (at least for mods as there chaos is great king). [This post will be updated.] Where to find: You see an old rusty gate with foreign inscripts. Pass through it. (the UI is not really functional yet, as no data exists) Terminology: - Leaf node: Mostly text. The final value. ----Civilisation----civilisation_file.xml:<root_element> <element attribute="leaf node"> leaf node.1 </element> ...<root_element>Functionality & Status:- Generate a civilisation or mod structure from an existing template, e.g. an existing civilisation or from a mod folder recursively (such that it has not to be created from scratch). - There is no fixed export filetype. Both JSON and XML can be output (to put into mods/<mod>/ folder). untested - The export target fileformat can be set on a per file basis. And changed even for already existing civilisation data. - Add new civilisation. - Rename civilisation, - Merge civilisations. - Add new File to civilization. - Rename file within all civilisations at the same time. - Move elements from one file to another. - Add new leaf element. (via xpath) - Insert/modify leaf node values. (good for researchers that don't have git or repository access) - Version control. not yet - Sorting (after Civ, File, XPath, or Leaf Value), - Grouping (after Civ, File, XPath, or Leaf Value), - Filtering (dynamic), - Option to apply changes to all occurrences in the whole database. <-- That's powerful, but also very dangerous if it goes wrong. - Option to modify equal values through out the currently filtered data rows.<-- That's quite useful as this way you can 1) filter the rows you wish to change. e.g. all occurrences of mesh_and_animation.v1.dae to mesh_and_animation.v2.dae within a certain civilisation.. - Updating the database civilisation structure by reading a template folder recursively when data already exists, creates new leaf elements automatically and shows in the civs that new elemets now have to/can be added/ are still empty and need to be filled. buggy Example: A new required element has been added, e.g. timetag/timerange. Now all civilisation data that not has this element yet, will have this added automatically (with dummy data, that can be changed thereafter). Targets: The target is researchers. Hopefully this later can be combined with a mercurial setup. I just have to add a button to allow researchers to commit their data.
    2 points
  2. Judging from http://www.wildfiregames.com/forum/index.php?showtopic=18564#entry290060 , translations are the most notorious feature. “Philadelphus” would make sense.
    2 points
  3. I think they were true pyramids and red. Check the internet
    2 points
  4. In the interest of transparency, the Wildfire Games team would like to report on the finances of the project as of 2014-04-21. 0 A.D. has funds in three places: (1) Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”); (2) A private account in the US, under the name of former project leader, Jason Bishop (Wijitmaker). This account is a legacy of the time before we became affiliated with SPI; (3) Flattr, a Sweden-based microdonation provider. SPI Earmark for 0 A.D. As of 2014-04-21, the 0 A.D. earmark is USD 34,272.78. We had intended to start using these funds to pay a programmer to develop 0 A.D., but unfortunately, he has parted ways with Wildfire Games several months ago, and we wish him all the best. We are now planning to use the funds to pay other programmers, who may already be contributing to the project voluntarily, to work more intensively on core features and on improving the game’s performance, so that the game won’t lag so much. Part of these funds are planned to go towards buying the perks we promised our donors. We will be distributing surveys to our donors shortly to make sure which perks they want. Then we will budget accordingly. We know donors have been waiting for their perks for a long time. We sincerely apologize for the long delay in perk fulfillment. Other Accounts & Total In our “legacy” US bank account, we have USD 383.54. On Flattr, we have EUR 430.82 available, which are approximately USD 595.13. In total, we have USD 35,251.45 in all three accounts. Concluding Remarks A monthly report of funds held by SPI in trust for 0 A.D. is also available on the SPI website under “approved minutes of past meetings“. Currently, the latest report available on the SPI website is from November 30, 2013. We have obtained updated data from SPI through personal correspondence with its treasurer, Michael Schultheiss. The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”), Adarash (“MishFTW”) and Aviv (“Jeru”). We welcome your comments on this thread and elsewhere on the forums.
    2 points
  5. I recently read the eyecandy topic again and decided it might be a good idea to make a big list of all the eyecandy that is in the game, will be in the game and should be in the game. Color code: Not in the game Not animated/unfinished (but no one is working on it anymore) Someone is working on it Finished and in the game! If you are working on an eyecandy model at the moment, post in this topic and I'll add it to the list/change the color (and add your name). Also give me a link to the topic. Don't spam this topic with suggestions, take a look to see if it hasn't been suggested before. I'll update this list regularly. Minifactions: African Tribes (link, hut variations, farmers and hunters) Polynesian (link with download) Pirates (ships, soldiers ; Illyrians, Tyrrhenians, Greek, Romans and Phoenicians, art can probably be reused) Fauna: Hippopotamus Flora: Hay Charred Trees (link) Hedges (like fences: short, medium, long, corner and maybe even 'arch' as a gate) Logs (needs more varieties) Tree stumps Geology: Iceberg Waterfalls (enrique, link) Cave entrance Structures: Nomad tents (are in svn, link) Roman Triumphal Arch Stone Bridge Stone Fence Wooden Bridge Aquaducts (LordGood, link) Roman Sawmill (Stanislas) Ziggurat (link) Columns (LordGood, link) Roman Arch (needs updating?) Trajan's Column (link) Dock Extensions Sphinx Ruins: Broken bridge (broken hangbridge is in-game, Roman bridge being made by Idanwin link, download) Greek Temple Shipwreck Mine entrance (think dwarves, link) Units: Elven Ship Roman Centurion (has aura that increases the effects of formation bonusses) Onager (Pureon, ) Archimedes Assassin Cicilian Pirate Dorkim Garamantim (Garamantine Infantry) Dugunthiz (example) Executioner Gaesofluxo Fijot (example) Gladiators (b,a,e and weapon variations, Stanislas) High Priests: Dastur (Zoroastrian - Indo-Iranian - high priest), Archiereus (Greek high priest), Kohen Gadol (Israelite high priest) Hunter/Huntress Kings (for each civ - regicide game mode) Makkabaioi Zelotai (example) Mercenary Cavalry (Camel) Pirate Ships (Illyrians, Tyrrhenians, Greek, Romans and Phoenicians where known to have resorted to piracy) Raft Shield Bearer Siege Wall (movable wall to protect infantry from arrows, basically a unit with a lot of armor and no attack) Spy (unit that can move undetectably into an enemy base) Watchmen (link about Roman and Greek watchmen) Statues: Aphrodite (huge & small) Egyptian Roman Hermae (one: link) Corpses: Skeletons (I believe there's already two variations) Body Parts Crucifix & Crucified people (no one is modeling, some information has been posted: link) Decaying Hanging men Impaled head Special: Anvil Amphorae Barrels Campfire Crates Dummy Piles (wood, stone) Snowman (they probably already made snowmen around AD ?) Tables Vases Wheel Archery target (LordGood, link) Butcher racks (Bloc, link) Cages (Idanwin, link) Gate lever (LordGood, link) Pillar of stones (link) Weapon racks (Idanwin, link) Gravestones (there's already one) Well (needs water planes) Armor racks Fountains Fisher racks Sign posts / Milestones (link) Torches Timetravel, Tourism and Myths: Mustang plane Lamppost (à la Narnia) (Idanwin, link) Mirror Tower (LordGood, link) Moai (link) Dragon (needs to be animated) General Lee (example link) Skeletons Trojan Horse Walls of Troy UFO UFO (Crashed) Unicorn Unicorn Cavalry Zombies
    1 point
  6. Aristeia v 0.1 Amenmesses Amenmesse (also Amenmesses or Amenmose) was the 5th ruler of the Nineteenth Dynasty in Ancient Egypt, possibly the son of Merneptah and Queen Takhat. Others consider him to be one of the innumerable sons of Ramesses II. Very little is known about this king, who ruled Egypt for only three to four years. Various Egyptologists date his reign between 1202 BC–1199 BC[4] or 1203 BC–1200 BC[5] with others giving an accession date of 1200 BC[6] but a difference of 1 or 2 years is unimportant. Amenmesse means "born of or fashioned by Amun" in Egyptian. Additionally, his nomen can be found with the epithet Heqa-waset, which means "Ruler of Thebes".[7] His royal name was Menmire Setepenre. Or Akhenaten (/ˌækəˈnɑːtən/;[1] also spelled Echnaton,[7] Akhenaton,[8] Ikhnaton,[9] and Khuenaten;[10][11] meaning "Effective for Aten") known before the fifth year of his reign as Amenhotep IV (sometimes given its Greek form, Amenophis IV, and meaning Amun is Satisfied), was a pharaoh of the Eighteenth dynasty of Egypt who ruled for 17 years and died perhaps in 1336 BC or 1334 BC. He is especially noted for abandoning traditional Egyptian polytheism and introducing worship centered on the Aten, which is sometimes described as monotheistic or henotheistic. An early inscription likens the Aten to the sun as compared to stars, and later official language avoids calling the Aten a god, giving the solar deity a status above mere gods. Or Amenhotep III (Hellenized as Amenophis III; Egyptian Amāna-Ḥātpa; meaning Amun is Satisfied) also known as Amenhotep the Magnificent was the ninth pharaoh of the Eighteenth dynasty. According to different authors, he ruled Egypt from June 1386 to 1349 BC or June 1388 BC to December 1351 BC/1350 BC[4] after his father Thutmose IV died. Amenhotep III was the son of Thutmose by a minor wife Mutemwiya.[5] His reign was a period of unprecedented prosperity and artistic splendour, when Egypt reached the peak of her artistic and international power. When he died (probably in the 39th year of his reign), his son initially ruled as Amenhotep IV, but later changed his own royal name to Akhenaten.
    1 point
  7. Ok I wuold nice a tutorial to create buildings -from concept to sketch- but that I try to take me.
    1 point
  8. Ah, my fault. More Reply Options (Más opciones de respuesta [Google translate]) Next to the Post button. (and then Browse .. below the text field where you type)
    1 point
  9. http://www.4shared.com/archive/cIrqajWiba/meso_civic_center.html edit: this is the model
    1 point
  10. Updated & tidied up the first post: -> To the first post. Several discussions with MuteLovestone, Lion, other councilors & on IRC have brought us closer to a decision on where to store what. See here for the discussion (also linked in the first post). MuteLovestone wants to see how much information for a Mod-Info-File can be automatically generated.
    1 point
  11. Not sure which tools you're talking about? The only Max related thing I know of was the exporter, but I could be missing something - I'm not an Art expert. Would probably be a good thing if you described what they'd do/why you'd want them though. If nothing else to make it easier for the programmer to feel that it's important to work on. Just doing something because it might prove to be useful in some way to someone some time isn't as encouraging as "I need this tool for this reason"
    1 point
  12. That last guy is throwing a plumbata. We'll definitely include such a weapon.
    1 point
  13. The simulation can send messages to the AIInterface or AIProxy when something happens. Those messages can be picked up. Not sure what other events you'd want. The engine also offers saving to the ai. There's a serialize method, which should return a simple object. And the deserialize method which should reconstruct the state using that object. If every class in the api and the ai code would serialize it's state correctly (as we do in the simulation), then saved games would work. The problem is that some objects are hard to make simple. F.e some contain lots of circular references, and some stuff is just too big to serialize quickly (like the passability maps), while it gets send on every turn (so there's no need to save it). This means it's very hard to offer a general serialization method, and instead, every class should have it's own method.
    1 point
  14. 2. There are some cases where the ai sets it's soldiers to passive, or standground, because it can't handle strange cases. So it can happen they won't attack a ram.
    1 point
  15. 1. http://trac.wildfiregames.com/ticket/2372 2. No idea. 3. In the future, that will probably be an icon. In the meantime, suggest Spanish translators that they change “Configuración” to “Conf.” or something ike that, or do it yourself in Transifex.
    1 point
  16. It seems the new API doesn't support saved games, there is no gamestate, no events, no passabilityMap and no territoryMap. At least to me this a complete show-stopper. What was the latest Alpha with an API featuring saved games?
    1 point
  17. As I removed the serif fonts, I'll recompile the Chinese fonts again when I get home (they will be a bit smaller with the serif fonts removed, only about half the space). If you can't wait, I have them here for now:https://www.dropbox.com/s/rl1457rwkald6ga/east_asian_fonts.zip You can load it like a regular mod, or replace the files. If you can wait a few hours, you don't have to download such a big file though.
    1 point
  18. Finally! I've found the problem. The autobuild is committed and the translations should now also work on Windows.
    1 point
  19. Did a full checkout on ps/, binaries run without further action. Bot took 2h for changes. Who can I thank for barterprizes? More economy on the API, please. Health...? Edit: chat events.
    1 point
  20. If in a MP the host provides a seed to all connected bots, would probably make AI games more interesting.
    1 point
  21. I had some time left (no tutorial sheets yet ) so I modeled a Roman bridge:
    1 point
  22. eh i'll build em anyway I made some egyptian, persian, and mauryan columns, an aquaduct, archery target and an experimental gate lever, all just meshes though
    1 point
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