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Showing content with the highest reputation on 2015-01-05 in all areas

  1. hi, I´m working on some animations searching for a caracteristic move that identify the game like no other before (i think thats we must look for). I wanna keep trying and testing but i dont know where can i find the textures files of every model, I think thats necesary for making a good animation for every single unit. Here it is, i hope u like it Pd: if anyone can tell me where can i find those textures, I would really appreciate it
    3 points
  2. Your animations and transitions look incredible man. I really like them even if they're not finished yet. The big problem is that the engine doesn't support transitions between animation states (states = loops) yet. I still have to make some minor tweaks to the armature that I posted, like adding one or two prop-bones, but I think it shouldn't create incompatibility with the work you already did. I'll do them asap if you're willing to keep making this awesome stuff. Here's a list draft of the animations I could think of. Ask any question/doubt you may have about them or how the engine manages the animations. (Even in spanish if it easier for you lol )
    2 points
  3. Hey Panando, I use to play like this, with a heavy women start because it is actually very logical; you spend your food on women and your extra wood on upgrades/barracks/houses. BUT, after a few games, I started to invest early in the game my food+ my wood on soldiers. And I can tell you that you feel much safer than with a women heavy start, you'll be the one who is agressive and you'll be able to push back any rush. I disagree on the fact than 0AD early can be like stracraft for a few reasons. In starcraft 2 you expand fast to be able to produce more worker, in 0AD soldiers are workers and you can produce them in barracks and you can produce female in houses. In starcraft 2, a expansion is much more easy to defend than in 0AD. In starcraft 2 you expand fast for ressrouces, in 0AD you expand fast for territory. In my opinion, there is a general strategic balance problem on 0AD. In every strategy game there is a rule that is a good start for tactical balance: Offensive startegies win against economic strategies Economic strategies win against defense strategies Defense strategies win agasint Offensive strategies But in 0AD, I think that, at the moment, there is no viable defense strategie. Therefore Offensive strategies has no counter and economic strategies become weak.
    2 points
  4. Hello every one, I'm running alpha XVII Quercus on GNU/Linux and I notice that unlike previous version, animals like deers or elephants that can be hunted aren't visible through Fog of War any more. Is this a bug or a feature? I hope is not a development decision. I really liked to hunt, but having to remember the location of discovered animals makes it very difficult. When searching through the Internet I found Development Report that mention that this feature was implemented since Alpha 14 Naukratis: http://play0ad.com/0-a-d-development-report-13/ Thank you.
    1 point
  5. at l(e)ast we have a larger discussion group now... I will try and answer all points of the previous comments: @feneur,mimo: I have choosen JsDoc because it seemed the best "Doxygen for JavaScript" tool available - there are not too many of them anyway. Of course, this concept introduces the dependency on the source code, and I had to learn the JS language changes much faster than do traditional programming languages. So this approach has its drawbacks. But, in my experience, a src->doc tool raises the chances of docs and src staying in sync, as both are "closer to each other". Separate documents tend to get neglected when the sources are updated, unless you have strict QA enforced. I even tend to write my designs into class/namespace overviews. @niektb,mimo: "struggled with basic tasks": I got a taste of it on my own today: In an attempt to write a quick-and-dirty driver for my defense system experiments, i attempted to use API3.Filters.byTerritory(), and failed to get it working. I found only one example of it in an elder aegis version, and that was not self-explaining. Finally, I considered it's faster to write my own version than debugging the existant one. @niektb: "unfortunately Aegis was difficult too": The elder testbot was simpler to understand, but has been dropped from the repository. @mimo: "improving the petra doc is in my plans, but I never find the time to do it": Based on my personal experience I can only recommend to write documentation immediately. Otherwise, you might never find the time once the task has grown real big. @agentx: "I've also thought of publishing here a minimal bot, (...) and you are knee deep in map analysis.": I can see that. Maybe this (c|sh)ould lead to a step-by-step tutorial which first uses a hard-coded bot on a hard-coded map, and then expands to more and more flexibility. "I agree with feneur that an invitation to AI devs needs more than a documentation.": I agree with you. I just stumbled on the problem to figure how to use some of the API functions and thought I could help to improve a bit here.
    1 point
  6. All the mesh textures are in binaries/mods/public/art/textures/skins/skeletal I am also making anims among other graphic stuff for 0AD see my archer animation in the general section for instance
    1 point
  7. First you say that you think the current rules are ok, and then you introduce rules which are not mentioned in the current rules. It's ok if you don't agree with the rules, but it's hard to achieve mutual understanding if we don't "speak the same language". As the rules stand now I don't see us having anything like partial bans/different levels of bans etc, which may or may not be a good thing, but would be a new rule. The only arbitrariness is in that different moderators might not implement the rules as strictly as they are written here, but rather might be more lenient. This might be covered by e.g. having temporary bans etc and having clear rules for them. But again, that's changing the rules/introducing new rules. Which is fine to suggest if that is what you are suggesting. I guess what might be an issue is someone e.g. posting some angry comments (which might not directly violate the user agreement) that would be annoying to the point of requiring action by moderators, then it might be useful to have a less severe punishment than a complete and full and permanent ban. I'm not 100% convinced that it's a good route to go though as that's more likely to introduce ambiguousness. On the other hand there will always be some kind of ambiguousness as it's impossible to completely cover everything in perfect detail, so perhaps having rules that include other options than a permaban might reduce a bit of it (since moderators have more options for how to deal with things that aren't as bad). The rules possibly being ambiguous in some more specific cases might be an issue though, that's true. The issue with becoming too specific though is that then someone will say "but word x is not mentioned in the rules, now you can't ban me". If you have any direct suggestions for how to improve the text, feel free to mention them. About redress: that's certainly a genuine concern and something that should be added to the rules. Imo directing people to the forums is probably the best idea, but I'm not sure how to best phrase that. There's also the matter of privacy/integrity, but as it's really up to the user in question to reveal as much or as little about themselves (and we can remove any unnecessary mentions of other players), that should hopefully not be an issue. It should probably be described along the lines of: "Please include information that explains why you think that your actions aren't enough to make you deserve a ban. To make it easier for us you can mention at what time it happened, but there is no need to mention exactly what was said as we have logs and there is no need to bring the conflict to the forums."
    1 point
  8. Hum I'd like to play against your cocooning strategy, I've never seen this among the top 10 players
    1 point
  9. Major thing missing is the hay cart. All the other farmsteads I think have a hay cart
    1 point
  10. Is it any better now ? Curves were really edgy:
    1 point
  11. Sorry It rendered very fast.
    1 point
  12. Fbx exporting was enough for bones and polygons, I made only new controllers, like the ones i'm used to use. I heard about this game like a week ago and i hope to give some of my work like Graphic Designer on it (I'll catch up first). You're doing an amazing job here PD: Sorry for my caveman's english, I'm spanish native speaker
    1 point
  13. I have added the Thebans to my mod for those with the link and who wish to try them out. They are about 98% done. All I need to do is change the hero actors to be more unique, make a rally flag texture, edit some of the unit actors (change helmets, shields, etcc) and hmm, maybe a few more unique technologies (I am taking suggestions here). They have a siege workshop like the Macedonians, but unlike the Macks they have the fire raiser siege weapon I found in the game. I changed it a bit to work better too, kind of like a iberians fireship. Thebans get the Sacred band hoplite and Thespian black cloaks already in the game. The one unique tech I have for them so far is "Boeotarch" which greatly improves hero health. After I complete the Thebans I will try to add prop placements for the rest of the Fortresses. I may call for help in scripting to make only range infantry show up when garrisoned.
    1 point
  14. Been a little cocky on that one Lordgood. Went from 255 frames to 199. Improved drawing, arrow drop, arrow pickup, and a little bit feet movement.
    1 point
  15. They're not that bad:) The models are very nice actually, even if they could use some extra detail. The textures are quite lacking though, you could work more one them or get someone good with texturing to help you.
    1 point
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