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Showing content with the highest reputation on 2015-06-21 in all areas

  1. Hi everyone, I'm trying to improve cinematic camera code. I think the adding cutscenes in scenarios maps makes them more exciting. After trompetin17 AtlasUI2 merging, you can find patch with UI tool at #3301. Cutscene starts when path has added to playlist from map triggers, and after every path end triggers are receiving an event: which path was ended. I want to share with you for some results. Example of camera movement: And camera path for that: UPDATE0 Camera movement with target movement:
    11 points
  2. I have implemented mode, where camera look at target, which is moving by self path. In xml it looks like: <Node time="4.0"> <Position x="467.20" y="40.87" z="887.26"/> <Target x="30" y="-45" z="0"/></Node>Instead of rotation. And target path is interpolated too. But the old way to rotate camera is on video.
    2 points
  3. Great news! I will test it when I get back in town.
    2 points
  4. Dear players and contributors, As some of you may know, I have been working on integrating the new pathfinder, designed by Philip (Ykkrosh) some time ago. After months of work, I am proud to announce that the new pathfinder has been included in the SVN version of the game. However, you must not think every problem 0 A.D. encounters has been solved. The new pathfinder is in, but a lot of features are still to be implemented and some new bugs have necessarily been introduced. What is the new pathfinder? The new pathfinder is actually a new long-range pathfinder, and the short-range pathfinder has been modified and tweaked a bit to adapt it to the changes. The new long-range pathfinder implements an optimization of the A* pathfinding algorithm, known as JPS (some information here). It also comes with an entirely new "hierarchical pathfinder", which doesn't compute any paths but deals with the connectivity between two points on the map. As a consequence, it is now possible for the pathfinder to know when it is useless to try to compute a path, thus improving the performance. Before, the pathfinder computed a lot of paths before understanding that some point was unreachable. Why is not everything fixed with the new pathfinder? The main thing is that the new pathfinder is designed to solve the big problems that the old pathfinder had (for instance the discrepancies between the long-range and the short-range pathfinder, the fact that the AI couldn't access the pathfinding code, and also performance). However, not all its features have been implemented. There is still a lot of things to do, but now that the new pathfinder is in, this work can be done. On top of that, things that used to work, like formations, are not properly supported yet by the new pathfinder and are currently disabled. A lot of bugs that were fixed in the old implementation are likely to reappear in this new one. What is still to be done? - Already almost ready, but still not in: Improve the grid update performance - Coming soon: Reenable formations JPS cache Remove the AI pathfinder Discover and fix unit motion bugs introduced by the pathfinder change - For the future: A lot of things that are now possible! What else can I learn about the new pathfinder? A PDF, written by Philip and currently being updated by me when I have time, is here. You can also take a look at Philip's progress reports he wrote when working on this new pathfinder here. What can I do? You can help us by testing the game and giving some feedback! Please open Trac tickets only when you are 200% sure it is not already reported (see the list of open problems here), else post in the forums and we will do our possible to file the issue and try to fix it. We would like to have a not-too-buggy A19 despite including this huge change, which is not a simple objective. Please help us!
    1 point
  5. It would be nice be able to set some random environment setting. So, set sun color, shadows, fog, etc. then save it as a "random" setting. Change the parameter and then save it as another "random" setting. All info gets put into the map file and when the map is run the setting presets are chosen random. Something like this for skirmish map would be better than completely random (you dont want the sun to be at weird angles on some maps, etc.), so you make 2-10 presets and save them to the map file and they can be randomize that way.
    1 point
  6. If somebody already doesn't know, there's a new expansion for Age of empires 2 HD. In a recent interview, one microsoft guy had said that's called African Kingdoms (the theme was already know), and will feature Berbers (with camel archers) Mali, and probably Portugal (it's shown a white king on the front). In the interview there's also a imatge of a new AoM expansion. The post where i found the info said that the civs that are probably in are the celts, chinese and some mesopotamian civ (probably babylon or persia) Source: http://www.neogaf.com/forum/showthread.php?t=1067222 BTW, the announcement that I'm eager to hear are 0 ad going Beta (and a aoe1 remake that I know that it will be done someday)
    1 point
  7. I can donate large pack of units for 0 AD if you think it's suitable for you. Mainly Bronze and Early Iron units, animated. Anyone interested? Achaean Part IAchaean Part II Arzawa Assyrian Babylonian Cannan Carian Cypriot Early Greeks Egyptian Calvary Hebrew Hittitie Hyksos Lybian Lydian Minoan-Cyclade Part IMinoan-Cyclade Part II Mittani Nubian-Kush Nuraghi Pelasgian Phoenician Phyrgian Thracian Trojan Urartu Oxen Settlers Unit Pack IOxen Settlers Unit Pack II ITALICS Bronze Age Italy Early Roman Etruscan Illyrian Samnite Umbro-Oscan Venetic Villa Nova SEA PEOPLE Philistine Random Sea People Shekelesh Sherden Teresh Tjeker
    1 point
  8. We should have some way that the skybox gets affected by fog too for the player's view (so that you don't see those white silhouette while the skybox retains it's original color)
    1 point
  9. I think your stone tower example would work better with individual upgrading and an option to ugprade all. But I agree that it might be useful.
    1 point
  10. It works on XP SP3, though in A18 it's necessary to patch the broken AtlasUI.dll file (see this post). In A19 it won't be necessary.
    1 point
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