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Showing content with the highest reputation on 2016-03-27 in all areas

  1. elexis: your statement is a bit misleading. AI serialization is implemented (and works fine on singlePlayer games), but it is not fully "reproducible" in the sense that the state after serialization is not exactly the same as the one before. And your percentage also is misleading: playing multiplayergame with AI should have 0% chance to be OOS if you don't need to rejoin, and 100% when you rejoin. imarok: yes, please, create a ticket. If you are willing to have a look at it, that would be great. I see 2 possible ways to work this out: - 1) make the AI serialization fully "reproducible". That's only Javascript code as all the AI is scripted. I know a few places where the code needs to be changed (so i could either guide you or try to implement it myself when i have time), but that's certainly not all what is needed to be changed, so further JS debugging would be needed. - 2) when a player rejoins with AIs, we could force an AI serialization/deserialization for all players. That should be mainly c++ code. But that may be just a temporary hack, as 1) would make it useless.
    2 points
  2. Hi guys. I give Gallic Fields and Alpine Valleys a "autumn" skin. Would be cool to be able to "bundle" multuple maps together into one file and they could be randomly chosen on launch (like different variations of the same skirmish map). But that's a idea for another day. In meantime, enjoy screenshots:
    1 point
  3. Is very fully conversion with the graphic.
    1 point
  4. They made a kickstarter and got some money, but seems that they haven't udapted the game for a lot of months. There's no official web page (I think) to track the development...
    1 point
  5. Ahh, I see.. Thank you for clarifying it, so it was intended It is not really that bothersome for me, as it can be fixed by proper variant naming, I just hope that other modders/players can read this post too, so that they won't fall victim to the confusion caused by this crucial game behavior.
    1 point
  6. no, map creation no, 2D art skilled. And 3D newbie. I can I'd like have skilled in map creation but... No is my thing the landscapes. I can only thing the fun in those maps, but not can deal with the aesthetic.
    1 point
  7. about Niektb a have lot of time working with him in Council of modders, we and Stanilas founded the concil of modders, but I left them because no time. I'm thinking in come back again.
    1 point
  8. Oh yeah now I understand the forest stuff! That's a nice idea indeed. As you said, one can add 4 easy-to-capture towers, a CC and a barracks alongside of treasures bringing enough resources to build in no time and flood enemies.. But I have a question, is it really possible in 0AD to block units with a dense forest ? I tried a test in Atlas, and a dense forest doesn't seems to alter units passability. Alternatively, a series a walls would have the same delaying-effect, don't you think so ? Whatever the solution that would be chosen in the end, the map is quite easy to create. I am sure niektb would create it for you in no time if you ask him and if he's nice
    1 point
  9. Trompetin17 is still working on atlas, albeit slowly. But it's almost finished, and is planned to be one of the first things to commit after the release (so we get enough time to test it for the next release)
    1 point
  10. More pics on the ongoing project. Still need to refine the texture, and balance resources and gameplay. But I'm almost done with that map! Global Crete map: The landscapes of Crete are really complex and various, so it is very hard to texture that map. Here are examples on how Crete looks like: And here are some more samples of my map: Chania: Rethymno: Heraklyo: Agios Nikolaos: After a few plays on skirmish modes with this map, I'll start to try to set up my three scenarios on the map. I hope it will be fun to play.
    1 point
  11. Missing numbers are normal, every time you delete something, it leaves a hole. The game can handle this, as it happens constantly: units die, trees get chopped down, ... So that shouldn't be a problem. Though I do think that the map reading code expects entity numbers to be sorted from low to high.
    1 point
  12. So here we go! The map will actually look like this (just a shore prototype, still need some work, especially with mountains): So it should cover the area you are expecting. Size 512x512. About your schema, it's a bit surprising to imagine land unit coming by feet from morocco to spain, or from sicilia to italia, but well, it is up to you. Actually, these areas are very close to each other as you can see on the screenshot, so it will be easy to set up. Anyway if such very small areas doesn't fit your need, you'll be able to adjust them very easily, even after the 3D model will be done: lowering only a few squares to allow land units to pass is really easy. But I'll try to do it by myself. About the mountains, I will draw them from real maps, so it will be some natural walls to units. I just have to set up the right height for them. But there should be more passages ways than you think, if we respect the reality (eg. units should be able to pass from italia to france by the south of the alps), but again, it might be easily modified to fit your gameplay needs, if you find it relevant. About the swamps/forests, you'll put them by yourself. Setting the whole netherland, north germany, and south denmark under the swamps it a little bit rude for these countries but again, if you find it fun, it's up to you. There will still be natural rivers there. It should be easy to expand them into swamps. As you can see, the 3D models (boths west and east) should be ready when you'll be back, in one month. I have some important recommendations, however: You'll obviously start by completing texturing. But then don't head directly to put units and buildings everywhere. Even if you have a scenario in mind (whatever if you plan to use triggers or not), first complete the map in a skirmish mode. What I mean is just some CC from each factions, to easily test the playability of the map. I'll put some on the 3D model, and I'll deliver the map as a skirmish. You'll need to add and balance the resources, forests, etc. This way, you'll see the features of the map, in term of relief especially, if you need to improve some road, block some access, etc. You can even simulate battles with AI only. This way you'll realy realize how the game will go on this map. If you put already units everywhere, you won't be able to easily see issues, and if they comes from the land, resources, or units. Modifying textures and land will be a pain, too. From the skirmish file, you'll be able to easily resave it as a copy and work on it as a scenario without any problem. That's an important advice I should tell, because I did make this error. Proceed step by step, you'll gain some time in the end. But for now, think about your thesis
    1 point
  13. The new oaks look pretty good in the game. I tweak some texture and put them on a autumnal version of Gallic Firld. In general some of older trees still look better because of angle of branch geometry is all at 45 degrees (Carob trees are best example). This is ideal for game like 0 A.D. with it have RTS camera angle. Many of the new tree have branch planes at all angles so viewer get edge on views and stretched look at texture. Also, some texture need reworked, for instance the Aleppo Pines, to fit the new geometry. Look like the etxture was not meant to go with this geometry (I know you worked with what you had tho). I would say the oaks are the success story and the others still need help. I might see what I can do in Blender.
    1 point
  14. From RanaJe's A15 sketch. Not entirely faithful, but I had to get it to fit into the barracks footprint. Taking a little time out of senior year duties; I wanted to get back into Blender for a bit maybe inch this task forward a tiny bit too. If a dev rolls around to this, I'm not sure what stage of the alpha cycle we're at; I've been out of touch. Is it alright to commit? Cheers!
    1 point
  15. Anglo-Saxon barracks proposal (Can be created by joining two copies of the house mesh on the right, it uses the 4x4 gravel decal) Additional props: campfire, and two wooden bench
    1 point
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