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Showing content with the highest reputation on 2017-01-03 in all areas

  1. I am work hard and make all new icons for every unit, with consistent design. Before alpha 22, I will commit patch to enrique.
    4 points
  2. Actually I had started to rewrite all random map scripts to: Firstly remove their syntax errors (missing semicolons, whitespace, unused variables, unneeded variables, bad indentation) (see also RMS rewrite spam after some a21 freeze). Secondly remove code duplication hell (basically all old map were done by coping some other map, changing numbers and adding more code to it). For example adding a function to place berries, a function to render a city patch, a function to place the CC and initial units, a function to place initial stone and metal mines. (See also something stashed in some github repo). Thirdly fix resources collision bugs that can now be fixed in the new function instead of in every map individually. For example initial mines can be placed in trees, mines or berries (since the angle where they are placed is hardcoded and there are no collision checks at all ). On stronghold map even in the neighbors CC. Fourthly profit from the cleanup by easily extending the features. For example nomad and survival are very enjoyable gamemodes, but they only work on two maps each. Instead, we can add an individual gamesetup option for these two modes, so that they can be played on every map! (Checkboxes, not a victory condition dropdown choice, so that we can combine things arbitrarily). Survival mode would be similar to this proposed "capture the flag" / "capture the military colony" gamemode in that it's RMS implementation could be optional. The map may or may not place some TriggerPoints. If there are some, place the military colony / survival waves there, otherwise find a place that is far away from the players (respectively very close). See also the regicide gamemode script that places the hero near another unit of the player (and garrisons the @#$% if that unit is a ship). The nomad mode however needs RMS involvement to skip the placement of initial resources (and place proportionally more random mines). (Placing starting entities and them removing them after the fact sounds terrible). Scenario maps are supposed to be inflexible. The map determines the modus operandi, so it should also place these trigger points if it choses the colony / survival mode. (A scenario map could also come with custom survival / colony scripts and disable the generic scripts). The map would also has to decide whether it is a nomad map or not. Skirmish maps are created in atlas, but their gamesettings are open to changes. The SkirmishReplacer is used to switch the entities placed in atlas with the equivalent of the civ chosen by the player. We either completely outrule nomad on Skirmish maps or remove all replacable structures from the map. (Since the SkirmishReplacer part is done before the first turn, it wouldn't appear too bad). The survival / capture mode would have to be implemented by adding TriggerPoints to each map. So the lucky one to implement these three gamemodes has to rewrite about 70 random maps 4 times, edit 50 skirmish maps once and add 3 generic triggerscripts. Seems feasible in few sleepless nights.
    3 points
  3. 3 points
  4. Contributing without being a team member was possible since 0AD went open-source (since 2009?) in approx. 2012-2013 art department became "open" so art team members started posting WIPs and projects on the public thread before stuff was finished. Also the art task thread was started around those dates too. This made the "applications and contributions" topics more or less obsolete. For the Art department, Myconid contributions were essential allowing to raise the graphics bar much higher with the implementation of AO, normal/parallax and specular maps as well as post-processing filters like fog, bloom/HDR, and DOF.
    3 points
  5. They already have the high crest variation. Thhey just need the Boeotian shield mesh model by someone.
    2 points
  6. Done. The rhino is a great model and texture..
    2 points
  7. Actually nevermind it gives a nice variation Full modification as attachement. public.7z
    1 point
  8. Annihilation: Kill or capture every last enemy unit and building. Domination: Capture or destroy all enemy civic centers. Conquest: Capture or destroy all enemy buildings. Genocide: Kill or capture every last enemy man, woman, and child. Herocide: Kill the enemy hero, while yours survives. Wonder: Build or capture a wonder and hold it for defined length of time.
    1 point
  9. I don't have a strong opinion on adding this game mode. I think though that if this is needed it's a sign of poor game design because strategic spots doesn't emerge on their own from the game rules (dynamic of units interaction, defensive structures, passability handling etc.). I mainly agree with @elexis: There should be a script that runs after the map (of whatever kind) was loaded that places the points if none are present on the original map (So placing the points is optional). 1.) The authors of most maps of 0 A.D. may not be reachable any more 2.) Adding work for all maps for only one of many victory conditions is a bad tradeoff. 3:) If a map was not made with gamemode in mind (so every map we have) there might simply not be a well distributed number of points on a map suiting as victory spots. This is possible but should be optional as mentioned above. Thanks for notifying me I also would like to add that the wording "victory points" seem to be used for 2 entirely different things in this thread: 1.) Lokactions/buildings/entities on the map to be "captured"/held by a player. (Maybe call them "Victory spots"?) 2.) A kind of resource for each player that raises or drops dependent on the possession of entities in 1.). (Maybe call them "Dominance"?) I guess if a players "Dominance" reaches 0 that player loses the game?
    1 point
  10. More examples. I did 65 tonight. Orange = support unit Blue = citizen-soldier Red = champion Purple = hero Green = mercenary Cyan = ships
    1 point
  11. @wowgetoffyourcellphone Can you make one for the rhino ? It's using the bear's for now
    1 point
  12. Flags were used all the time trough the history. According to http://history.stackexchange.com/questions/7399/who-invented-the-first-flag the oldest documented use of flags is from around 5000 BC. So, yes, flags are fine.
    1 point
  13. Ok, what do I have to notice? BTW: building animation is the same for males and for females.
    1 point
  14. Incorrect mallet orentation in build animation Incorrect prop placement in one of the farm variations A few of mauryan turbans don't fit the new heads correctly as well as iberian-hair-helmet variation Slinger firing animation is just too fast to match the attack timing Maybe use run variations instead of jog on some ranged units?? (some of them move so freaking fast) Pikemen start to glide when tasked to use phalanx formation, although syntagma formation on pikemen and phalanx in hoplites works nicely. Missing testudo formation animations Missing seeding animation Chopping loop could benefit with a double "chop" on each loop to increase its speed. Meat prop on female_carry_meat is offset Leaving the list here for tracking issues myself Edited fixed stuff.
    1 point
  15. @wowgetoffyourcellphone Now you can ear in English Mayorcete voice.
    1 point
  16. You ask for this guys , here is, Mayorcete playing in English, in his alternate channel.
    1 point
  17. 0 A.D. detects collisions by testing for intersections of simple (square / circular) two-dimensional hitboxes. As seen int simulation/data/pathfinder.xml, we only have three different choices for the radius: 0.8 for infantry and cavalry, 4 for rams and 12 for ships. Since the length and width of the obstruction are identical, this won't work well for non-circular / non-square models like ships. Visual models overlapping can be addressed by increasing the size of the obstruction of the particular unit. But that causes more annoying pathfinding situations where the unit can't pass forest or straits. In case where units are blocked by other movable units, those could be pushed away (for example infantry could evade rams). Due to the current performance being already too bad to keep up with the attempted ingame time ("performancelag") when too many obstructions exist, adding more complex shapes is not accomplishable without major rewrites.
    1 point
  18. Basically no collision detection as that is what most physics libraries provide adding it to the engine would mean a complete redesign and re-coding about an other two years work really not trivial. Enjoy the Choice
    1 point
  19. Would still require to educate every map about new game conditions. Better write a script that works for all maps by trying to find a smart solution (random coordinates, try placement checks. Might end up in an uneachable position I guess, unless we would do a pathfinding check to ensure reachability)
    1 point
  20. When planning new gamemodes, it's good to have the compatible on every map (It's unexpected if settings are only available only on some maps.) In case there are new entities relevant to the victory condition or gamemode, they have to be placed after the game has started, if we want to avoid changing all maps (that should support the gamemode). If we want to place some military camp, that would have to pass the build restrictions, but that shouldn't be hard at all actually.
    1 point
  21. They're not quite done yet, but they're close. Sorry, I can't help but tease haha
    1 point
  22. A mysterious civilization inhabits the jungles of 0 AD...
    1 point
  23. (available as a mod here: https://github.com/AlexanderOlkhovskiy/0ad-space)
    1 point
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