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Showing content with the highest reputation on 2017-11-22 in all areas

  1. Tried to do some fixes on the front legs, head and chest (actually it was some bones) based on the references from @Sundiata
    3 points
  2. @Alexandermb I'm loving the work you're doing. I have a few remarks though: Firstly, the old head does actually look better than the new one (horses have eyes looking to the sides, not the front) The main "issue" with your current animations is anatomical: the horse is missing it's chest. The chest is a pronounced feature of any horse. It's absence makes the model and animations look a little awkward. (perhaps this is a skeletal issue, horses front legs go underneath the body, not awkwardly blending in to its neck. Comparison: And fin
    3 points
  3. This was some of the back story of the 0 A.D. RPS (Rock Paper Scissors) Dynamics: Not sure if it is helpful at this point...
    2 points
  4. Yeah, we didn't have stables as part of the design document because... the designers at the time didn't want to blatantly rip-off age-of-empires games. We were trying to simplify the flow of the game and focus more on unit-to-unit interactions instead of building buildings. Less city building feel - more tactical. The codes for the buildings were just shortened to keep file paths and references shorter. Less typing, less bytes... etc. Nothing magical
    2 points
  5. The patch to fix all resource collisions of initial resources (with the exception of tiny stronghold maps) is about to be pushed. Collisions with iberian walls should be easy to deal with afterwards. There is D189 which will also be fixed soonish that will prevent sone mines in other stone mines. Trees outside of the reachable map area have been fixed in all cases I'm aware of in alpha 23. If there are other things than that (things placed on impassble mountains or cliffs), keep the replays coming.
    2 points
  6. I might make hellenized versions of all of these
    1 point
  7. @Wijitmaker Thanks I'll definitely look at Dnas' work It's always nice to have you around
    1 point
  8. Yeah (translation from French) this expo summarizes 40 years of archeologic work in present Sudan of which ten led by the guy on the vid (Matthieu Honegger). Guys thanks! they have incredibly "living" (my feeling) pieces in there The mummie is actually a Nubian archer! he was buried on a Buffalo leather with his two bows! Also they say the videos at their expo focuse on showing off how life actually went on in « Nubia » from the earliest settlements to (and incl.) Kerma arround 2k BC.
    1 point
  9. Dnas made a lot of the helmets. For those that have access to this archived forum - see here: https://wildfiregames.com/forum/index.php?/forum/177-dnas/ Looking good guys
    1 point
  10. Recently, 0 A.D. developers have been making strides in improving the game's graphics quality. We have added normal maps, parallax, ambient occlusion, trees that sway gently in the wind - all of which were included in Alpha 11. For Alpha 12, we have added waterfalls (animated textures), post processing effects like bloom and distance fog, and some nice water improvements like realistic water color, waves, and foam along the coastlines. These new features have been added mostly thanks to the hard work of two new developers: myconid and wraitii. We have ideas for further improvements we want to
    1 point
  11. @elexis Yes, my friends, I did. I got them. Thank you very much, my friend. Thank you again. simulation.dat metadata.json
    1 point
  12. Rename savegame-0004.0adsave to savegame-0004.0adsave.zip might work. Right-click, open with, zip archive reader might work too.
    1 point
  13. I think the shape of the head on the old pony is more accurate than the new horse.
    1 point
  14. @Imarok Itms and I have tried to contact him but we got no answer....
    1 point
  15. You need a savegame and the replay starting from that savegame if you want to replay a match that starts after a savegame.
    1 point
  16. Do you have link to those? I really appreciate the scale of the new horse. The old horse looks comically small in comparison, even taking into account that ancient horses were smaller than modern horses. We may be able to keep the current horse and animations, but rename them to pony_. I seem to remember reference to Celts using ponies to pull their chariots, not full-sized horses.
    1 point
  17. Apparently 43 hours as of this post. Plants vs Zombies is currently free on Origin btw, if there's anyone who still hasn't tried it (I hadn't until I found it there, but it's certainly worth getting, especially when it's free =) )
    1 point
  18. I should make another skirmish map, those are always fun
    1 point
  19. New illyrian helmet. so now the list is complete, I just need to know what goes where. (crest is a prop) EDIT : Attached file. art.7z
    1 point
  20. The replay folder contains replays, the savegame folder contains the savegames. simulation.dat is one of the two files in the savegame. Indeed it would be reasonable to put them in the same folder sometime or at least use matching directory names.
    1 point
  21. It doesn't matter which OS. Can you upload the savegame? It is needed because it contains that house you built before loading the savegame, and all the rest.
    1 point
  22. Just add a .zip so you can unzip the file, yes
    1 point
  23. The second replay was started from a savegame, right? Then find the savegame file http://trac.wildfiregames.com/wiki/GameDataPaths Then rename savegame.0addata to savegame.zip Then unzip
    1 point
  24. @wowgetoffyourcellphone thank you so much for that video, it made me smile. My research is partially motivated by the same reasons Muhammed is talking about this history and organising tours. I'm happy to see young people interested, and that's one of the things I want to achieve here, with 0AD as well. We deserve to know our history... A history that has been hidden from us, and the world, for far too long. The lack of exposure to actual and credible African history completely distorts the narrative on Black history in general, as well as our own understanding of our ancestors. It's sham
    1 point
  25. As much as possible I'd like stuff to be used when they get committed
    1 point
  26. Kerma: Capital of the first Kingdom of Kush (c. 2500-1500 BC) Aerial view of a historic reconstruction of the central district of the Royal City of Kerma, somewhere around c. 2000 - 1500 BC, showing the Western Deffufa, a massive mud-brick religious monument, still standing today at 18meters in height, surrounded by elite residential area's. This central area was walled with massive earthen ramparts with bastions. A large necropolis, shrines, palaces and agricultural villages extending north and south towards the fertile plain of the Nile surrounded this district. Just t
    1 point
  27. The Kingdom of Kush: The final great reference dump for Kushite Reliefs This post is essentially a photographic addendum to Voyage à Meroë and The Lepsius Collection. As with the other two, this collection is quite extensive, and the three sources combined form a great basis for comparative studies of Kushite reliefs. Some of the conclusions we can draw from these reliefs relate to the enduring and evolving nature of Pharaonic culture and religion, well in to the Christian period. In every sense, these people considered themselves the true heirs of the New Kingdom. There is an almost
    1 point
  28. I agree, a nice animated storyboard for each civ would be pretty cool. I have not seen such a thing in any other RTS.
    1 point
  29. @Sundiata I like that short storyboard. Maybe we can have later a campaign for the Kushites or a small tutorial in which the player will get introduced to the Kushites with a storyboard like this. However, even though you published it here. We cannot use this comic stripe anywhere else, because of licensing issues. Their are two main issues. The text is your intellectual property and you did not grant explicit permission to use it under e.g. a Creative Commons license. Secondly, the images in your storyboard are not licensed. But in the case of the images, it is unclear how much work did
    1 point
  30. The Kingdom of Kush: A (very) Short History A very compact, crash-course in Kushite History I still have so much to do, but still managed to get bored, and made a very short, simple storyboard on post-Egyptian Kush (using Storyboard That). Just for fun. Basically Kush for dummies. A useful intro for school-kids and people looking for a bite-sized 5min introduction on this history. Individual scenes:
    1 point
  31. The Kingdom of Kush: Voyage a Meroë, au fleuve Blanc: au-delà de Fâzoql dans le midi du royaume de Sennâr, à Syouah et dans cinq autres oasis, fait dans les années 1819, 1820, 1821 et 1822 : accompagné de cartes géographiques, de planches représentant les monuments de ces contrées, avec des détails relatifs à l'état moderne et à l'histoire naturelle In this post, I will be sharing 60 plates from the book, "Voyage a Meroë", written and illustrated by Frédéric Cailliaud (a French naturalist, mineralogist and conchologist) and Jomard, Edme-François (a French cartographer, enginee
    1 point
  32. @balduin The building set is essentially complete ( @LordGood is a 3D modelling machine...). I still need to do my final research and reference posts, including architecture stuff. I will then create an architecture-revision post, for the final draft of the building set. So suggestions can still be made. The only building that LordGood modelled that isn't in either of the mods, is the (oh so important) Amun temple. In @Hannibal_Barca's mod, the original Amun temple is cut in half. You can build a generic temple (which is actually an Apdemak temple), and then choose to upgrade it to an "Ap
    1 point
  33. The kingdom of Kush: NEWS! Vox Populi (mod) makes an updated and playable version of the Kushites available! After Delenda Est(download here), a second mod, Vox Populi (by @Hannibal_Barca) , has now featured the Kingdom of Kush as a playable faction, debuting many new models by @LordGood, replacing all Ptolemaic (building) placeholders, and adding many new units created by @wowgetoffyourcellphone, with additions like new weapons and hairstyles by @stanislas69. About Vox Populi: "This mod tries to address the main "weaknesses" of the current release: it aims to balan
    1 point
  34. Only as an hint: even on an i7-640LM, the integrated GPU (which can handle OpenGL 2.1 and inofficially even OpenGL 3) isn't fast enough to enable GLSL 2.0 shaders - its way too slow, even if the graphics quality is set to low. Without its working fine. So if all shaders etc. are converted to OpenGL 2.1 GLSL, there should be "extra low quality" versions available - also to ease porting to Android, running it on compute sticks etc. Regarding suptertuxkart: Yes, the old renderer is still available. The i7-640LM can be forced to claim OpenGL 3 and then its technically running, but practical unpl
    1 point
  35. I'd check that further. My understanding of SuperTuxCart developer comments on the phoronix.com forums is that there is an OpenGL 3.1+ renderer added, but that an earlier OpenGL renderer is still present to support older cards.
    1 point
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