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Showing content with the highest reputation on 2019-04-19 in all areas

  1. Well done guys! I just played this mod as Anglo-Saxons and I am amazed how this looks. Beautiful! I never been before big fan of 0AD but everything changed now. I am going to attached few screenshots because I don't want them to be wasted :))
    6 points
  2. 3 points
  3. 3 points
  4. The question is whether the purposes of the two IRC chat rooms are the same as the purpose of the chat room requested. I'm familiar with the purpose of #0ad-dev, but not sure about #0ad yet. If there is a much bigger crowd joining an existing or new room (especially players) may require additional moderation. So the question is, what exactly do intend to use the Discord room for? Voice chat? Organizing matches? Discussing features and balancing? Chatting during the game? One might also consider bridging the multiplayer lobby with Discord if the purposes lie more within the lobby chat than
    3 points
  5. So 96% Multithreading → We don't have Navigation Meshes → We don't have Lods → We don't have Advanced Particles → We don't have. Instancing → We don't have
    3 points
  6. We use an ECS. Each of the object in the game have a bunch of components. A health component, a UnitAI component a sound Component etc. The title of the video is a bit misleading. What they do is optimize the scene on the fly using LODs (Which we don't have and are also Components (One could add that component to every entity and switch meshes on the fly depending on the zoom level)) GL optimizations (which we can't use because of the old opengl version) Multithreading which we only partially have. And finally they optimize stuff for platforms.
    3 points
  7. Okey, I checked the buildings costs and seems that they were almost unified. If I remember well, towers, fortress and barracks had different cost of stone and wood between civs (@wowgetoffyourcellphone, I'm right?). I think that now only barracks (except Iberian towers, that are special) have random values in their prices: - "Standard" price: 150 wood 150 stone, athens, carthaginians, spartans, kushites, macedonians, seleucids - "Wood" price: 300 wood, gauls, britons, mauryans, persians - "More stone" price: 100 wood 200 stone: romans, ptolemies, iberians Then we have the small/l
    3 points
  8. Hello, is it possible to implement ECS for 0A.D ? https://en.wikipedia.org/wiki/Entity_component_system Can it fix the lag issue (AI pathfinding )?
    2 points
  9. Nice work on this mod
    2 points
  10. https://trac.wildfiregames.com/wiki/BuildInstructions
    2 points
  11. Why are they handy? Because they have 2-3 less arguments than createObjectGroups and thus benefit from information hiding? I think that would be a fallacy, because the hidden hardcoded magic numbers are not universally true for all maps but may vary a lot. So hiding these values only makes it harder to determine if the values are appropriate. (The other aspect is that the name "createMines", "createFood", "createForests" are nice to read, than 3 times "createObjectGroups", but that doesn't imply that this label has to be present in the name of the called function. Above every cr
    2 points
  12. It was originally a French word used in the sense of "editing" and is being used as a euphemism for "censoring" among English speakers. Long live the doublespeak In German, we call a newspaper editor a "Redakteur" too. /end
    2 points
  13. Thanks guys. Appropriate files attached to original post. Many thanks to 'nani' and 'ValihrAnt' - wouldn't ever have uploaded otherwise. Also thanks to 'coworotel' et al.
    2 points
  14. I think the map looks gorgeous... Nice work @nani! I also think that about half of the outer most ring of water is essentially wasted space that could be better used to recreate the much larger grassy transition between the forrest and the beach, like in your first post, but with more jagged edges like in your second post. It just feels a bit weird to build a town on the beach, and the Iberian starting walls and those mines extending into the sea look and feel a lot like a bug. There would still be more than enough space for large naval battles. Either way, the map looks absolutely
    2 points
  15. Actually there is. Currently we are redacting the Privacy Policy and the terms of service for it. @Itms and @elexis are on it.
    2 points
  16. Map area: "maxRadius": () => fractionToTiles(0.5 * 0.65), 0.10 -> 0.1 new ClumpPlacer(diskArea(volcano.maxRadius * 0.3), 0.10, 0.005, Infinity, volcano.position), -> If you move these constants to the top, then you'll get an overview of where the different areas begin, so makes it easy to change things in retrospect. For example: widthVolcano = 20% widthForest = 20% widthBeach = 10% widthCoral = 10% widthWater = 40% As I don't have the exact numbers (one could also count with a wireframe mode enabled view), I can't tell exactly how
    2 points
  17. Can you have been temporarily banned because of the following reasons ? Bad language, Multiple accounts,
    2 points
  18. 2 points
  19. https://trac.wildfiregames.com/wiki/SimulationArchitecture https://trac.wildfiregames.com/wiki/Entity https://trac.wildfiregames.com/wiki/SimulationRequirements Edit: The performance they get is amazing. Even with logarithmic cost data structures, level-of-detail variants and the well maintained unity renderer I have trouble explaining myself how they can run this scene on a mobile phone.
    2 points
  20. There is not only that, Unity uses components from the beginning, but the ECS system is very recent. The difference with the new system is that it is implemented using the Data Oriented paradigm. It is mostly a bunch of good practices that go against a lot of bad habits that OOP tend to give, and that drive performance down. For example, virtual functions is not good to use everywhere, it has a performance cost, a tiny one, but that scales when used for every function every frame. It is quite hard to learn, because it needs to shift our mindset, but it gives a lot of advantages : better perfor
    2 points
  21. Maybe some areas of grass could be carved out of some spots of forest to allow for different beach transitions and more variety. Perhaps the island could be more irregular to allow for more interesting shoreline shapes like the nice crescent cove in that photo. Some of this could be directly added into the island shape, and some could be implemented in offshore sandbars or other features. Imagine building a tower on a coastal rock. It's up to you. It's a nice map either way. Be careful with the number of trees and the amount of smoke. Back when I had a graphics card installed and I loaded
    2 points
  22. Version 0.1.1: Followed some of the recommendations from elexis but not all ()/
    2 points
  23. @stico You might also be interested in this highly anticipated mod project.
    1 point
  24. Thank you ! glad you enjoy the mod, and thanks for the screenshots.
    1 point
  25. I stole the nomads art from Terra Magna and the player played on an unfinished map. But thanks!
    1 point
  26. Thanks @nani for providing your work!
    1 point
  27. @coworotel yes/no. I already saw it happen while I was doing the map, I don't think is really a dealbreaker. So yes, intended.
    1 point
  28. 1 point
  29. Well, this is made up of many individual objects.
    1 point
  30. Your ideas are nice but would be hard to code it right with the current map and I'm not up to it ... maybe in some future map.
    1 point
  31. The forests end a bit abruptly, the grass transition wasn't so bad. I suspect there should be rocks, cliff actors and little bumps at the beaches? Also suspecting that the map has too much area of water. At least the outer circle of the island won't be of much relevance (unless there are some attractions like islands or valuable resources) and thus players would never travel there. Then one can use more of the map for the island. (Other than the purpose maximization of the tiles, there is also the expectation of playable map area from other maps. "Normal" mapsize is large on one kind
    1 point
  32. @Scarecrow do you mind if it is included in the Community Maps mod?
    1 point
  33. That would be very bad, some civs need to be different to have certain advantages and disadvantages leaving diverse building costs makes some civs have advantage like especially the ptolemies who have no house cost because they need fast pop growth to make metal production cause you need metal unless you want an army of women and sprearmen/pikeman.
    1 point
  34. we must follow this path creating more coherence (logical) and simplistic way. more realistic but logical: mining , farming , building , kill most of Aoe memes.
    1 point
  35. He used an old promotional video from WFG instead of trying the game
    1 point
  36. Funny he used a very old version...
    1 point
  37. Thanks, I'll send you a file with all their blender/textures files when they're all done.
    1 point
  38. So either spending time on youtube or on 0ad was actually a false dichotomy.
    1 point
  39. I'm from Colombia. My first language is Spanish. I'm a trance music lover who have a soft spot for bass. Thus my nickname: Basshunter
    1 point
  40. Update on the Teutonic Civic Center.
    1 point
  41. Now that's gorgeous ! Great work mate ! Some more comments 1. This looks a bit weird is that buggy alpha ? 2. Can you try to increase the saturation of the red berries bush ? They have to stand a bit more out in order to be clearly identifiable Hopefully not too unrealistic because I really like those as is. 3. Maybe more geometry or a different angle ? 3
    1 point
  42. I'm not sure where to find the new blender mesh file, but the current mesh works for now.
    1 point
  43. At the moment I don't have a Github repository, but will likely start one in the future when finishing the Teutonic Order Faction and the game play design.
    1 point
  44. Thanks for the feed back, I'll defiantly toon it down with the textures being over saturated.
    1 point
  45. 1 point
  46. Thanks for the recommendation to use an ao. It now looks 100% better. More awesomeness added.
    1 point
  47. Development Update. Structures: Polish Fortress Map: Pine Forest (2) Reference for polish fortress: https://en.wikipedia.org/wiki/Będzin_Castle ,
    1 point
  48. My meshes for structures should be fine if I try to limit them to 1-2k verts, and use lower bit textures. Teutonic Order unit development pic.
    1 point
  49. Hi. Are technologies even supposed to be researched in Phase 1? They are hilarious in cost.
    1 point
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