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  1. World Rising — New Development Updates and Improvements! Hello everyone! Today, I'm excited to share more updates on the development of World Rising! Over the past few weeks, I've been working extensively on several improvements, both visually and within the game's engine. My goal is to make World Rising more immersive, visually appealing, optimized, and packed with advanced gameplay mechanics. Here are some of the latest improvements! Dynamic Day and Night System I've implemented a dynamic day and night cycle, featuring smooth lighting transitions that change the atmosphere of the maps over time, creating a much more immersive experience. Dynamic Lighting and Particle Audio System I've developed a new system that allows particles to have their own sound effects. For example, fire particles now produce realistic burning sounds. In addition, I've implemented a dynamic lighting system that allows flames to emit light, illuminating units, buildings, vegetation, and other environmental elements during nighttime. I've also improved particle behavior, allowing certain effects to remain fixed in the game world instead of following the camera's movements. Environmental Audio and Naval Improvements Water now features a distance-based audio system. As the camera approaches the ocean, the sound of the waves gradually becomes louder. As the camera moves away, the volume smoothly decreases until it becomes completely silent. I've also made improvements to the canoes, adding realistic rocking movements and wave interaction effects to make naval movement feel more natural. Redesigned User Interface and Era Progression I'm currently redesigning the entire game's interface, creating a new visual layout that evolves alongside the different historical eras. Each era will feature its own visual elements, making civilization progression more engaging and visually distinctive. Performance Optimizations — LOD and Culling One of my main priorities has been improving the engine's overall performance. I've implemented LOD (Level of Detail) and Culling systems, which help manage object rendering based on camera distance and visibility. I've also made numerous optimizations to 3D meshes, vegetation, and other environmental assets to reduce resource consumption and improve performance, especially on maps containing large numbers of objects. Developing a Completely New Artificial Intelligence Another major challenge has been developing a custom AI system from scratch specifically for World Rising. The AI can already manage resource gathering, construct buildings, partially develop its economy, and launch basic attacks against opponents. There's still plenty of work ahead, but the system is already showing promising results and continues to improve with each update. Vegetation Improvements and New Maps I've also made several improvements to vegetation, focusing on both visual quality and rendering performance. Additionally, I'm working on the game's second map, which is already approximately 50% complete! Upcoming Improvements — More Realistic Water One of my next major goals is to improve the game's water rendering system. I plan to enhance the visual effects of oceans, rivers, and waves, making water look much more natural and realistic. And these are just some of the latest developments! Many other improvements and features are currently in progress and will be revealed in future updates. World Rising Continues to Evolve! Developing World Rising has been a challenging but rewarding experience, especially since I'm creating and modifying numerous systems directly within the game engine. Every new feature brings the project one step closer to the experience I want to deliver to players. I'll be sharing some screenshots and videos showcasing these latest improvements! I'd really love to hear your thoughts! What do you think about these changes? Which feature caught your attention the most? And what would you like to see in future updates? Feel free to leave your comments, feedback, and suggestions! Thank you to everyone who continues to follow and support the development of World Rising! teste.mp4 Gravando 2026-11-04 020424.mp4
    8 points
  2. Hello everyone! My name is Jorge, and I'm a software developer from Colombia. I'm excited to share a personal open-source project I've been working on, inspired by the incredible work of the 0 A.D. community and Wildfire Games. First of all, I want to express my appreciation to everyone who has contributed to 0 A.D. over the years. The dedication behind the game, its engine, artwork, and community is truly impressive. Introducing SourceQuest I've recently launched SourceQuest, a platform I'm building to showcase open-source games, explore their technology, and make some of them playable directly in a web browser. Website: https://sourcequest.games/ One of my main experiments is an unofficial WebAssembly port of 0 A.D., allowing players to experience the game in a compatible desktop browser without installing it. What I've been working on Rather than recreating 0 A.D. or developing a new game from scratch, my goal has been to adapt the original Pyrogenesis engine for browser execution. The current experimental port includes: The original C++ Pyrogenesis engine compiled with Emscripten and WebAssembly. WebGL 2 rendering. The original game simulation, interface, and Petra AI. Single-player gameplay against AI opponents. Browser-based game data loading and caching using IndexedDB. The port is still experimental and has limitations. Multiplayer is not currently supported, and the first launch requires downloading approximately 2 GB of game data. A compatible desktop browser with WebAssembly JSPI and WebGL 2 support is required. You can explore the port here: https://sourcequest.games/games/0ad/ Source code and modifications: https://github.com/MatiusRock1/0adwebassembly Experimental experiences built on 0 A.D. I've also been experimenting with two small mods built on the same engine: Kingdoms RPG: A prototype combining RPG progression, a controllable hero, quests, settlement building, and real-time strategy. Mare Nostrum: A strategy experiment combining turn-based territorial decisions with real-time battles. These are experimental modifications built on 0 A.D., not independent replacements for the original game. Credits, licensing, and respect for the original project I want to be absolutely clear about something important: 0 A.D. is developed by Wildfire Games and its community. SourceQuest does not claim ownership or authorship of the original game, the Pyrogenesis engine, its artwork, audio, or other original assets. My contribution focuses on the browser adaptation, its integration, and the experimental experiences built on top of it. This is an independent, unofficial community project. It is not affiliated with, sponsored by, or endorsed by Wildfire Games. The original licenses and attribution are preserved: GPL-2.0-or-later for the relevant game and engine code, and CC BY-SA 3.0 for the original artwork and audio, subject to their respective licensing notices. I've also included links to the original project, source code, credits, and license information on SourceQuest. Credits: https://sourcequest.games/credits.html Official 0 A.D. website: https://play0ad.com/ Why I'm sharing this here My intention is not to compete with or replace 0 A.D., but to explore another way for people to discover and experience this remarkable open-source game. I believe bringing open-source games to the browser could introduce them to new players and create interesting opportunities for experimentation. I'm sharing this project with the community because I'd genuinely appreciate your feedback, especially regarding: Technical considerations for the WebAssembly port. Attribution, licensing, and proper recognition of the original contributors. Potential improvements to browser compatibility and performance. Ideas for making this experiment more useful to the open-source community. If anything about the project presentation, credits, or licensing should be improved, please let me know. I'm more than happy to make adjustments. Thank you again to Wildfire Games and all the contributors who made 0 A.D. possible. Without your work, this experiment would not exist. Best regards, Jorge SourceQuest – https://sourcequest.games/
    5 points
  3. Hello everyone! I'm excited to share more updates on the development of World Rising! This time, I've implemented two major improvements that bring even more realism and immersion to the battlefield. The first new feature is the burning and fire damage system! Archers can now use flaming arrows to set enemy units and buildings on fire, causing damage over time and making battles more intense and strategic. The second improvement is the visual injury system! When units lose more than 50% of their health, visible wounds and battle damage begin to appear on their bodies, reflecting the damage they've suffered during combat. This adds another layer of realism and makes battles feel more dynamic. I've also made several improvements to the game's main menu and interface, giving World Rising a more polished and refined appearance. Development continues to move forward as we introduce new mechanics, improve existing systems, and bring our beloved project further to life! There's still a lot of work ahead, but every new improvement brings us one step closer to the experience we want to create. I hope you enjoy these latest updates! Thank you to everyone who continues to follow and support the development of World Rising! 20261108-0752-10.0366960.mp4
    4 points
  4. Hi everyone, I want to share a feeling and look for solutions. I follow many projects that are in development at various levels, and 0 A.D. is rich and alive. The only thing is that the history-focused and gameplay-focused communities create tensions, which in my view should come together around this beautiful project. Right now it only creates tensions, which I find sad. I'd also like to point out that there is no sub-forum dedicated to solo/history. I think it would be good to find solutions so that both communities can coexist together. Thank you !
    4 points
  5. Good afternoon. I managed to port it without emulators. I’m playing on a Samsung Flip 6. I’ve posted it on GitHub. https://github.com/Gubinskii/0ad-android
    3 points
  6. Wow, it looks great! I guess now we can start shifting issues with a website tag to that repo. This will make things a lot simpler. Just guys, lets try to not let the issues pile up like they are in the main repo.
    3 points
  7. Got distracted, modelled the athenian theater of dionysos during the Lycurgan Phase instead. WIP, ao, props and details are coming at the end. For now I'd be happy about some feedback about layout, scale, historic accuracy. I chose a stoa with doric columns for the backside hall. For the front stage I'm not sure if doric or ionic columns are more accurate. Other side: The difficult part are the proportions. The actual, historic, Skene was actually way longer to the sides. I started with an accurate floor plan but I had to squeeze it in x-direction, while keeping the height. I also went with a much larger footprint. The smaller current Theatron looks odd imo. It's only buildable once in the game anyway. Still, it comes out a bit bigger than the Parthenon: Here's an older version of a round theatron that we could use for other factions:
    3 points
  8. @AsherThanks for the feedback! I'm keeping those points in mind, but I decided to go live like this to show my progress. I promise to improve and get them fixed over the coming days. Thank you
    3 points
  9. Thank you for sharing your inspiring ideas lilypoppy and also to @Grautvornix! If I understand you correctly, you endorse three subforums to "Gameplay Discussion": "Historical gameplay", "Single player" and "Multiplayer". I would vote for it!
    2 points
  10. Yes, and I add more animals create by @Duileoga.
    2 points
  11. Thank you so much for the information, for now the workflow is blocked due to personal lack of time caused by the university lessons.
    2 points
  12. I’m currently looking for ways to create larger maps, both in terms of actual scale and perceived scale without significantly impacting performance. That’s where the camera adjustments I’ve implemented really come into play. When I say "larger," I mean much larger, hundreds of square kilometers. I’m curious if you’ve considered this at all. Given that my mod includes long-range weaponry, this is a major priority for me, though I suppose it might not be as critical for your mod.
    2 points
  13. Some images to update their outfits. They appear to have both Chinese and Scythian influence.
    2 points
  14. The Chinese characters are not written correctly; the script should be the Small Seal script. Furthermore, the medium is inappropriate: bamboo slips could not be aligned in pairs to accommodate a single line of text, nor were they used as a surface for illustrations—at that time, paintings were executed either on walls or on silk. As for other aspects—such as objects that do not align with the historical image of the Han Dynasty—these are of secondary importance.
    2 points
  15. "Skene" also the name for an ancient greek building at the back of the stage
    2 points
  16. I just re-roll the match when I get one of the above or some other no/scarce wood maps. I think it would be nice if it were possible to create your own pool; for example start with all maps and then de-select those that suck/don't fit your play style.
    2 points
  17. By the way, I think this one is in the mod but only with green feathers from the wings to the wings; there is another version of this bird with yellow plumage. https://en.wikipedia.org/wiki/Scarlet_macaw I don't know if @Lopess can confirm.
    2 points
  18. Hey, I’m new here. I’ve been playing 0 A.D. for a few months and love it. Thanks to the devs for making a free game this good. My PC is old and the game lags in big late-game fights. I’m looking at a graphic card for gaming that won’t cost too much. What GPU do you use, and how does 0 A.D. run on it? For big team games, does the CPU matter more?
    1 point
  19. The suffix -an is the standard plural suffix in Modern Persian. Example with mard => mardan for "men" in Modern Persian. While in Old Persian, it seems to be martiya => martiyā
    1 point
  20. I'm also seeing that Affinity, Adobe's competitor, is going to launch an official Linux app. And that the people behind Artcraft have professional people correcting the project.
    1 point
  21. It will be available on Linux and Mac OS.On Windows too, obviously.
    1 point
  22. be wary though, in the age of AI vibe-coding and "decomps", a lot of people who know little about software development start with a lot of enthusiasm with such projects but then lose interest and let it die and move on to the next thing. and often no one else would pick it up either as it often was in open source, there's just too many things going on and too many possibilities now. not saying this is what will happen with this project specifically, "AI" is not a black-and-white thing the way most people see it and feel about it (a general problem in society, people are hopelessly polarized, "if you're not with us then you're against us", as if they've never heard that nuances are a thing), but what's definitely needed in this and other areas is some sort of curating. either way, i think for one's own sanity, for everything new shiny thing that comes out, first assume it's vibe-coded AI slop. pay closer attention to things only when there's a somewhat proven track record of dedication over some period of time, i guess that's the way to handle this nowadays.
    1 point
  23. Not yet. But it has a Discord server. It's in the video description. There are a lot of clones of classic games coming out lately.
    1 point
  24. Some Artcraft programs are no longer related to art, so I started this topic. Craft Anything is an open-source project that aims to make software development more accessible through AI agents. Its main idea is to allow users to study existing software, understand how it works, and use AI to build their own implementations. Unlike a simple AI app generator, Craft Anything focuses on combining software inspection, reverse engineering, and AI-assisted development. They've released an interesting one. Craft Anything... The idea sounds ambitious: using AI agents to turn natural-language instructions into actual software. But how far can this approach go beyond simple demonstrations? I only wrote this part as an introduction; I would like to do a simple project like recreating the Encarta encyclopedia but with topics of my preference.
    1 point
  25. @ObélixI don’t think this will resolve every situation, but in my view, it can at least provide a framework for the discussion. I experienced many consequences and lost valuable contributions...
    1 point
  26. Here is an intermediate bugfix version of post-atlas: Version 1.17.0 with a few new items, like a better handover to/from atlas with versioning and additional safeguards. a crashlog mechanism now served by an internal watchdog to allow better root cause analysis in case of a crash. a handover to mercator in case you want to edit something on the map. a check that items placed are where the game would alow them to be placed, warning if they are not. Exampels are trees or builidngs on a steep slope, in water or the like. Note that this is not a fail but only a warning to make the user aware. 3D view mouse movement mechanics aligned woith what is implemented in mercator, the companion tool for map editing, available from this thread: https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator) and a large number of bugfixes and accelerations. Please let me know your observations, comments, any issues or suggestions! CHANGELOG.md README.md post-atlas-1.17.0.zip
    1 point
  27. I second that! For gameplay: casual single player vs competitive multiplayer versions are indeed two variants that equally need attention. If we have contradicting requirements, shoudl we consider making that configurable options (i.e. if single player is selected then the game behaves like this, and if multipleyer is activated, that the game is has particular other features). In this way we can avoid changing somthething back and forth, depending on the current status of discussion. As for the history discussions - these are absolutely fascinating! I guess everyone is learning a lot - even we learn that many things can be disputed as the historical sources are contradictory, biased, scarce or even missing completely. This is the nature of the beast i would say naively. So, while I do appreciate a lot(indeed!) the engageed and excited fascinating discussions of historical details that are certainly not undisputed, I 'd also appreciate if personal statements can be avoided. Lets try keeping a gentleman style.
    1 point
  28. Excellent! Incorporating more physics-based elements into the game is something I’ve always wanted to see, though I know it comes with many challenges. You’ve done a great job with the lighting, but to be honest, the water surface isn’t quite as visually impressive as it could be. I’m actually facing a similar issue myself, I’m trying to implement water spray effects for a helicopter. I’m really looking forward to your future updates!
    1 point
  29. 1 point
  30. Europa Barbarorum 2 Xiognu cavalry. https://europabarbarorum.fandom.com/wiki/Toghrin_Ordo_(Dzonyu_Guard)
    1 point
  31. Yes, I've been working on that too. 5th century rendition, made out of wood, for the Spartans. 350 BC Lycurgan phase theater of Dionysos, made out of stone, for the Athenians. I'm hoping for it to replace current model, if it's good enough in the end. My plan is to work simultaneously on several different Skenes and seatings, so that some of the factions can get its own theater. Athenians, Macedonians, Ptolemies and Seleucids basically use the same model right now. And there are a few things I can reuse over all models with slight changes.
    1 point
  32. I think it's a pun. Not sure. Feel free to open issues on https://gitea.wildfiregames.com/0ad/play0ad-website/search?q=Skenes @Grautvornix It's in about https://play0ad.com/about/ could be in a better place. I still need to iron how to have dynamic stuff on static pages but "Merge to main. CI builds the site, and the webserver picks the build up within about 10 minutes. CI also builds once a day, which is what publishes posts dated in the future."
    1 point
  33. I should point out that the pronunciation of Confucius in Chinese is "Kongfuzi"—it does not begin with the letter "C." That said, the idea regarding Cai Lun is a good one.
    1 point
  34. 1 point
  35. Buenos días o tardes: -El catálogo de fauna quedaría así : Africa:(11) 1. Avestrúz 2. Bongo 3. Cafre 4. Chimpancé 5. Gorila MACHO 6. Guepardo 7. Hiena 8. Leopardo 9. Macaco de berbería 10. Okapi 11. Oryx América:(40) 1. alce 2. anaconda 3. ardilla gris 4. caimán 5. caribú 6. chacalaca 7. ciervo de virginia 8. coatí 9. cocodrilo 10. cocodrilo narigudo 11. cojolite 12. coyote 13. grisón 14. guanaco 15. iguana 16. jaguar 17. mapache 18. margay 19. mazama 20. mazama pandora 21. mofeta 22. mono aullador 23. mono araña 24. ñandú 25. ocelote 26. oso hormiguero 27. pantera negra 28. pajuil 29. pecarí 30. perro americano 31. puma 32. sapo de caña 33. tamandúa 34. tapir americano 35. tepezcuintle 36. tinamú 37. toloque 38. yaguarundí 39. zarigüeya 40. zorro gris Asia:(5) 1. camello bactriano 2. Leopardo de las nieves 3. Oryx árabe 4. Saiga 5. Tapir malayo Europa:(37) 1. ánade 2. ardilla europea 3. bisonte 4. cabra lusitana 5. castor 6. ciervo rojo 7. cigüeña 8. comadreja 9. corzo 10. culebra 11. erizo europeo 12. flamenco 13. foca 14. gallo 15. gamo 16. ganso 17. garza blanca 18. garza real 19. gato montés 20. jabato 21. lagarto ocelado 22. liebre 23. lince 24. marmota 25. nutria 26. osezno 27. perdiz 28. rana ibérica 29. rana verde ibérica 30. ratón 31. sorraia 32. tejón 33. tortuga 34. turón 35. uro 36. urogallo 37. zebro marítimo: (4) 1. Delfín 2. Orca 3. Tiburón martillo 4. Tiburón sardá TOTAL:97 (Más animales vienen de camino) Disculpen las molestias*
    1 point
  36. Alright, draft audio lines are made! Here is a list of the audio lines, first starting with the basic audio line for a specific order, then followed by the constituents of the draft Proto-Zapotec phrase, then followed by the final form of the phrase. (the final phrase for each audio line is denoted in bold). "I will build" – (“I will) raise roof and wall/I will raise wood and rock” si-/sa- (“will”) l(l)essa (“raise”) na’ (“I”) ya’ka (“wood”) kwe (“and”) kex (“stone”) = Na’ sa-llessa ya’ka kwe kex (“I will raise wood and stone”) "I will walk" – si-/sa- (“will”) sã (“walk”) na’ (“I”) = Na’ si-sã (“I will walk”). ALT. na’ (“I”) che (“go”) = Na’ che (“I go”) "I will repair" – kkokwi (“new”) ya’ka (“wood”), kkokwi (“new”) kex (“stone”)! = Kkokwi ya’ka, kkokwi kex! (“New wood, new stone!”). "I will guard" – tyenne (“blood”) a’ (“my”) lo (“in front of, before”) lu’ (“you”) = Tyenne-a’ lo (tyenne-)lu’ (“My blood before yours!”) "I will garrison" – na’ (“I”) si-/sa- (“will”) cche (“go”) llãnni/nnãnni (“inside”) = Na’ si-cche llãnni (“I will go inside”) "I will patrol – si-/sa- (“will”) sã (“walk”) na’ (“I”) kwe’ (“around”) = Si-sã na’ kwe’(che) (“I will walk around”) "I will heal" – si-/sa- (“will”) l(l)a’cchi (“care”) na’ (“I”) = Na’ si-llacchi (“I will care”) “I will trade” – si-/sa- (“will”) cche (“go”) a’ (“I”) yekkxa (“to”) kiya’a (“market”) = Na’ sa-cche yekkxa kiya’a (“I will go to market”) "What is it, my lord?" – Kwẽshwana? (“master?”) (ATTACK COMMANDS) "I will attack!" – pi (“they”) si-/sa- (“will”) (k)ati (“die”) = Pi sa-kati (“They will die”) "I will retreat!" – si-/sa- (“will”) *sho’nx (“run”) na’ (“I”) = Na’ sa-shoo’n (“I will run”) "(Battle cry)" - (GATHER COMMANDS) "I will gather" – si-/sa- (“will”) tyẽ’nna (“work”) na’ (“I”) = Na’ sa-tyẽ’nna (“I will work”) "I will fish" – si-/sa- (“will”) Ko’ti (“hunt”) na’ (“I”) nikwã-lla (“fish”) = N’ si-ko’ta nikwã-lla (“I will hunt fish”) "I will hunt" – si-/sa- (“will”) Ko’ti/a (“hunt”) na’ (“I”) kwã’la (“meat”) = Sa-ko’ti na’ kwã’la (“I will hunt meat”) "I will work land" – (“Wind will go through ears of corn”). si-/sa- (“will”) l(l)essa (“raise”) na’ (“I”) kes(s)a (“corn”) = Si-llessa na’ kessa (“I will raise corn”) "I will herd" - si-/sa- (“will”) l(l)essa (“raise”) na’ (“I”) kwã’la (“meat”) = Si-llessa na’ kwã’la (“I will raise meat”). I have not made a line for the Battlecry, because I do wish for some suggestions on that front. I will post at least some of the accumulated info I had synthesized into a document in a separate post, if anyone wishes for more information. On another note, making a phrase for "I will guard" was the hardest by far to craft, as any of you may notice .
    1 point
  37. Perhaps their version of the temple.
    1 point
  38. My main motivation for this mod was to get a more accurate rating in LocalRatings and the Teambalancer. More replays mean better ratings and better team suggestions. If you play a lot of team games, please upload yours. On the Replay Pallas page, press Upload local games…, or turn on automatic upload in the options. You’ll need a Replay Pallas account for this.
    1 point
  39. No this is related to the recent CVEs.
    1 point
  40. Please also see the discussion in another thread:
    1 point
  41. I don't know if they'll be in any mod.
    1 point
  42. At the time: FINISHED: the blender mesh TO DO: optimize the texture to fill all the 64x64 image TO LEARN HOW TO DO: animations But I am confident, because till the previous week I had never used blender.
    1 point
  43. Don't forget the second big cat of Sudamérica after the jaguar! (although present in North, Center and South America): The Puma, a.k.a. the Mountain Lion
    1 point
  44. Just to mention some iconic South American animals that seem missing (some not very known to outsiders): condor, rhea, capybara, maned wolf, viscacha, guanaco, vicuña, and of course the more known domesticated variants of the last two: llama and alpaca. Also shared with other continents: penguin, flamingo, anteater, armadillo and cougar. I can't remember if elephant seals or sea lions are already in the game.
    1 point
  45. At least this should improve some details.
    1 point
  46. All illustrations depict the same event: Sanghamitta's arrival in Sri Lanka and the transport of the Bodhi Tree. This is a myth that is still very important today for some people, so one should not expect the illustrations to accurately represent historical reality. It should also be remembered that these representations have a nationalistic character. Sri Lanka is divided into two populations that are in conflict, one Buddhist and the other Hindu or Muslim. There is a Sinhalese artist called Prasanna Weerakkody who made some historical illustrations, some of them have been used already by 0AD team to modelize the ships. However, you should note that the event from Sri Lanka are not connected to the Mauryan empire:
    1 point
  47. "Hello everyone! I'm here to share more news about the WorldRising Mod! Technologies: I've developed several new technologies that unlock amazing units and buildings, as well as unique bonuses and tributes for characters and buildings. Textures: I've significantly improved the textures of the units, redoing their skin, faces, and clothing to make them more realistic. Additionally, I've created a wide variety of clothing and heads to increase diversity. Camera: You can now zoom in and out more, allowing you to appreciate the details and get a wider view of your settlement. Map Creation: I'm working on a map of the Japan region, focusing on the Jomon culture. The first era (Chipped Stone) is almost ready, with just a few final adjustments to be made. The second era (Polished Stone) is already in full swing, with many technological innovations, structures, and units being implemented. New Resources: I'm about to create the first resources, including faith, bone, leather, water, and clay. I plan to start developing these features this week! Stay tuned for more updates and news!
    1 point
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