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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. I could have quoted this one as well yes. My point was just that the game isn't just Antiquity. Indeed. Though it was mostly removing time bound material (eg civs) than removing all the art. The last time we discussed it flora and fauna could stay in the main bundle as they are more reusable than let's say britons.
  2. This is just the basic (read automatic) review process. After that people (including me) will look at the patch for oversights. If nothing too problematic is pointed out and @vladislavbelov feels confident enough to commit it, it will end in SVN.
  3. Yeah though as @wowgetoffyourcellphone said they are just separate mods not a complete game. The engine should be split eventually (and the public mod as well). I guess @elexis gave up on that...
  4. There are. I'm not sure they are compatible with 0 A.D.' s license though. Someone with enough motivation could take the STK code. Maybe @fcxSanya could like he did in the past for the STUN code. @wraitii worked on something like that. With a little polish and the suggestiona I made thete we could make the game a bit easier on low end pc. @Alexandermb I have no issue whatsoever with you making higher quality art (lol) My focus at the moment (For 0 A.D. not the mods) is making the art assets repository robust. Consistency, Tidyness, Low Maintenance requirements. On consistency the important thing is to avoid big gaps of quality between assets so nothing looks out of place. Respecting Texel density is important because it basically tells you what resolution objects will be. If your unit is 512x512 then your big shield is gonna be 256x256 because it takes half of the unit while your helmet with either be 128x128 or 64x64 depending on the size it has. A kite shield would be something like 128x256 because it doesn't need to be square. One thing that is also important is to not use useless geometry. In general you are fine but some little optimisations can be made here and there like I remember deleting all the hidden faces of some peytrals because they never could be seen. And while one or two units were fine when 200 are moving it can make a significant difference. Last but not least I think we should prioritize the assets dragging us down like the bear or the stuff missing animations. Art is also everything else than the units and it has to be up to par. I still suck too much to update the terrain texture but it'll have to be done at some point. Just look at how hyping is the new vegetation by @LordGood and @Bigtiger (Keep them coming guys !) We have to remember that we are also the showcase of the good art open-source world. How many time have I heard : "if it's open source it's ugly", "Artists working for free are either lame or a disgrace because they make people think they can demand things for free". On the mod front my goal is to showcase the power of the Pyrogenesis engine with mods covering all eras (pyrogenesis-1944, pyrogenesis-1861 - Civil war, Stella Artis, TM, Millenium AD @Bigtiger's mod) even the futuristic ones so we are not" just an AOE clone", just a starcraft clone" Good art is good for reaching people and future contributors. That creates the missing links. With @Sundiataupcoming devs reports maybe we'll reach more people. There is a big and important caveat with that. Since we have the time to do good we should not rush things like current games do. People care less and less about optimizations since you can "Just buy more RAM man". I believe it's not okay to waste 100GB of HDD just because you can. Sure we can't support everyone but we also have to remind that a lot of devs in the open source community ( the guys actually making the engine worthwile) work on thinkpad laptops with no dedicated graphic card on some obscure linux distribution and we need those guys too :))
  5. Sounds like the issue reported on trac recently. Would need Itms's fix for the CPu detection
  6. I remember @Nescio unifying somrthing related to it.
  7. Hey @Iakobos I don't have time to answer right now but I'll contact you in a few days to discuss possible contributions
  8. Well it doesn't seem to work given that comment XD Isn't it weird for villager to jog ?
  9. Can we use heteregenous formations this way ?
  10. Does it switch depending on map ? Thanks !
  11. Ah different armature right ?
  12. Also you can ask any questions you have on the forums and you can also try to get in touch with us on IRC depending on your timezone
  13. @Freagarach worked on automatic scooting. Maybe it could be used by the AI at some point.
  14. I wasn't sure it was possible but I think that's nice.
  15. For the record, that's also related to: https://trac.wildfiregames.com/ticket/1437
  16. Can you try with the bundled version instead of the system's ?
  17. Why did you delete the animation instead of reexporting it ?:/ That was the only death anim that was different...
  18. Run svn update -r21945 and try to compile again from source.
  19. I'd look at your civ_center template in simulation/templatez
  20. They look a bit wide compared to the reference but great work !
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