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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Excellent quick vid. High Def for my laptop (I run 1600x900 on my laptop).
  2. There's a small learning curve, but once you get the hang of it, then it's a breeze and very intuitive and powerful. The actor/entity template system is one of the best things about our game, and it was set up that way from almost the beginning.
  3. Nah. If you wanted to make some real-world maps, go ahead. We might make a new 'sort' in the game setup map list called "real-world" (where you choose Demo, Random Map, All, etc.) Maybe we can coordinate the areas we make. I think these would be good: - Greece - The Aegean Sea - Italy and Illyria (Split by the Adriatic Sea) - Sicily and Magna Graecia (Lower Italian Peninsula) - North Africa (Tunisia, Carthage, Numidia) - Upper Egypt and Palestine - Gaul (France, Belgium, Netherlands) - Iberian Peninsula (Spain, Portugal) - The British Isles - Syria and Mesopotamia - Asia Minor (Turkey)
  4. Perhaps map the reset camera to the 'H' key as in-game.
  5. I assume the "hacks" menu items will be redistributed elsewhere eventually.
  6. Most excellent addition. And your start camera hierarchy logic is sound.
  7. If you're running Windows, there is a pre-compiled exe in the SVN repository. It gets recompiled automatically every so often to include changes in the source code.
  8. Here are some other things we are working on as well:
  9. I believe in Windows 7 it's: C:\Users\<USER>\AppData\Roaming\0ad\data\...?
  10. Right, in Atlas there are options to make the map visible. For some reason 'Hidden' is checked as default.
  11. Great post, Sebastian! A very nice resource for our sound guys!
  12. Blender can import the .dae files (collada). The PMD files will be convertible to collada soon with a custom tool. The guy working on that tool recently had a computer failure. :/
  13. Well, I didn't know what "Ria" meant. What does it mean?
  14. Not to be rude, but we are aware of all of these things. Animators dedicated enough to work on a free open source game are a rare breed.
  15. Right, ideally we'd have toolbars you could move around and customize, but it's not 100% necessary. That filter feature is awesome though! Been wanting that for a long time. EDIT: Just open Atlas. Go to the Players panel. Attempt to change the number of players to see the crash. Another quick suggestion: Map the "reset camera" hack to the Spacebar? Great work so far. It's actually starting to feel like a professional game design tool.
  16. Alright, excellent. EDIT: Players icon committed (I made a new one since I could not find the license for the icon I used in the mockup. It was always intended to just be a mockup anyway, so making new icons is fitting.) I think the current "flatten" icon should be for objects. The one that looks like a chess pawn. I don't think there needs to be dedicated "flatten" and "modify terrain" quick-tools at the top, since they are both included in the "Terrain" tab. See: mockup. EDIT 2: Bug in Atlas: Hard crash. Duplicate by opening a blank new map, then trying to edit the number of players in the new Players tab. CRASH.
  17. Thing is, I always click into the 3D section to "refocus" to it. Perhaps just habit.
  18. Cool. What size do you need the icons and which folder are they in? For the life of me I can't find it and I'm getting tired (it's late here--2 AM). Also, it would be cool to move all the icons into one ribbon along the top, like the mockup. Maybe use dividers to separate types of tabs. EDIT: The new player panel is awesome, btw. One issue: is "Pop Limit" supposed to be a max pop or a pop bonus? If a bonus, then it should be called "Population Bonus" or "Bonus Population." Bonus Population is a useful concept for scenarios, so I think it should be included as-is, just altered in name. It would be good to have Population Limits (Max Pop) by player as well. It would default to the same for all (lets default to 300 for now), but adjustable per player. I think the up/down arrows for the resource fields should change it in increments of 10 or 100. If you want to be more precise than that, then you can type the number in. Otherwise I see no reason for it to be precise down to the single resource. Most unit and building costs are in multiples of 10 anyway. Player Names feature = awesome. Last comment: I've been running into this annoying issue that when I click a field to add a description or some value, the type-cursor disappears if I move my mouse cursor away.
  19. Excellent idea, m8. Models Buildings binaries\data\mods\public\art\meshes\structural Props binaries\data\mods\public\art\meshes\props Yeah. Import the proper .dae (collada) files, edit them, then re-export back into the proper folders. You should probably name it something else other than the original name so that you don't overwrite the existing houses. Eventually we'll support additional user-made mod folders (so that you don't have to worry about overwriting anything), but right now we don't have that yet. Only if you are not overwriting existing files. If you overwrite the existing collada files, then there is no need to edit any XMLs. If you export new files to the game, then you will need to make new actors and entities. Actors: XML files that combine together the models, textures, animations, and other actors (props) to form an object. Basically actors detail how the object LOOKS. Found in: binaries\data\mods\public\art\actors Entities: XML files that give the stats and behavior of the object, whether a tree, a building, animal, unit, etc. Entities will also have a line in the XML code that calls the proper actor. Found in: binaries\data\mods\public\simulation\templates This may sound convoluted, but it really is quite a powerful system. There is a learning curve, but if you learn how it works, then your creative juices will take over. Yes, ask any questions you need to. I think once you start mucking with the actors and entities yourself, you will probably find all the answers you need. PS: We have a handy editor for the actors, called aptly enough "Actor Editor." It's in the binaries/system folder. There is no entity editor yet, so you'll have to do that by hand in Notepad, or Notepad++ (my choice), or the text editor of your choice.
  20. The Etruscan city of Veii, just North of Rome, also had very impressive fortifications, having been built atop a rocky plateau. That's exactly why I proposed the "curtain wall" concept.
  21. I pretty much added them on a whim. They aren't in the Design Document. The same goes for the Hypaspists, Silver Shields, Theban Sacred Band, et al.
  22. Only problem is this footage looks like a rails level (a pre-programmed path that you can't deviate from).
  23. They are still there. They are trained from the Celtic Tavern, which is an editor-only building.
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