Jump to content

Mythos_Ruler

WFG Retired
  • Posts

    14.941
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Mythos_Ruler

  1. Does anyone else think that the options and map preview in the game setup screen, which is currently on the right, should go on the left? Since that's where the main menu is. You click Single Player -> Matches in the main menu, and then it would be nice if in the next screen (match setup) all the options and stuff were right under your cursor.
  2. Should be relatively easy to just move the sun layer over? I actually don't mind it being off-center. The only thing I don't like is the "shine" on the left side. Better to do that with a spec map.
  3. I wouldn't mind making such scenarios once we have real formations. Would make sense to make some "battle" scenarios and the option to "turn off" construction. Your "base" could be your army's camp.
  4. Indeed, they look like large concrete slabs, which feel too modern.
  5. This one looks like it has bullet holes...
  6. Great news. It's not an important thing, of course, but it's one of those things that stand out from time to time (smoke not casting shadows, etc.).
  7. Good work so far, Lion. Can we show these on the 0 A.D. Moddb profile?
  8. We always knew we'd likely have to delve into some other periods for some variety. Awesome work, Enrique. I'd post the shield PSDs with some UV maps and we can get started texturing them.
  9. I was just playing around and made a hero aura selection ring that just uses the basic selection texture feature. No fancy coding on my part. It would visually indicate the radius of the hero's aura. Unselected: Selected: But there is a problem with this approach: The selection ring code uses quads to generate the decal for the texture and clips the terrain often, even with smaller selection textures and radii. It's just more noticeable with larger footprints like this one here (and ships, check out how weird those look along a shoreline), So, we'd need a different approach or increase the fidelity of the selection rings.
  10. Question: Would it be possible to make particles (smoke, etc., but not fire) cast shadows and be affected by sun/ambient color? I know this is a relatively new thing and I'm not sure if possible with OpenGL (I remember seeing screenshots of it for the latest version of DirectX).
  11. Actually, the Mauryan one is the only one I didn't create, my mistake. And I think it's mostly just a placeholder.
  12. Right. Narrative campaigns have some kind of "story" using triggers and cut scenes, with multiple scenarios linked together in a progression. It would likely take a year just to make a single Narrative Campaign at the pace of development 0 A.D. has, and that would be after all kinds of other development was completed. I think in order to get 0 A.D. to a successful "Gold" release, WFG needs to refocus the scope of the game (focus on single player or multiplayer, not both) and manage expectations.
  13. I created them. Some of them do not have higher quality versions and some do.
  14. An option to *completely remove* the feature from the build, even if an option to turn it off is included? Your dislike sounds like irrational hatred. No offense. Like it or not, social media is how are game is going to get exposure. In my opinion, including social media into the game is just simple prudence. It's not about liking it or not. It's about making 0 A.D. as visible as possible.
  15. Re: Learning campaign: We have experimented with using AI scripts to guide players through a series of learning scenarios and the experiments seemed to work well. This may be how we do it without having to implement and design a trigger system. Re: Strategic Campaign: We would very much like to do this, possibly for Part 1, since it would be a LOT less work that narrative campaigns. Just depends how far we'd want to push back a Gold release in order to fit it into development. It's possible we may just cut single player campaigns entirely, keep skirmish maps and random maps, and make Part 1 a multiplayer-focused release.We could then add campaigns in add-on packs as we work on Part 2. There are many ways development could go here.
  16. We can come up with some "standard" stats for the distance fog that can be applied to all maps, then we can tweak the ones we want to tweak. Can go further, and make "standard" distance fog stats for different biomes (snowy maps vs. desert maps vs. temperate maps, etc.), then tweak to suit.
  17. Indeed. I think shadows need looked at soon. They look broken in many instances, even before the post proc was committed, so it's not a bug introduced with post proc.
  18. A branching system for techs would be pretty complicated and would take many more hours to design than what we have available, I'm afraid. To make it work, I think we'd have to abandon the whole idea of researching techs at buildings and go with a separate "Technology Screen" where you can see the entire tree.
  19. Agreed. But at the time I just had to pick a number and move on. I think reducing it to maybe 2 or 3 gather speed for cav, then giving them some specific gathering techs at the Farmstead would be the way to go.
  20. I don't see why we can't do a full-featured social media in-game UI, then give the player the ability to turn it off in Options if they desire. And people have been predicting the "death" of social media since Myspace imploded. It's not going to happen any time soon. Jeru is right, 0 A.D. is open source and easily fixed if one social media site or another goes under. Though, others are right that we shouldn't hard code the options presented and instead pull from our server. I also like the idea of presenting stats and such on a WFG profile or on the 0 A.D. page.
  21. I've committed some more techs: http://trac.wildfiregames.com/changeset/12753
×
×
  • Create New...