Jump to content

niektb

WFG Retired
  • Posts

    2.843
  • Joined

  • Last visited

  • Days Won

    67

Everything posted by niektb

  1. @Palaxin: I don't think that that's a workable situation. I mean, first of all you load (bloat?) the players up with mods they might not want. (or at least ourselves since we would need to package, test and support all those different bundles.) And secondly, what defines which mods should be bundled (currently the amount of suited mods is pretty small, but in the future this might, hopefully, grow)? And for what? Downloading and installing a mod is really not hard in 0 A.D... If anything, we should maybe publish some official video tutorial (I have seen some request on those in the past) on how to install mods on OS X / Windows / some major linux distros.
  2. Oh, I was asked to link to this topic too
  3. Progress Update May 2016 In this progress update we tell you a sample of what we have been up to since the last Alpha release. We have added new Seleucid buildings, more work has been done on animations for the new unit models and last but not least we’d like to tell you what Omri Lahav, our composer has been up to. A screenshot showing the new Seleucid wonder in-game New buildings and a new team member LordGood has been creating several new buildings for the Seleucids, meaning we should be able to officially release them in the next Alpha. The Seleucid Market We have a new team member: Niek, known as niektb. He is new to the team, but not new to the project as he has been part of the community for several years. During that time he has gotten to know the project and has contributed both art, some code and maps, and most importantly he is an important part of the modding community. And that will hopefully continue, which means he can be a useful link between the main game development and the mod development. We hope that his journey will serve as inspiration for others, being a part of a modding team is a great learning experience. Several buildings which have previously just been available in the editor are now possible to use in normal gameplay. They range from the Briton’s Crannog which is both a Civic Center and a dock, to the Persian Ishtar Gate, which increase the resistance to being captured for nearby buildings. More accurate experience Citizen Soldiers now gain experience (XP) per every hit they do rather than just when they kill another unit. This means that experience is more evenly distributed between the units. Previously one soldier might have dealt almost all the damage but another could still have gotten the XP just because it was the last soldier to hit the enemy before it died. New animations Our Art Lead, Enrique, has been busy creating new animations for the new unit models: From left to right: Walking female citizen, A unit mining, Walking with cape, Chopping wood with a shield on the back. There are still a lot of animations to create, so it is not likely that we will start to use the new models for a while yet. Every new animation created brings that day closer though, so it’s certainly encouraging to have more of them done. Fixes and improvements Sander (sanderd17) and Lancelot (wraitii) have changed the game engine so the simulation can set actor variants. This should allow things like showing damage on units and buildings, or defining winter maps that load actors with snowy textures as opposed to normal snow-free textures. The engine part is more or less done, but it will take a lot of work by artists before it will be visible in the game. New balancing of champions and siege changes the gameplay to make siege engines more important, as buildings can’t be destroyed effectively by champions any more. The timeout for the wonder victory can be set arbitrarily, previously it was set to 10 minutes, but now you can set it to anything from 1 minute to 120 minutes. Apart from that there has been work done on technologies and civilization bonuses, the in-game menus and more. For an in-depth list see the Alpha 21 highlights page on our wiki which is updated regularly as new features are added to the development version. Omri has released a personal album And some news from our composer Omri Lahav: He has been busy creating his first personal album, which you can check out at his Bandcamp page: We highly recommend you check it out. He has also just moved to the U.S. so he will most likely not have time to create music for 0 A.D. for a little while yet. He has mentioned that he’s starting to get inspired though, so hopefully it will not take too long. As a final note: We have disabled the contact form on the Contact us page as we haven’t received any emails from it for a while and have been unable to find the cause. You can of course still contact us in all the other ways: via the forums, IRC, and the email address listed on the Contact page. If you have sent a message to us via the contact form and not received a reply, please contact us in another way as we have most likely not seen it.
  4. Alright. Normally portraits consist of 5 different layers. I assume that you've installed the LayerFX plugin from here: http://registry.gimp.org/node/186 (make sure you install the layerfx.2.8.py and not one of the others). I apply the effects on 256x256 and then size the image down to 128x128 afterwards. The bottom layer is just straight black. Nothing special here. Now starts the fun. The second bottom layer is an Noisy Outer Glow effect. The color used is 7e8862. The exact glow size can be varied depending on the shown object but here are the parameters that work in almost all occassions: Above it is a small Smooth Outer Glow layer. Last effect is a Drop Shadow. This is to create a sense of 3D in the image: Then on top comes the portrait itself. Always make sure that the FX are applied to this layer. Also when resizing the layers, make sure that do a 'resize layer to image' action on the FX layers. Here are a few examples on what the final portrait could look like (the bottom two aren't sized down, and these also used exact the same parameters as listed above. The others have slightly different sizes / colors / noise amounts): I hope this helps!
  5. Hi Foaly! Thanks for your interest in contributing to this project! Hehe, certainly the old one can be improved This thread works perfectly fine. When your contribution is in the final version (and good enough ofc) one of the team's artist could commit it to the repository. I see two possible points of improvement: The glow is not so much like the in the other portraits in the game (when I come home I'll post a few FX presets, I use Gimp too) The proportions of the chicken, it would be nicer if it had some more width (with respect to the height).
  6. @Lion.Kanzen: I have the same problem: busy
  7. Same problem here actually. I always need to hover the icons to see what they're actually used for...
  8. Actually I like the mosaic a lot! But yeah, the thing that harms the current implementation a bit is the mix of different styles... What if the center building would be less hellenistic? (a bit less like the seleucid temple and a bit more like f.e. the barracks?)
  9. @Lion.Kanzen: That's why I put the ' ' emoticon behind my post
  10. Model and texture is very nice indeed!
  11. Actually it would be really fun to use this on hand-made skirmish maps. Saves tons of detailling work...
  12. I feel there is a game with Macedonians vs. Spartans coming up
  13. Does not necessarily need to be two crossed shovels, that was just a random suggestion from my side.
  14. From the ticket description: So my question was, were is that 'production' used in-game? My problem with a hand is that it could be used for any kind of command and it's not so related to gathering / work.
  15. @Lion.Kanzen: I think I did already do that 2 days ago
  16. I think the amount of actors added is too big (it reminds me of the maps I made in the beginning that ran with ~2 fps because of the amount of actors ) Are those deers placed as well? (that might not be wanted from gameplay perspective, as a RMS scripter you want to be sure about the amount of animals added and not rely on some random beautifier placement)
  17. I leave the space carving to you @scythetwirler, the map is done on my end. (Finally!) map_Dueling_Cliffs.zip
  18. @Garaf: Those errors on both sides are a bug
  19. @Palaxin: I suppose it would be nice to know whether you've just blocked a passage when placing some cliffs / mountains...
  20. @Palaxin: that's because the pathfinder updates terrain obstruction in a less than optimal way. With the old pathfinder it ran smooth, so it should be a solvable problem (although I don't know how hard it is)
  21. @Palaiogos: It is really difficult to implement that, so I don't think it will be ever implemented...
  22. Sure. Notice though that I've only modified one side of a mountain yet (when the direction is set, I'll also enhance the other ones) map_Dueling_Cliffs.zip
×
×
  • Create New...