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niektb

WFG Retired
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Everything posted by niektb

  1. These new icons are certainly better than the old one, but I think I would go for a different pose. I would try to make the glow darker (and a more subtle noise) and the wolf itself brighter.
  2. Time for a fresh update from our Medieval mod. The Vikings have been renamed to Norse as that seems a more accurate representation to the faction we have in mind to create. Welcome to Hvanndalir... Hvanndalir is the name of a beautifully located town on an Island in the North Sea. Isolated as it is, the Norse inhabitants that colonized the island face a challenge to stay alive and build a thriving town. Let us take a look at this island that some of you already might have seen. (with the difference that it is winter now). A blacksmith has been built (by Stanislas69) and you can see that the smith is doing some fine labour (yes, it is animated): When we turn around we'll see the local Norsemen carry their newly created weaponry (also created by Stanislas69): Some of the accompanying portraits: Now let's walk to the harbor, this building has been rebuilt from the ground (by Stanislas69) and the wharf is now able to build larger ships then before: Soon, the island will grow to small for this growing town and they will need to explore and colonize new areas. Do you know whom they might discover? (Buildings are created by Stanislas69) That's it for this update. Keep in touch for more news!
  3. I think it could probably be done by adding noise to the background and a more subtle (different color) and larger glow.
  4. High time to bring some fresh updates to you! Let's kick right of! Our 3D modelers have been busy these days Stanislas69 has made a brand new Fortress that replaces the Athen one: Radagast. has finished his Storehouse and it was updated to the new texture by Stanislas69: Stanislas69 has created a blacksmith and yes, that wheel is animated! The wallset has been reworked by Stanislas69 and this is the result (here is the gate posted): We have worked (and are still working) with educated Chinese Historians to check our mod for historical accuracy and I would like to thank someone in particular: Mei Houwang. He has provided us with lots of usable info. Most of the results of this collaboration are still Work-In-Progress and will land in due time. That is enough for this Update. Keep in touch for more news!
  5. For Gimp you should install the layerfx plugin. I personally use it and gives way more options than normally.
  6. If you're running Alpha 16 you'll find games in the lobby. In Alpha 15 it is most likely that the lobby is empty. These are the steps you need to follow to get the latest version (as the one the the Ubuntu Software Center is older): http://play0ad.com/download/linux/#a0A.D.providedpackages
  7. It might be good to create a sort of benchmarking protocol so that results are produced under generic circumstances. Also it might be worth investigating what the built-in profiler (http://trac.wildfiregames.com/wiki/EngineProfiling) could do for us and maybe split the results up in GPU and CPU time to get an interesting comparison. For a heavy map with both water and lots of trees I suggest Azure Coast.
  8. Save your configuration and restart the game. It is a generic bug that happens with everyone.
  9. In fact, when I designed this map I always made sure that the forest edge is closed (except some points where I intended to leave it open). You can check it in Atlas by enabling the passability map Hence it shouldn't affect pathfinding at all.
  10. Replacing trees with actors doesn't enhance performance. I just wanted to state that removing heroes is not a huge problem if we want to make it Alpha 17 compatible. The code is a deal breaker, the heroes aren't.
  11. I think these are player colors, Fabio.
  12. The heroes wouldn't be too much of a problem to remove (stuff needs some balancing anyway). The code added however is the deal breaker.
  13. What it says: Go to this directory: $XDG_CONFIG_HOME/0ad/config/ and create a file called local.cfg. Specify anything you want, it overrides default.cfg
  14. These errors are with Alpha 16? In that case, I run Ubuntu 14.04, GTS450, 340.52 without any problems at all.
  15. Hence I wondered if someone else has the branch on a server which I would be able to checkout. Edit: I see I can check it out on my laptop at school (unfortunately that doesn't apply to my desktop on which I have 0 A.D. normally running)
  16. I would love to check the branch out. Is there anyway I can resume downloading? (Maybe by an external server?)
  17. I don't think it can be bundled with alpha 17 as it adds more than only map files.
  18. I support Quercus. I sounds the best to me and has the most interesting meaning IMHO. (As long the people don't confuse it with Querolus (which is a Latin comedy) )
  19. Almost two months ago the contest started to honor the 5th anniversary of 0 A.D. being open-source. Today this contest has come to and end. Let's take a look at the entries: 1. Stanislas69's Forest Battle (4) 2. Llanos' Northern Highlands (2v2) 3. Juanjo's Northern Highlands (4) 4. SwampGremlin's Castle Battle (2v2) 5. SwampGremlin's Waterfall Mountain (2v2) During the past week the community was able to cast their votes on the (in their opinion) winner. In the meantime the jury tested and voted behind closed doors. The jury also gave feedback on the maps, these feedbacks are combined and posted below. The jury votes count as 2 while the community votes count as 1. These votes combined give the Contest Winner. Now let's take a look at the votes! Forest Battle received 5 community votes and 2 jury votes resulting in a total of 9. (5 + 2x2 = 9) Northern Highlands (2v2) received 1 community vote and 1 jury vote resulting in a total of 3. (1 + 1x2 = 3) Northern Highlands (4) received 0 community votes and 0 jury votes resulting in a total of 0. (0 + 0 = 0) Castle Battle received 1 community vote and 0 jury votes resulting in a total of 0. ( 1 + 0 = 1) Waterfall Mountain received 3 community votes and 1 jury votes resulting in a total of 5. (3 + 1x2 = 5) The winning map had the majority of both the community ánd the jury on its hand resulting in a clear victory for... Stanislas69's Forest Battle Congratulations, Stanislas69! Here are your awards. You can use it in your signature, feel free to re-size them if needed. I also pre-applied the small icon to your map preview: Wear them with pride! For the ones that didn't win, we've seen maps with very strong points. Don't hesitate to create new and enhance other maps now that this contest has ended. As promised, here is some feedback: Actually every map had the potential to become a very good map. The most recurring problem was a lack of polishing. Juanjo's Northern Highlands: This map is unique in the fact that it tries to bring a quality snow environment. The mountain ranges look realistic and the resources are really integrated into the map. The map would however benefit from a smoother texture painting (without the gaps and bits) and a slightly larger variety of textures. Also the river and the roads should've been somewhat wider. Unfortunately the map isn't too balanced: the resources are quite spread out and some players have a better starting position than others have. You also should try and play around with the Environmental Settings. As the following screenshot shows, it can make a huge difference: SwampGremlin's Castle Battle Map: The map is well-balanced and is well-suited for multiplayer games. It lacks however on the visual side: The map does look quite artificial and not really realistic. It also doesn't adapt the Environmental Settings like suggested above. Llanos' Northern Highlands: This map brings a lot of detail. The Mountain ranges look very good, the shores and waterholes are pretty to look at. Unfortunately the map is quite unbalanced. The city placement should be enhanced (as some players have better positions than others have) and I suggest that you experiment with combining textures from different biomes. That works surprisingly well (The Gallic Wars map for example combined textures from at least 3 different biomes!). SwampGremlin's Waterfall Mountain: The strongest point of this map is its uniqueness: A large river circuits across the map. Some players might not appreciate the eyecandy statues and that kind of stuff. The quality of texture usage varies across the map. Some places are very good, others are the opposite. Unfortunately the map is quite unbalanced as well (thanks to that river). the building space is really limited and the resources are not always placed appropriate. The map would benefit from a better city placement and a better texture usage. I personally think that if you would combine a few ideas from your maps and create a solid concept of it (you can probably ask for advice from other mappers), you really can create stunning maps with good polishing. Stanislas69's Forest Battle: Forest battle is a nice looking map without using much eyecandy (very efficient). The mountains could use some variety in textures, especially since they are a prominent feature in the map. Also some improvements could be made in terrain mixing. The central village is fairly unique and the look makes it a good center-piece of the map design. Some might complain about the buildings space, but a good general is one that can adapt to his circumstances (As long as these circumstances are not unbalanced across players). Unfortunately the gameplay suffers from the village. Since the players are separated by walls the map feels like an endless siege with narrow, defend-able paths leading from one player to the other. A more spacious design would benefit the gameplay. (Maybe by adding additional paths leading from one player to another or give the starting positions more space). You should take care of the size of the starting positions, some players have more room for expanding than others. Still, all in all, this map beats the competition and is a solid winner in this Contest. We are thinking of organizing more Mapping Contests so keep in touch! Happy designing everyone!
  20. I think it would be generally a good idea to create some high quality (but low-poly) models in a certain setting (WW2, renaissance or whatever) to promote the game and get other people enthusiastic and maybe get them involved into modding / contributing. Some examples of possible assets: Tiger Tank Galleon Templar Medieval Castle etc. Most important of these assets is that they appeal to people.
  21. Press save configuration first. Launch the game, close the crashwindow and restart the game.
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