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Everything posted by niektb
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Can't we contract him to work on 0 A.D.? (Even though I am sure that, if he ever would, he first wants to finish Banished)
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I should have added a link: http://www.shiningrocksoftware.com/game/
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This week I noticed there is a new RTS around: Banished. This is a city-building strategy game en looks pretty awesome. Unfortunately it's not free.
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@Hephaestion: Could you get a copy of the uppermost models? Jarl's Hold Class: Civic Center, Fortress I suppose using a resized version of this one, with less buildings and less walls: We can re-use the longhouse but with stone foundations as an addition.
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- millenium a.d.
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These were indeed the ones I was looking for:
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Why? we do already have a subforum. (Game modifications)
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Animation in 3dsmax to be imported in 0.A.D
niektb replied to Stan`'s topic in Game Development & Technical Discussion
Seen this? http://trac.wildfiregames.com/wiki/BasicAnimationImplementation -
Yup, we should have to find a good and fast way to communicate + make sure everyone is on the same track.
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Since the C++ part is included in the main repo I started to work on the JS-part. However some questions were raised during the process. 1. How do I advertise to engine messages? This way? certainFunction.prototype.On[messagename] = function(msg) {} 2. How do I do advertising a message to a entity? Just by calling this function from within my own component? function ApplyValueModificationsToEntity(tech_type, current_value, entity){ var cmpTechMan = QueryOwnerInterface(entity, IID_TechnologyManager); if (cmpTechMan) var value = cmpTechMan.ApplyModifications(tech_type, current_value, entity); else var value = current_value; var cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager); if (!cmpAuraManager) return value; return cmpAuraManager.ApplyModifications(tech_type, value, entity);}3. Check whether the entity is in range of a supply giver. How is that currently done with aura's? 4. How do I make sure my script is loaded and ran? 5. How do I control the sequence scripts are run in 0 A.D.?
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Well, okay. You can count on me. We still should think of how the Council would take shape but in general it seems a good idea to me.
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That is certainly true.
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The idea sounds good. (One large modding team who makes sure to add a lot of additional content) however I fear that it will not work out. Simply because you do not only make mods to add content but also to really change gameplay because you feel the gameplay needs some additions. Everyone has his own opinions who are hard to merge. Also for example in Millennium AD the civs do not really match/look like other civs in the main repo or other mods. Therefore it's hard to see it as an expansion. @Hephastion: please do not overwork yourself. start steadily expanding the current gameplay, instead of completely changing it. I personally prefer an good working old school like RTS with a rock solid gameplay, no RPG-RTS hybrid.
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Meet: Septone and Meet: A Question
niektb replied to Septone's topic in Introductions & Off-Topic Discussion
Compatibility issues in what way? -
With some help of sanderd17 I managed to implement the C++ part. Edit: Some little code changes Edit(2): and some more... TerritoryMessages.patch
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Should a certain approach work? virtual void TerritoryCheck(){ current_Territory = CCmpTerritoryManager.GetOwner(GetPosition2D); If (current_Territory != last_Territory){ AdvertiseTerritoryChanges(); } last_Territory = current_Territory;}Of course I need to pass some parameters along, but that I'll do later on. I'm only struggling with the results of the CCmpTerritoryManager.GetOwner() call. What are these?
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You mean this one? void AdvertisePositionChanges(){ if (m_InWorld) { CMessagePositionChanged msg(GetEntityId(), true, m_X, m_Z, m_RotY); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } else { CMessagePositionChanged msg(GetEntityId(), false, entity_pos_t::Zero(), entity_pos_t::Zero(), entity_angle_t::Zero()); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); }}
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Partially. In fact the social structure was quite complex: http://archaeology.about.com/od/vikings/qt/viking_social_structure.htm The chieftain role was inherited from father to son. A free man could choose in whose district he wanted to live. For the warlords see above. http://www.hurstwic.org/history/articles/society/text/laws.htm
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But basically you're saying that in the CCmpPosition.cpp the territory should be checked and then a message send to the JS-part that the territory is changed, only if it's changed (and preferably some extra info to state what was the former territory and what is the current). On message fire the appropriate values are modified and cached, the same way as is happening with the auras. Am I right?
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Meet: Septone and Meet: A Question
niektb replied to Septone's topic in Introductions & Off-Topic Discussion
Yes, it's supported. I'm running the game myself on Windows 8.1 (64-bit). -
I was merely talking about auras because there would be entities like supply cart who have a supply area around them in which that decay effect wouldn't happen. Oh, and I'm afraid I won't be able to do the C++ part since my knowledge of C++ is only absolute basic.
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I wanted to create a new gameplay aspect: Supplies What I actually want is that whenever a certain unit comes out of a certain area (own territory + supply aura's) his stats a reduced (whether that would be lower health, lower battle stats or a degeneration of it's stats, deciding that would require playtesting) I had in mind of coding some stuff doing the following: Selecting own territory + supply aura area and invert the selection. Check if the unit is in the latter selected area and if so apply actions. I think I need some code from the Territory decay and the aura part, correct? Can anyone help me with the start? (Since I've got no idea of how this stuff works in 0 A.D.)
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In this topic I want to discuss the altering of the existing UI, that is not only the UI in-game but the menu's too. As the current UI is being altered I suggest starting with backgrounds. I already saw some good ideas for the main menu background (Lion, Rodmar, where did you post these land maps? I couldn't find them quickly) In which we could alter the right text box to our logo. (Romulus, could you continue your work on the logo, please? I've got no idea on what's happening with NoMolester and Arishia)
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I couldn't find really vikingish towers (Did they even build them?) I could only find these specific viking fortresses. Let's do this for the Jarl's Hold. Agreed? (Perhaps a simplfied, smaller -that is with less buildings and less walls- version?)
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Sadly the tower images you posted Lion are Irish Round Towers. Nothing Viking at all. The reason you found them is because in most descriptions it was stated that the Irish took refuge in them (for the Viking raiders).
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Those could make some good props for viking units: The tower shown on your screeny perhaps looked like that and could be of colonial origin. Scientists argue about the origin, whether it was norsk/viking or norman or colonial ... (it's been built in North America). On this site there are many more viking portraits and other knights too: Another amazing artworks: history--0ad--viking__buildings_characters_scythian_princess_last_right.jpg For viking ships there is a blender model around ... I have it somewhere ... okay, did not find it. But I found other 3D community models: a fisher's hut, 11.png deer, giraffe, jaguar, many kinds of fish, frog, ant, insects, spider, squid, dolphin, butterfly, furthermore blender can generate trees like willows using tree sapling addon. Do we need any of this? And what about OSL - is there Open Shading Language support like in the blender engine? Would save us a ton of texture work eventually .. though I don't know at all if OSL is preferable in all cases? Any input on that? As far as I know, no support for OSL. Still, GLSL is supported.
- 680 replies
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