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Everything posted by niektb
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Shader programming: where to start?
niektb replied to niektb's topic in Game Development & Technical Discussion
Rendermonkey is EOL. Last release was in 2008. But I just came across OpenSceneGraph, which looks very interesting. http://www.openscenegraph.org/ It is fully cross-platform and it looks like being maintained and used. Plenty of resources as well. -
Shader programming: where to start?
niektb replied to niektb's topic in Game Development & Technical Discussion
Any tools to display the result quickly? I used Shader Designer, but it seems to me that these shaders won't work in the game. -
if you check Wriatti's description, you'll see that the shark isn't designed to attack yet.
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Shader programming: where to start?
niektb replied to niektb's topic in Game Development & Technical Discussion
I noticed on the fly that we still use OpenGL 2.1. Why don't we use a newer version like 4.2? -
I know they were associated with Saxons, but note that that was after the conquest of the Danes in the 11th century. http://en.wikipedia.org/wiki/Housecarl So the Saxon Housecarls officialy came from Scandinavia.
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Viking Warrior Type: Axemen / swordsmen, melee, infantry, citizen-soldier Skills: swift, bonus vs. building, lower gathering rate. This link is really useful: http://www.hurstwic.org/history/articles/manufacturing/text/arms.htm A lot of Viking wore a leather armor as it was lighter and cheaper. Some were also mail clad as the picture above shows. We should make texture variants to express the armor diversity. http://www.hurstwic.org/history/articles/manufacturing/text/viking_mail.htm The helmet as well divered: http://www.hurstwic.org/history/articles/manufacturing/text/viking_helmets.htm An example of a sword: An example of an axe: Shields: (Front and back)
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What code?
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Shader programming: where to start?
niektb posted a topic in Game Development & Technical Discussion
Hello guys, I fancy programming some GLSL shaders in 0 A.D. but I don't know where to start. I checked the wiki but not much info was posted there. Which program should I use to create them and which version of GLSL is used in 0 A.D.? Do I need other stuff? Regards, Niek -
Our x-mas present! Yeahaa!
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When moving units, what is it that they are saying?
niektb replied to drlandrews's topic in General Discussion
Which units are you talking of? -
Json is actually very easy. It's comparable with XML. It's used to store data.
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In order to create a random map you should create a random map script. These you can find in /binaries/data/mods/public/maps/random
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We'll leave it as it is right now, but the aura couldbe something for the future. I'll add a team bonus for trade income and we'll move on to the land units: I would to discuss the line-up, before stepping into details. When doing some research into Viking arms and armour you'll encounter a lot of different things. Some are saying that bows weren't used by many, others say that the bow is part of the basic weaponry. Some sources: http://www.bbc.co.uk/history/ancient/vikings/weapons_01.shtml http://www.vikingsonline.org.uk/resources/articles/combat.htm http://www.hurstwic.org/history/articles/manufacturing/text/arms.htm Citizen-soldiers: Viking Warrior (Axemen / Swordsmen) Viking Spearmen Viking Skirmisher Viking Bowmen If possible we should try and use the native words for each class. As far as I know the sword was the most favorite weapon, but also expensive and could only be afforded by wealthy people. On the contrary even the poorest owned an axe. The spear was also very common, sometimes thrown as well. Champion soldiers: Huscarl Berserker We'll do heroes later. I've added no cavalry as I found that Vikings used horses but (almost) not in battle. Furthermore I feel that we could use an extra champion soldier.
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Looks good! Might be a map used for the viking civ in our upcoming 1,000 A.D. mod. :-) Some comments: - I don't know if it's done on purpose but the fishing boats are not automatically dropping their resources at the village. - How do you get resources like wood?
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You got a point there, but I fear that's currently not possible with our team line-up. (No very skilled programmers, unless NoMolester is one.) I think that's something for in the future. Let us first start with things already implemented in the vanilla game. I'd say: we'll try first the uncapped way, if it turns out to be a really problem then we'll look to fix it. (A elephant who can carry unlimited resources is odd as well, isn't it?) We should try to balance realism with gameplay. Something different: Team bonus: Additional trade income.
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Aristea doesn't add any code, only art. (As far as I know) Though I see indeed some art related errors.
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An updated list: Civ bonus: Longboat is a mobile dropsite. Start with additional wood, but less food. Some units do heal themselves. Team bonus: ? Unique technologies: Colonization of foreign soil (Player receives additional loot). Clinker construction (Improves naval speed)
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I suppose this topic is in the wrong forum. This place is for new people who want to contribute. Also use the code tags to enhance your post's lay-out.
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Not sure if it's a good idea, but should we implement self-healing to the basic viking warriors to boost raiding?
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According to the specs the game should flawlessly, without errors (no ancient hardware inside with no / outdated OpenGL drivers.)
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As player you get the idea that you can totally customise your civ (determining you own strategy) when you have a lot of technologies, instead of having it all initial. A good example of this is the Age of Chivalry: Hegemony mod for AoE2. This mod features a lot of techs and that makes it really a plus. Thats why I also want a lot of techs.
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An updated list: Civ bonus: Longboat is a mobile dropsite. Start with additional wood, but less food. Team bonus: ? Unique technologies: Advanced plundering (Player receives additional loot).
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Ah, I didn't know that. Well, than a technology would be to improve that. Longboat should still be a mobile dropsite. How should we call the technology? Advanced plundering? I also suggest that the vikings receive more wood and less food at startup to give their navy a boost. Furthermore I suggest a technology that improves sailing speed, but I have no idea for a good name.
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