Jump to content

Sturm

Community Members
  • Posts

    165
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Sturm

  1. Hi everybody! Is there a way to insert some standard type of "dirt and color darkening" layer into the bases of the constructions present in the game, in order to give more visual realism? I mean, just like here...
  2. Wowgetoffyourcellphone told me that only the five winning maps will be in the official version of 0 A.D.
  3. Please, clean up the list! Less is more! Although the collaborative effort must be respected and exalted in this project, this does not mean that all visual resources must remain in the game forever. Each thing has its time and space inside 0 A.D. history. There will be times when pieces of code, visuals, music, must be replaced. For now, I think only high quality maps should survive.
  4. Lets try to make things more realistic and more complicated, but much more interesting. I'm not a programmer and I don't know all the cost of processing this, but, let´s suggest it anyway. In the game, all human beings could have a "scare marker". Nonhuman animals, in turn, would have a marker of potential "frighten humans marker". To give realism and maintain balance, the interaction between these two markers would work like this: a human could only be scared by an animal only once, once he received a "check mark" that tells that he/she has already been scared by that animal/species, he/she would be immune to encounters with the same animal or animals of the same species. The scare would also have a time limiter, I think something between 10-20 seconds. After that, the "check mark" would be granted and he/she would no longer be afraid of that animal/species. So far, it doesn't seem like a very difficult thing to implement, but ... Another interesting thing, but certainly more difficult to be implemented, is the percentage of humans affected in an encounter with multiple entities. A wolf, for example, could frighten 5-10% of humans, an elephant 20-30% and a tiger, in turn, 70-80% of human entities. The problem is that "encounters" are somewhat gradual, varying from one second to the next, in the approximation of an animal to a group of humans. How to apply this percentage if the number of humans affected varies from second to second? Regards, Sturm PS: The "scare marker" would be also useful for "red dragons" e dinosaurs"
  5. In order to make the game more balanced and even more credible, the elephant or group of elephants could scare only a percentage of the enemies, something like 20-30%.
  6. Taking a look at the revision log of the 0 A.D. changeset, I found something like this... Where have you been for all that time, guys?!?!
  7. Tudo isso é brasileiro na comunidade?
  8. Maybe Tito Puente's "Mon Ti" song, from the album "Top Percussion". Below, as soundtrack for an amazing video listing all Ray Harryhausen creatures. - The Ray Harryhausen Creature List - YouTube
  9. This topic reminds me of the original Golden Axe eletronic game, when we were still playing in the arcades. Long time ago. Almost inside 0 a.D. time frame, lol. In that game, the bodies of defeated enemies were petrified on the ground. Due to insufficient memory, this feature was removed from the Genesis / Mega Drive port.
  10. Hello guys. What would be the feasibility of adding a generic animation (perhaps with 3-4 small variations in shape and size) for "disintegrating effect" of the corpses? A 20-30 second timer could run from the time of the death, for example, and then an animation would be applied, as a decomposing corpse. Something simple, maybe the Thanos disintegration style of the Avengers movie.
  11. Some minutes ago I tried to start a game and I got this message below. --------- Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths Details: unhandled exception (Access violation reading 0x88051450) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) --------- Just after that I tried to disabling GLSL and postprocessing, and it worked! Once again, I am using an Intel® UHD Graphics 600 Display on a LED full HD 13,3" (1920 x 1080). Running latest Windows 10 version.
  12. Hi everybody. Just installed here the 0ad-0.0.24b-alpha-win32.exe and I had the very same problem: the green graphical bug. I did the above trick and it worked, but... sometimes the green bug comes back. For instance, when I get a pop-up message from my Telegram desktop. I am using an Intel® UHD Graphics 600 Display on a LED full HD 13,3" (1920 x 1080).
  13. Hi! First of all, congratulations to everyone who contributed to this new 0 A.D. Alpha release. I confess that I imagined months ago that this release would be something smaller (few changes) and I was totally wrong. And that's good! Thanks again to the community of contributors this awesome release became a reality. That said, I would like to ask about the bug related to the previous installations mods. Is it possible to implement something that prevents this from happening in the next 0 A.D. versions? In addition, it would be great if there was a beautiful and explanatory interface for selecting mods, advising which are compatible, which are not, descriptions etc. Something suitable for novice users, not assuming an experienced player. By the way, congratulations on the map selection menu. Great feature! Regards!
  14. Relax, we'll be playing Alpha 24 before everyone in the world is vaccinated from Covid-19.
  15. Looking at all these beautiful 3D renderings, I wonder when 0 AD will implement the day / night phasing. I know the code already exists. Are we too far from that?
  16. 0 A.D. Alpha 24 - MC Hammer edition. U Can't Touch This!
  17. It is true that the history of mankind is full of examples of extreme violence, slavery, sexism, misogyny, etc. If the game 0 A.D intends to be historic accurate, for good and for bad it will reflect these negative aspects that, sadly, are typical of human beings. So I think that if 0 A.D community wants to keep all of this at in-game (which does not seem like an absurd idea), I believe it would be important to shed light on the issue. And my solution here is the same as I proposed in other topics: whenever there is a descriptive box using plain text in order to describe a civilization, a hero, a construction, a weapon or whatever, it would be nice to have links to its Wikipedia articles. This will allow the game to have a much larger educational dimension, as there is no space in the game to describe any of these aspects as described in Wikipedia. Thus, whenever the theme "sexism" is relevant in the game, in an appropriate box, there could be a suggestion for reading articles such as: Sexism and video games - Wikipedia and Gender representation in video games - Wikipedia , for instance.
  18. I remember that sometime ago a person was hired to work part-time in developing the game. In general, how was this experience? What are the positive and negative aspects of it? Talking about it, what is the possibility of a new crowdfunding so that a person can work being paid to solve these specific points that prevent the release of a new version?
  19. Hi folks! Considering that the Wildfire team prefers to be more cautious in Spidermonkey updates, the idea is to update to V52 in Alpha 24 and then to Spidermonkey V62 in Alpha 25? Is that right? Regards, Sturm.
  20. If you scroll down (after clicking at link below), you can see the series of interwikis (supposedly equivalent articles on Wikipedia in different languages). https://www.wikidata.org/wiki/Q484830
  21. Hi folks! Any news about the new moddable GUI and/or on mod selection? Perhaps it would be interesting to give prominence / more context to the most recent and active mods.
  22. Tupis! Tupis! Tupis! Bigger, Better, Faster, More!
×
×
  • Create New...