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Everything posted by Radagast.
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So now for something completely different (scenario)
Radagast. replied to eduh's topic in Scenario Design/Map making
It's fully functional thx to idanwin, but it's immediate conversion (happening somewhat instantly). I'm working on delaying the conversion success. btw. greeat find in the archive, stan. This map is brilliant. -
Great idea. We then needed to assign the wheel rotation as Idle variant animation, such that the engine picks it correctly. As we won't define any other, the wheel might always turn. Though we could add a variant where the wheel stands still. But it then would ever stand still. You are right, I am a bit short on time and skill. Though that addon got a little bit more complicated than I imagined. As always. I would love to use your or Enrique's roofs. I like them, and I think they are looking like Ayakashi's sketched roofs. Tell me if I'm blind. My roof is too high poly and you solve the same with textures only which might be preferable.
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[Millennium A.D.] Development update August 2014
Radagast. replied to niektb's topic in Announcements
I finally posted it over there at ModDB. Sorry for the delay, this release time is quite hectic, I try to finish things. http://www.moddb.com/mods/millennium-ad Thanks for the write up. We'll soon have more development power and will also throw in the Early Medieval Japanese after the next 0AD Alpha release. Really nice island screen. The vikings still live quite humble but well, they spent a lot of time on the seas anyway, did they? -
Sometimes I ask myself if you are from this star ... I'll definitely get involved in the creation of your blacksmith once my list shortens. The blender addon may be a boost as there are quite a lot of props that also may be reused differently. Allow me one question: Should the furnace be attackable? I would love to make the furnace visibly garrison inside the blacksmith. The furnace furthermore could turn metal into swords and other weapons. i.e. if you select the furnace (using Sander's system), then you could produce weapons. I know people think this is too complex, though I'd really love to experiment with the weapon system. Thank you for giving our projects hope with your concepts! It's the hardest part. Concept artists are our s.
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I love 0AD's flora and fauna. Thanks for getting us a step closer to new epic wildlife. May I create a content.object mod on 0ADMods for your boar. Or should it even be a Animal collection?
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Sneak peak: Can you guess what I'm working on?
Radagast. replied to idanwin's topic in Game Modification
Wow, I had expected you to work on tanks as you gave hints in this direction the Rogue Republic topic but that's another nice surprise. Essentially we already have some CC-BY-SA or lower Ork and Uruk models from our gentle blenderartist fellows. They 'd need to be rigged though. (in a compatible to 0AD's animations way, therefore we might wait for the new Unit meshes) -
Egyptian Mill The only remaining issue in the New Kingdom Egyptian Demo map is that the mill can't be found. Has it once been there and then has been removed? Does anyone have info on that? Playtest Please feel free to playtest if you like to: -mod=promotion_boni_via_tech -mod=convert_attack -mod=aristeiaThe promotion_boni_via_tech is an optional mod but it does no harm if you already download it from the github repo + place it in the data/mods/ folder of your 0AD SVN or 0AD GIT installation. You'll need a working convert_attack + aristeia repository in the data/mods/ folder too of course. If you hit any errors, please feel free to post back. We'll fix it ASAP.
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Posted 30 July 2014 - 11:51 PM Those errors by now could be tracked down and fixed too. It was buried in the convert_attack functionality. There also was an important file missing in the repository which I only had locally and didn't commit by accident. That may have broken everything for you.
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That sounds interesting. It also is technically possible. The problems might be the curvy terraces like in your first screenshot, though I'd really love those. To make the individual field parts blend into each other might be most difficult. We will have to experiment with it and see how it looks like. In your 2nd screenshot, the visible brownish fields are flooded/ i.e. contain water? btw. I realized that my current field rather fits a wild rice field and we therefore should label it as such. It may be used as a less productive field in comparison to the flooded terraces.
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sounds like a special trigger + basic script. For that we'd first need to settle on the trigger GUI. Better reuse instead of create. Because otherwise maintaining two fully identical functionalities may be difficult. But I'm not sure it can be easily reused as Atlas is quite separated from 0AD. Many improvements you mention make sense. A texture blend tool might also be great, but how could it work?
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Okay, I have created a demonstration and added the chariot in the process. But it uses garrisoning, that means the unit type you garrison in there defines the attack as the chariot itself only has crush attack (later perhaps trample too). Currently only infantry and civil units are allowed. Read the template XML and you'll get an overview of how what works, what the alternatives are (see the comments using <!-- -->) + what I'd love the GarrisonHolder holder component to look like in the future. On the image, the rightmost chariot uses static props (it's a frequency of 25 vs. 75 occurrence of the dynamic chariot). All other chariots use garrisoning and are ready to fight.
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Oh, didn't know they would replace all meshes as first there was talk about providing new units for champions and heroes only -- such that they'd be better recognizable. For the elite corps formations, nothing has to be done. For adding new formations look at Niek's recent formation commit. No worries, the rework won't be executed for the Han Dynasty as the Iron Age civs have to be compliant to the 0AD civs.
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Fixed Any other errors? Somehow those weren't shown when I playstarted, which makes me expect more errors that I missed. I would love to know if they did cook grains. Perhaps they did and it just was lost by history.
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@Crossbow: I think due to the ease of using a crossbow, those units' train time should even further lowered to 2 seconds instead of the current 3. I know it's already quite low, but that those units would be created almost instantly would and should be special for crossbow infantry. (they don't need special strength training because they don't have to pull a bow.) We already have reduced the shot frequency to the re-enactor determined values of crossbow 4 vs 9 longbow shots in 30 seconds. Not sure if the 30 seconds are already modeled but in average those 30seconds might not have been reached. The accuracy has of the crossbow has been increased. In short, we need a new playtesting due to those changes. :/ sry for the inconvenience.
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I share your points, crossbows were mass produced almost all around China from at latest 200BC on, i.e. the rise + zenith of the Han Dynasty. Without taking the wind out of sails, I would love to abstract the champion units to a tech like Sander did for the advanced + elite general promotion boni. We would also exchange the unit mesh via this tech. Champions should rather be a 4th promotion level, this time requiring a huge amount of XP (reflecting that they achieved something big like saving the queen or something). The tech would exchange the unit mesh to Enrique's new ones. I would also love a tech for each unit type that allows to call veteran units (called elite in 0AD) into an elite group. Though you could still do this yourself by creating a formation and only adding champions. Perhaps we even should create such an elite formation. The formation template could then get a bonus via auto-research techs. This would allow for great flexibility as you could define several elite formations. The stats of course won't change, but you can pick the best of your units - just like in real life. This surely is not yet the perfect solution but it may be a start to have elite corps. Having the champions as 4th "promotion" (which also could be called "level-up" as it depends on experience) would also allow to modify, via technology, the e.g. weapon restrictions in the unit's default cloth + weapon assignment template. Another advantage is that it comes closer to history where every unit type could have their champions, not only what you predefined for whatever artificial reason. The elite corps/formations (+ techs) would fill the gap that arises by this change. Immortals then would simply be a formation, containing hand-picked units. Like in real life. The current heroes could be renamed to legends. Heroes then could be all those units that did something great. (plenty of heroes, remembered for a short time period - while few "legends" remain known even millennia later.) To mirror history those legends could be predefined. While every unit, even a fisherman could become a hero, resulting in morale boost or other boni, if only achieved something big. The cool thing with defining weapon templates instead of hard-coded unit types would also be to avoid the current redundancy of cavalry + infantry using the same weapon and the flexibility to give a unit a alarm horn which would turn the unit into a morale boost unit.
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We currently experiment a lot with the rice field. Issues: - not adapting to the terrain (fixed) - water not shown/rendered for those variants that contain mud walls. We have added several variants in the process. One variant contains the farmstead as prop/turret (but static) on the field. Still to be determined. Overall I more and more like 0AD. I would love to thank Stan and Enrique for their tremendous works for the han dynasty. And micket + strannik for those wolves, the animations are really admirable. As wraitii's hawk is always a pleasure to watch. (just like in real life, though it may be an animation missing where hawks stand in the air as they do in reality)
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Sorry I mixed it up: loyalty is going to be added in the course of conversion functionality. Not stamina. We will have to add a stamina GUI bar ourselves. No idea how to do it, but well, perhaps someone picks it up by getting inspiration from how the health bar is created.
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hm.. yes, we could indeed animate it, i.e. give it a rotation. Though if we wanted to also make the trajectory an animation, (i.e. animate the prop position), then it will become troublesome as the axe might change height depending on the animation frame of the parent bone. (as the l_hand and r_hand prop points are parented to bones) In our case that'd be no problem as we only animate rotation. Thanks for pointing it out, Stan.
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We settled that growing trees would do no harm to performance as it's just an animation. Though the growth should be very slow as 0AD spans city phases, thus you could probably only regrow 3 to 5 generations of trees. A domination world map is one of our goals. We could create a generic multi-map loading screen, using a list of maps and saving each map when leaving, thus that nothing is lost. It may be necessary to transfer some information or read the saved games xml to display some state information in the world or multi-map view (think of red for endangered situation and such). Having map triggers being scheduled to be triggered by a domination AI would be awesome. If a certain time interval passes you could have lost foot on a map/part of the world because you didnt react in time and switched to that map. Though perhaps it might be even more attractive to create a huge - really huge! - wolrd map and declare parts of it as frozen. That way the map could still be playable as only the non-frozen entities have to be loaded, while the actors might be shown - or covered in fog of war, perhaps continuing to run the simulation without GUI in a background process. We could extend the first mentioned multiple-map view to be showable from any map, that has been defined in the multi-map.xml or .json to fluently allow to switch between individual maps (using save current + load next or selected or closest to current camera position map) directly from within one map. Stamina will come in with proper Conversion of enemies and the Besieging of structures (both using the same principle as discussed on IRC with Mythos and wraitii). Once the Stamina bar is in, we can tackle the run/charge mode. We thought of an acceleration and decceleration and to derive the damage/attack bonus from the current speeed on impact. charging attack bonus = speed_on_impact / max_run_speed * templates.max_charging_bonus The techs are easy but to be honest I think this per unit approach we are currently using is going to become untamable if we continue like that. There are several patches or tickets on trac that would ease our lives. e.g. #2620. I'm still convinced having a tempalte for each weapon and then assigning weapons or clothes to a unit would be more approriate and easier to maintain. (currently each unit redefines heaps of stats and for each weapon type we need a full new unit type, which is somewhat hard-coded if we consider that in the dynamic solution, units could change weapons, which might be an epic addition.) Officer, Signifer (morale boost units in general) & Co are all planned but even all our developer power together is extremely low in numbers compared to even mere modder communities of commercial games. Aren't Ballista and Scorpio already in? Blocking projectiles is well possible, it's just adding blocking chance in the simulation templates of units and then using that chance in the calculation when it is decided if a ranged attack reaches its target or not. Siege weapons is already in. Miss Chance is already in, it's called "spread". There is even a range bonus if ranged units are on higher terrain. A proper visual ammunition and visual resource system can only be added after creating templates for props and having the assigned in a unit's inventory. Else it will just be a number. But it also will be problematic without a secondary weapon system, i.e. that inventory and weapon system I mentioned beforehand.
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XpartaMuPP ssl error
Radagast. replied to HenryJia's topic in Game Development & Technical Discussion
Great! That's another fine addition, having rated multiplayer matches with more than 1 vs. 1 participants. Thx! -
I think they should be ranged, but not archers. Just call them infantry_axe_thrower and make their simulation template inherit from template_unit_infantry_ranged. Perhaps even introduce a generalized template_unit_infantry_ranged_melee_thrower. Having ranged unit that do melee attack is no problem for 0AD. Though only with the new unit meshes, we might be able to make the thrown axe rotate. I don't think we can rotate props or prop points by script despite me remembering someone of the main team in the forum announcing that it should be possible?
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@Enrique: Okay, though it might be balanced if other buildings had smaller footprint size. But I get the idea and it's acceptable. I'm just a historical accuracy fanatic. @Stan: Nevertheless it's an astounding building!
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Did you UV unwrap it? (EDIT MODE -> Select all vertices (A) -> Press U -> Unwrap)
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See here for a demonstration of how to convert it to a 0ad mod launcher (Alpha 17) compatible mod: https://github.com/0ADMods/fence_basic
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@Filestructure: Having all files in a single folder is planned for the Mod Downloader. Yet it would be helpful to clearly separate a preview image / icon / portrait from the textures, which means we needed a convention such that the downloader knows in which mod folder to put which image. Long speech short: For now you need to use the 0AD filestructure to distribute your 3d models as convenient as possible.