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Radagast.

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Everything posted by Radagast.

  1. Okay, I have another problem, today crashed with a machine, therefore no more time. :-/
  2. I will work on the following in this order: - Egyptian Pharao: Ramses II (to be committed today) - Han Hero: Liu Bang (to be comitted today) - Storehouse: adding textures + XML (today start before cowboy). - Assyrian XML (to be committed today evening). Tomorrow I have to work but maybe in the evening I can model the next Han building. Is the fortress one of those you wanted to rework? I think not, thus I may create it. Then we're short before finishing the most intense part of Rise of The East. I wish to not invest too much time in techs as I plan to rework technologies anyway.
  3. Stables Gate Fortress* Blacksmith Wonder Any possible special buildings (government center? embassy?) Champion Units? More Cavalry? (Lion) Hero: Liu Bang (Radagast) Temple Storehouse (Ayakashi)
  4. Thanks for the input comrade. it was planned as such but it evolved that enabledMods need to have a certain order (i.e. dependencies have to be loaded first). That's why enabled mods have their own list now and mods can be moved back and forth and enabled and deactivated like desired (+ saved in the the configuration). I still have no working line-break but I've starting making that column a scrollbar-column (though that somehow failed). No idea why I created a dummy link, we can change it in the millennium github's mod info file (currently called milleniumad.json, later probably just mod.json). The names are unique IDs for mods. Usually folder names are redundant but those could easily change and thus break dependencies (that's why we require that unique ID: the mod's name). Preview images are planned but it will only work with binary data as base64 encoded string. (due to the mod folders not yet being mounted, no filesystem image can be referenced/loaded). Of course, as for the command line -mod=mod parameters, all can be combined in a pitched battle. Edit: Preview images will be shown when hovering a mod row (but preview images are not yet working, I 'll probably look into it once I get green light from Sander + leper as especially for maps it's important).
  5. New: - sorting ascending / descending working - filtering fully working (including negating all filters) - rearranged columns + added unique mod name (first column), - topological sort added (will probably be added as a button which has to be pressed once, only then Start Mods and Save buttons get enabled.).
  6. Is it fine if we show the description as tooltip only? That is when hovering above any column of a mod's data row? Not sure about the 'hierarchy' or 'column order'. I think modFolderName as first column and name as second is ok as those two are or should be as identical as possible (0ad being the exception where 0ad is the name and public the mod folder name). We distinguish name and mod folder name only because the mod folder name can change (e.g. people renaming it or automatic renaming when downloading and a folder with this name already exists). The mod name is defined in the JSON (mod info file called mod.json) and is never ever changing (hopefully, and contrary to the mod folder name which can change easily).
  7. Not sure but iNcog pointed out that the civic center is good protection against melee cav. Thus it's at least not nearly as bad as ranged cavalry.
  8. I'd say I'm back. Thank you Linux. I have to recover a bit from the shock now, then setup incremental backup system or again rely on Linux as saviour. Have lost another day but I'll get back into where I stopped hopefully, ah , now I remember was fixing the mod configurator crash when filtering generically and making the automatic reordering work. Then more into JavaScript + commit the pharo, then the Assyrian XML, now I'm back .
  9. I first wanted to tackle my list, then I wanted to think about backups as I not yet have incremental back up setup. Though I see this may have been the wrong order now. Luckily I already shifted heaps of art files to my windows system. Unfortunately nothing of my 0AD creations. I now will boot from my Live USB and hope Linux will safe me once again. *s/safe/save/
  10. I forgot one note: Templates Those are the main issue as the attack values are stored in the unit type template. For secondary weapons to actually have an effect, the attack needed to be specified in the weapon template. For this to work, the fighting system needed to examine which weapon is at the left + right hand prop points. If there is a shield -> increase armour value. If there is a weapon -> increase attack value (additionally to base attack which is if using the fist + gloves).
  11. It's possible and we'd love to get secondary weapons in. Currently it'd be only possible to have two melee weapons if we subdivided the melee animations into - attack_melee_sword, - attack_melee_spear, - ... Then we could make the animations switch props, e.g. if attack_melee_sword command is given, then your units will play this animation and the props connected with this animation (in the actor.xml file) would be: - sword attached to prop point right hand (e.g.) - spear attached to prop point back (have it stored in the inventory so to say) - shield attached to prop point left hand. If attack_melee_spear was given as attack command, then: - sword attached to prop point left_of_belly (if we have art resources + time, then we could even attach a different prop, i.e. not the blank sword, but a nice looking envelop) - spear attached to prop point right hand - shield attach to prop point back The inventory in this case would come as side effect: Each prop point would be capable of bearing something. Thus we could have keys attached to the belt. If we wanted to visualize inventory at some time, then we could use prop points. (using arrows you could even attack the keys attached to the belt using Sander's prop turret changes!) All that is already possible without changes for attack_melee and attack_ranged (and we could change the prop configuration for those depending on animation playing). Therefore the secondary bow should be doable. As for the tech I think we could add a tech that replaces the bows with higher quality ones.(the skirmcav initial bows could be very bad range)
  12. No bad idea. Makes them special. Though they should be very vulnerable to ships and die immediately if colliding with one? As the sea + deep river has units as forbidden class I htink it might be somewhat difficult to get them to swim. Nevertheless your idea is just in time as I (originally) planned to continue the transformation component draft tomorrow which seems as the ideal candidate for this swimming transformation too (as for transforming tanks into swimming tanks et alia, though I still am not entirely certain if unpack- pack mechanism of siege units should also get into this component now too.).
  13. Your existence already is enough. Hannibal + charts always lift my mood. I feel there is a chance to recover the lost files. It's been my own fault as I had a read-only filesystem the day before and still didn't think of making a backup. I have lost all electrical engineering + teacher database (3 year project of 2GB size) files too if I can't recover it. 80GB are gone but I still think it could be the boot sector only which got corrupted. The download finishes in 53 minutes, then I'll have a Live Linux USB at hand for the rescue (no CD drive here). Luckily leper and sander pushed me to commit the Mod Configurator GUI just in time. Though the topological sort which Philip proposed is gone. Also really hope is that Philip got shadows almost entirely to work without major glitches for all sun elevations, even showing shadows of hills and other objects that are behind the camera!! And Yves finisehd the trigger review, I can't wait for triggers anymore.
  14. Thanks for this awesomeness of 0AD which it already is. Also thanks for the immense artwork that makes me feel that this planet is worth it.
  15. It's horrible use to me, but today morning while working on the mod configurator and shortly after I logged on to the 0ad-dev IRC my system my hard disk gave up the ghost. I first thought it'd be my display and tried to inform those on IRC about what happened without seeing anything. Then when I tried to save the mod configurator's changes (also without seeing anything but a black monitor), I slowly realised something weird had happened. After the system restart command failed too, I almost expected it but didn't want to believe it. Now that it's almost certain that I lost all my blender files I'll probably give up and continue with hardware + embedded systems open source projects. As a last ressort I try to recover the harddisk from a Ubuntu Live USB I try to create currently and which will be finished in approx. 3..7h (download shows 3hours but who knows). It's a pity the same happened to NoMolester some time ago. If I manage to recover at least some blender files + started work on capturing/transformation component + day/night + Hybrid AI then I might be back. I'm not important anyway and mods are too unofficial for people anyway (greetings to jagst3r) ...
  16. hm.. in principle it could be added without embassy even. Just by being allied it could be allowed. Though I see the embassy would be very attractive to be attacked by the enemy as all your buildings in ally territory would decay quickly thereafter. It's surely worth considering, but 0AD decisions are centralized.
  17. We try to contribute, but it's difficult as patches alone are not enough. It must be proper solutions and to create proper solutions you have to know each part of the engine by heart. Each mod is a contribution as it fits the bigger picture. I.e. 0AD was once an Empire Earth mod project. Empire Earth has flow of time and much more. It's obvious 0AD is striving for something similar out of its history. Furthermore to get into the team is difficult. See stanislas who created plenty of models but never made it into the team ... and now he's fallen. Also 0AD has a different setting: Iron Age + pitched battle. There is a saying: If you reached all goals in your life, then you didn't put them high enough. Thus I prefer putting the goals a bit higher ... (and 0AD is essentially not too far from being finished, so why no mods, I know people hate mods like they hate unofficial stuff, but well. I will get resistant to insults at some point I hope. :/ )
  18. Is Warcraft open source? Doesn't it go to a lawyer if you post content you created for Warcraft III (and hence agreeing to their license) here? Once we have multiplayer campaigns couldn't 0AD be turned into a Warcraft of its own? Other than that cool you tackle such a great project with all elements involved (e.g. music, ..)
  19. Not sure what you guys think but I was laughed at when I proposed to not only have arrows miss targets (what we already have) but also arrows doing no to almost no damage if too far away (as it was in reality, e.g. tanks couldn't do any damage to each if too far away, thus e.g. German tanks had to come pretty close to Russian tanks to do any damage. They even had to circle around Russian T34 tanks to do any damage at all, quite a risky manoevre.). Same for arrows. If the archers are far away, then there was enough time to shield wall against those arrows. Also the armour mostly could deal with arrows shot from far away if it was not the English longbow. Anyway, it had tactical significance if units were placed infront of your melee as the distance to the enemy was reduced, which was decisive if the enemy didn't come up with something. In general arrows were harassing and frightening enemy approaches, mainly lowering enemy morale + slowing down their advances. You couldn't win, i.e. put out a significant enough number of enemies only with arrow fire. A battle mostly was won when 20% of the enemy was dead. Then one side panicked and you know what happened in the following pursuit. Even the English longbow was most significant if used to drive the enemy into your melee formations. We definitely should avoid creating artificial balancing fixes llike increasing building fire range if countering a certain enemy unit which is 100% unrealistic: Or can a cannon shoot farther only because it's a different enemy unit type? I don't understand 0AD philosophy, on one hand it's being called for historical accuracy as major goal. On the other hand you are told it is no simulation and thus must not be historical accurate.
  20. As a start I will create the XML tomorrow using Zophim's Design Document. I wanted to automate it but I must admit I failed to put the last pieces of the jigsaw together because I thought it would be no longer useful as civs have too different buildings et alia. Somehow I regret it currently and might add the last missing piece but I'm not certain until Mod Configurator + Artwork is sorted out. I must give in, my motivation is not too high for a brutal civilization like this, but well, which civilization wasn't brutal in some sense, especially in wartimes.
  21. Which of the spearmen might be more advanced? The first in my opinion but I might be wrong? Or is each one a separate unit? We could then upgrade by changing from silver to a golden armour + helmet but I wonder if that was realistic. It could well be as the generals at least might have worn golden armour.
  22. I don't think so, but it could be added. Not sure if it's planned for mercenaries too.
  23. Should it rather be repair_rate = 1/1000 * full_health[repair_rate] = hp / sinstead of 1hp/s ? Though in realistic terms you will take much longer to repair a ship or building than a siege unit. Thus I think 1hp/s is quite okay as you won't work quicker only because you now repair a bigger unit. In contrary, repairing a big ship alone will take much much longer and may never fully succeed (i.e. a single unit alone can't get it to 100%).
  24. This implies we could get rid of the sorting as we have the chance to filter out trees by excluding units owned by Gaia/Nature. Though Philip said that would even be more costly than doing it right away on the C++ side ... As a result it seems we can't go without it unless we put entities in bins by classes, but I fear it might complicate things..
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