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Everything posted by Radagast.
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Also quite incredible is that this way static units on walls are possible. (and sander already added it) The same is true for towers and any other entity (e.g trees). Walkable walls + roads/bridges/wooden planks are a different story as the pathfinder has to be inolved (and props currently are position-synchronised to the holder object currently if I understand it correctly). It must know when a bridge is passable despite deep creep/slope underneath the bridge such that the underneath tikes are marked as impassable on the engine-side.
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Yes, it's looking decent. Michael also has freed the hawk in way which upkept more detail it feels. The not-facing us issue must have been my fault as I never ever properly managed to get the camera below the hawk in Atlas Editor.
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Turrets are in thanks to sanderd17. Tanks with target follow now are finally possible. Turrets can be destroyed prior to the main tank. Turrets are not limited to your tanks, they may also be useful for your planes or stationary anti-aircraft weapons. The usecases seem endless.
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Breaking News: Sander committed his reworked entity on entity system. (turrets) Now we can make units embark on elephants, vehicles of all sort or even make one unit bear another(?). (Note that the prop-position is fixed and relative to the turret_holder wrapper, i.e. the object which bears the e.g. turret) Picking up arrows from the ground is now doable. (though it may need some special coding as usually the prop's position is fixed. If we could attach a prop to another prop,e.g. the hand while the body + arm + hand is being animated as a pick-up movement, then we only needed to attach the object to pick up to the hand prop and it would follow it in with a fixed relative position offset while still being free to rotate as defined per script!! not animation, rotation is now possible in a dynamic way!) Tanks with rotating turrets are now possible. Archers on horses/elephants/vehicles are now possible. Prop demolition system is now possible. (as props have their own health status + stamina! The latter could be used for limiting the endurability of material of e.g. tank turrets.) Now the sword first can break before the unit will be destroyed. Props are basically selectable now + have own health. Anarchid is furthermore putting Sander's turret system to work to achieve a full prop-holder prop animation synchronization (which I think could be used for tanks and horse-archers as auto-targeting, i.e. following moving targets.). The team is really going put a lot of magic into the next Alphas. Ormay it even be the first Betas ... who knows. At least it feels not really like Alpha if hadn't lag, which is being worked on ... I can't express enough how excited I am of where 0AD is going. Perhaps we can turn the tide even more. I will try by adding more 3D models for several other timeframes.
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Okay, I forgot essential information to prevent confusion: The special information I demanded + the culture group concerns are not of importance for you and your Lusitanian 500..1BCE faction (0AD timeframe). It fits the 0AD scheme of a pitched battle of the most evolved or involved civilizations perfectly. So don't worry. (the worries of culture group + peak time + .. I will clarify and are only relevant for another project I am working on which is more like a time machine. For now this is not relevant as I have to soften the civilization tagging anyway.). Next step for the Lusitanian faction to come alive and get playable ingame is by researching more concepts + references and to find a unique scheme for their buildings and units which is consistent and nevertheless historical accurate. That's a hard nut. Once we have the identity, I can start modeling. https://github.com/0ADMods/Lusitanians
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Good progress. Highly structured. If you are familiar with Github then we could start. I have still my difficulties as to which culture group to add the Lusitanians to. It seems they are most often called Proto-Celts (European-NorthAfrican Neolithics) who somehow intermangled with their conquerors like when the Celts moved there from the 2014AD-Czech-Germany location to the Iberian peninsula and the Cimbri (Germanic tribe from Northern Europe who conquered those). Thus the proper culture group is difficult. In general I really feel we should finally fully abolish this hard-coded civilization, it's just never been like this as factions appeared, intermarried, disappeared, merged, exchanged, ... and this starting from times where the continents were yet shaped completely differently. Adding them to the Celts or Iberians until we have fully worked out how solve this intermangling issue in a hopefully elegant way but yet keep the historical authenticity (i.e. no simulation of intermangling or at least only limited and guided intermangling to get the same result as real history). The way of life (culture group) may be grouped as distant Suebi-related too. To keep factions of equal or similar way of life in one repository is my goal as those might easily reuse artwork of other factions who have had a (similar) lifestyle. Total War Discussion A consequence of the above arguments is that the Lusitanians we want to model fit into the timerange when those already declined (Hannibal's War against Roman Republic, thus the faction has to go into the 0AD Addon package which dates from 500BC..500AD). Do you have a clue as of when the Lusitanians were at their height. It's difficult to tell anyways as there were many foreign warlords controlling them even when they helped Hannibal with mercenaries. (Source: above discussion + its linked sources.) Another reasonable faction if we added the Lusitanians seem to be the Gallaeci: I wonder if the Elk antler hadn't rather been a real world one instead of being artificially made as drawn in the sketch. It's difficult to see on the coin. The picture looks nice though. I beg your pardon what does 'not in the mask' mean? The bucula is not shown in the image? So we have to add it to the helmet's 3D model? (once we model it)
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You're right, the size ratio is really off. The buildings seem too big to me. I had some problems packing it all in the limited space, though I wonder why I didn't make the houses less wide. I need to also think of the variation of the props. Thx for the feedback. (Not sure if I can texture it before the end of next week or even later depending on how much trouble the Mod Configurator will generate.)
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Numerus - a Statistics Bot
Radagast. replied to agentx's topic in Game Development & Technical Discussion
Edit: It's not the complete diff, it's only the diff for summary.js of public. Add this to your charts.js: function showMetric(metric){ var m = Object.keys(metrics)[metric]; // Mark heading as active, deactivate others (TODO Use childnodes access instead for a much more elegant solution): selectPanel(metric, Object.keys(metrics) , {/*'sprite_background': 'bkBorderBlack',*/ 'textcolor': '200 200 255' }/*if active*/ , {/*'sprite': '',*/ 'textcolor': '255 255 255'/*TODO Better inherit => leave blank.*/ }/*if inactive*/ , 'chartMenuLabel'/*if sth. to prepend to bgToBeChangedObject*/ , ''/*if sth. to append to object where style to be changed*/ , false /* Is adjusting tab spacer desired? (Attention: Conflicts with main summary panel. Don't readjust!) */ ); // print(fmt("showMetric: %s, %s\n", metric, m)); curMetric = metric; // ... Warning: The approach I used for the highlighting is not my preference. I'd prefer to wrap the 'panelNames'Elements within a parent element and execute a function after Charts.action(xy, yz). e.g. <action on="press">Charts.action(panelIndex); unhighlightAllButThis(this.parent.children, this);</action> Where the function looked like follows: function unhighlightAllButThis(children, exception) { for (var childNode in children) { if (childNode != exception) { childNode.textcolor = 'r g b'; } else { childNode.textcolor = '255 255 255'; //<--reset } } }Here we had not to hardcode the panelNames lists/arrays.Edit: Forgot the line: childNode.textcolor = '255 255 255'; /* default */- 34 replies
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Numerus - a Statistics Bot
Radagast. replied to agentx's topic in Game Development & Technical Discussion
Dear agent, Updated your charts mod to SVN head revision. Added the highlighting of the current tab. (The active chart category now is shown in blue text color. For this purpose I have rewritten the public/gui/summary/summary.js for highest flexibility, we should be able to add background image, borderss and whatever other style we wish without conflicting the main tabs of the summary page.) I've set up a repository though I guess you have your own. If now then we can transfer ownership of the repository to you. Thank you for the incredible development of your bots + now the charts. Your speed + nevertheless quality standards are great. I will never reach that. Btw. could you submit the patch to trac? You have done the hard part, thus it's your credit. (Or do you want to wait for the real data instead of the currently randomly generated data?) add_highlight_to_agentx_charts_and_update_for_svn.diff- 34 replies
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The first more complex 3D model. The wagon prop still is missing. The reference of epicness was created by Ayakashi: (all the following research by Ayakashi too) Another storehouse + wagon reference: The roof references: And here my poor try to not let his work be for nothing: This time it's an especially awkward result, probably I have to add colours. .
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I have created more roofs such that we have more to choose from. Surely not better than the ones we currently have but training my limited modeling skills. (Chinese Storehouse almost ready, need to add props + texture it .)
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lol What was was drown? The firepit just goes inside of course and will not be visible other than the smoke which will leave the house through the hole in the wall. I would never dare changing a concept drawing due to my limited knowledge.
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If we can set the normal velocity then yes. If we can. I know for the planes of Rogue republic Gen.Kenobi has set the velocity to zero but this only works if the emitter object is moving. The building will not move thus we have a problem with this approach. Though I think it was not intended by Le Druide Gaulois to be horizontal. Therefore a small fire pit inside will suffice.
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I care for the roofs and have a new set almost ready. It'll look like: The texture will be adapted. Noble structures get the roof you proposed. I already started modelling it. I'll also bake normal + ao maps. (Btw. were the roofs of palaces really blue?)
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You mean those with the animal head? I think they were only indeed merely an emergency solution. Those in the foreground look better? Or those of the palace?
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I just swiftly added it to my list. My sincerest gratitude + your scanner indeed now revealed the full glory. Thank you for clarifying the roof. I will try to create a standardized roof set according to your outline. We have enough other things to research anyway (e.g. second floor, little towers, ornaments)
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Awesome. How far can they shoot? Probably they can deal with plenty of enemy archers, I would love to see a duel of those against the converting priests. Do we have some concepts in another topic, especially for the animations ?
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Btw. on topic Animation: I mainly recall Rob Kimball: - Exaggerate the animations as you want the human observer to see difference between animations which look similar but have subtle + important differences. - "Starts and Stops – The animation must be played in cycles. The pose you start the animation with must look like the animation you finish with in your last frame (except for death animations). Your starting pose must also be the same or very close to the same across all your animation files. This is to ensure the transition from a standing, to a fidget, to a walk, or an attack will appear seamless." - Try to pay attention to animation speed in relation to object's ingame movement (depends a bit on object size too), this is quite difficult and even as we can set the animation speed in the xml it easily happens that units float (i.e. the movement speed doesn't fit the animation and it looks awkward). @niek: Pyramid or triangle? Pyramid is interesting .. never built something out of those, must be crazy work but more flexible lol.
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Sorry, indeed that's not to neglect. Will add you. I'm sure I forgot more ... to my knowledge all web designers at least.
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Making them evolve over time into the subfactions is still my longterm goal. This can either happen via tech research (e.g. reforms) or via time tag, depending on what comes first. This way we teach history and still have the flexibility to advance quicker via tech research and cultural exchange (via trade + proximity e.g. units passing closeby or exchanging education + even spies).
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Pathfinding yet again: NavMeshes
Radagast. replied to MattFox's topic in Game Development & Technical Discussion
SUB involves preprocessing, though the data amount to store was around 2 MB for starcraft maps including the map data. It shall find optimal shortest paths 85 quicker than A* algorithm (which we currently use). I think JPS is a good choice as it doesn't involve storing preprocessed data and can reduce symmetry in realtime. (though it might not be that a huge improvement but still significant I guess). Thanks for the links. -
Thank you Mythos, I'll not reach this quality. I already wondered about the colorful clouds. Did you render them? Or is it careful layer blending ... (I tried with Gimp to recreate your color clouds but it did not work, I may have to use blender smoke simulation) I hope Lion can use it somehow (I'm on Linux + Photoshop for Linux not exists I'm sure. ).
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Numerus - a Statistics Bot
Radagast. replied to agentx's topic in Game Development & Technical Discussion
thx man, working like a charm, though there are undefined values the charts show up: Charts.action: undefined, undefinedshowMetric: Units, p: 1, vis: trueshowMetric: Units, p: 2, vis: trueshowMetric: Units, p: 3, vis: trueshowMetric: Units, p: 4, vis: falseshowMetric: Units, p: 5, vis: falseshowMetric: Units, p: 6, vis: falseshowMetric: Units, p: 7, vis: falseshowMetric: Units, p: 8, vis: false- 34 replies
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Thanks for the information. That will allow us to fix it. I always wonder how they manage to build such complicated buildings (though they look interesting). For textures there we might get to some improvements. If nothing helps, then we add basic geometry for the roof tiles.
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a blue variant and bigger.
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