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Everything posted by Radagast.
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The camera snow overlay might be the solution for the falling snow ... (each season should have an overlay and a transition animation? random? as it not snows all the time in winter?) . . We have to solve another problem: heaps of snow. Particles are out of the question (performancewise). We could locally (to allow map variation) duplicate the terrain. The height simulates the 'grow' (i.e. increase snow height) by time. This ground layer has snow texture only and no objects. It's only visual. => Not possible to make light and small units like mice float ontop of the snow. (I could live with that. You?) So if you cross a mountain in winter it would rather be like passing the High Pass in the Misty Mountains when the fellowship was rather walking in the snow than ontop. As long as we have a speed-factor per pathfinder-tile we could at least make them slow down the more snow fell. (so it looks not too unrealistically) Adapting the height would depend on the unit's weight (per surface) & density, and it's not possible to adapt the unit height other than be animation or height map anyways. (and heightmap is out of the question as it heightens the objects, e.g. trees, plants, buildings ... on the terrain too! that's not what we'd expect.)
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lmaoI must have been drunk. Agreed Romulus. I also wonder if it's compatible with Veridagorin's mod, perhaps we can integrate both in one? Must not.. we can have more flavours as we can reuse our modules in any matter. As Lovestone has knowledge of C#, I think there are really no modding issues as C# is quite similar to Java(Script). Your list ... omg.. what are tooth boats btw? Or did you mean fairies? Should not become that confused like me. Haha
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Why can't I but believe Lion is the most successful promoter of 0AD? What exactly do you have in mind to do with prisoners? We've talked a lot about how to capture them, but not about the what to do with them (that was where the trac ticket (corralling) also got stuck). It was discussed to put the captives as a garrison into buildings (e.g. put wild animals into stables). There is a mockup to having the units simply gather around the buildings. Not everyone was happy with it as for animals it should be more loose (feating on the grass) than for prisoners (they should be put in cages or turned into slaves should they?). A flexible solution could be to be able to build fences or cages the way the wall building works: place fences, steel structures and the like to create obstructions around the prisoners so they can't leave. An example is how gates in walls work (removing of 2 obstruction tiles on runtime if the gate is opened). The fence solution is not viable yet due to the pathfinder's resolution of 4x4. Thus the long range pathfinder might find a way through fences, making a unit lead there. Then the short pathfinder steps in and finds no way. This state can't be left. The new long range pathfinder of Philip has a higher resolution (1x1). This could allow for the fences and eye-candy being placed freely on the map. So this would be a huge improvement (visually & for corralling/herding). Unfortunately there is no one working on a fitting shortrange pathfinder to my knowledge. If anyone of our community knows a bit of C programming, then this would be a good deed - and a great leap for 0A.D. (we like so much).
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I wonder if we can't find a more flexible solution than having to redo each new variant (sub-faction) from scratch. We probably don't have the artist resources to create dozens of different civilisations (and then even more variants of those). One of the mighty consequences of Sander17's work on the unit scale variation, might be, that we can define a unit scale per civ in the XML/JSON config file. Then we can reach the variety by researching techs (e.g. you choose you go the Celtic and not the Gallic way, then the scale factor is being adapted. This might look sublte in this case, but consider Homo Neanderthalensis and Homo Erectus, the size makes a difference). Of course fluctuation aoround this base value for each civ might occur (to give the variety we dream of). As a distant goal, mixing civs might change the base value (average). All this might not fully relieve the art department (as we still need special buildings, props, textures, ...) nor the concept department (as we need different techs for each civ-variant, different settings, ...). The art workload on new buildings we could mitigate by introducing an even more modular system (extending our current prop system). The configuration/concept workload (research, parameter tweaking, unit definitions, heroes, ...) we might live with. We are interested in history anyways. And I don't know of a way around this. Okay, all this perhaps not relieves the programming department. But if the lessened stress on the art department and hard-coding allows to introduce dozens of civilisations ... imagine the realism.
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Can you post the content of the Doonland.JSON. Or best just turn your mod folder in a repository folder, which we can integrate into the Council of Modder repos. Then everyone can help. It might attract new modders as it's better join efforts than loose control, and get lost alone - it would surprise me if there weren't some people help you in your giant mod, which has a lot of potential. I can't help with artwork atm as I'm busy with more general things from our wishlist. @Error: Syntax error. Can be anything. Forgot a , or one too much? Forgot a ' or "? Also make sure your editor's encoding is UTF-8, (look for an option in the editor's settings).
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I wish to share with our open source community the following small shell script: https://github.com/faerietree/shell__0ad_build_from_anywhere_with_a_oneliner It wraps the already nice 0AD build scripts, use it like this: chmod +x build0ad_on_linux.txt # make executable. (only required once)./buildengine_on_linux.txt --prefix /my/path/into/downloaded/0ad-repo --debug --update_repo --cleanYou can omit --update_repo, --debug and an optional --svn parameter. The --prefix can be ommitted if your $HOME directory is where you put the 0AD sources you downloaded (hopefully via Git/SVN to be able to contribute back, e.g. by sharing your mods). So in the easiest case, it's just: ./build0engine_on_linux.txtThe location of the script is not important, it works from anywhere, just call it. Purpose: I have created it because I always forgot in which path to switch next before initiating the next command (it's getting more and more complicated the more projects have to be compiled from source). Caveats: We could add a fallback to check for th 0ad sources in the current directory. Currently it's relying on your input (--prefix) or the default $HOME/0ad.It always calls the update workspace script. There are edge-cases when you might not desire this.Currently only using 1 of your CPUs. This can be set in the script, if you like, I add it as a command line option (but it requires to know that j3 is for using 2CPU and j2 for 1!). It's 1 just to be safe.Upload software is crazy, is it? Restricting filetypes without sense? Why this hassle? (This is a general issue and not related to 0AD, wildfiregames or the quite useful forum software of the 0AD forum.) => uploaded a .txt you don't have to rename it. Just use it as such. Edit: Call like this to initiate a non-default repository location. Using --prefix= where there was a typo and therefore it didn't work until Thursday, July 3rd 2014. /path/to/build0ad_on_linux.txt --prefix=$HOME"/0ad_dev/"Edit: Add option to update repository. build0ad_on_linux.txt
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The last part is one of the things I always wanted, animals talking, giving lectures, .. especially in combination with the horses I like this a lot. Seems to include a lot of factions, I fear. If we had OSL shaders around I might not fear this as we could create a model set for each variety (i.e. each faction that looks different) and simply redefine colours and materials via some parameters in the civs json. (without having to redo all the textures. mapping, glinches, ...). I hope it doesn't sound like I were keen on working on OSL. (that's nothing for me, also I'm already busy .. lol .. quite stretched with those features. And blender has this working, perhaps we can include this part of blender somehow? need to craft a interface between pyrogenesis and blender: perhaps Python is our friend here. No idea.). The stone throwing we need for defending walls too. Yet more evidence that we need a modular system in the mods (Council of Modders' repositories). Good gracious. Interesting appearance. Do they have long silvery hair? How about writing a book about this? In the meantime the engine can evolve. Then ready to your book release we release this mod/flavour.
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In the SVN you should not have those XMB-files. Though in the .cache or whereever this might be on Windows, there you find .XMB too. For debugging it's important we know these locations. We should clear those if we encounter bugs as the cache might have strange effects (prevent changes we may have made to show up). *nix: rm $HOME/.cache/0ad/ -r #attention, deletes the 0ad cache folder difficult to restore it afterwards.OR rm <0ad-repository-location>/binaries/data/cache/ -r #same warning as above, pay attention which folder you stated, be careful with wildcards, check which files they target first via ls command - only then delete via rm.For Windows I have no idea: But see here: GameDataPaths. Glad you are fit again. Haha, this dew sounds intersting.
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Master thamlett is back! Hurray. Thought, you had been one of our officers lost in the last battles. A Mercurial repository would be awesome for the artwork. Though this might be HUGE amount of data. 20 GB? If we restrict our art collection on the CC0 textures only, then we can keep it in the git at first. Later if it gets more and more unmanagable, then we might choose your server if you don't mind. What else could we use it for? .. hhmm. I think we could host a Design Document tool there. I just have to first develop it. (if I do, perhaps a webdev joins us some time and might pick it up) * hmm.. Server ... promotion? Lion might want to use it. Surely we will come up with tons of useful uses for it. It's getting serious. The coding is quite strange, we need to find which functions we can reuse for Renaming files (mod de-/activation , prepending a point just like on *nix systems hides the files - in this case from 0AD => mod deactivated.).Sander said, we could start at Game.cpp if want to put the mod manager as a preprocessor layer somewhere before the main mods/public/ mod is loaded.Otherwise we have to find a better suited place. (this is a hard question with our limited knowledge of the engine). We need know all the interconnections to decide where to put it. Time will be our friend here.The UI we could start already. Will need some JavaScript. We define JSON-files for each mod as the engine has to know where the mods in the internet are located (=> we need to provide a URL, sander and me settled on a preliminary draft in the link posted as a answer to Josh).
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They are kind of archives (.bar). .xmb is compact xml, so you could try for a program to decrypt those. Are you sure such files are used in 0AD other than in the cache or for releases? You don't have to open cache files .. just check out the real repo: https://github.com/0ad/0ad. Compiling is easy: -> wiki. And you have a much more up to date version. Absolutely useful for modding. Edit: AAAAHH, thamlett is back. Serve some wine. Good gracious. There just the knight stands when we need him most. Glad to see you, comrad. Now it's just missing that Atemneses escapes the enemy again. Did you find something out on your mission?
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At a later point we could divide into horror-fantasy and magic-fantasy. As to which monsters are horror and which not is a difficult question though. Would be useful to join our list in the first post - can you copy it in there? Converting animals, you are right. Shapechanger.Flying carpet.Magic items.Portals.Alchemists. (though they might fit into the historically accurate mods too)
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Skeletons (biped and quadruped).Goblins.Dwarves.Elves.Interconnecting elements like humans and horses.More exotical art work (towers with some effects, though the buildings for fantasy are a huge effort).
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If you wish to join forces, Veridagorin and my humble self also have plans for a fantasy mod. May you join our Council of Modders? Do you have GitHub already? We can setup a repository to keep things modular. The repository can be called repository, can't it? Any wish? (theoretically multiple fantasy repositories are thinkable, e.g. for different settings/timeframes just like for 0AD. e.g. Harry Potter like, LoTR-like, or general magic.) At first I think a general fantasy repository would be fine. The planned mod manager should allow to define mod packs out of all our assets on the fly. (to avoid redundancy) So if you are fine with fantasy or magic or have any other idea, then we will arrange. Do you wish to join our group PM too? (notifications can be turned off)
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No problem always ask. Here is the general information about technologies. Sure, you can research new units. Take a look at how it's done in the mods/public/civs/<civ>.json. Heroes are a good example. Or do you want to add a unit directly to your armies or citizens if you researched a tech? If you know how to program JavaScript, then it's possible. The goal is to send a unit creation event to the engine. mods/public/simulation/components/TechnologyTemplateManager.js and mods/public/simulation/components/GuiInterface.js might be helpful.
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You could use CTRL+SPACE to show the axes. Then you can see the props orientation offset (in relation to the bone the proppoint is parented to) @Stan: You are sparking ideas, you're the rocket. I'm just the servant.
- 680 replies
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- millenium a.d.
- vikings
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A few Random Questions related to Modding
Radagast. replied to Veridagorin's topic in Game Modification
He's not been angry with you. He's been confused by me. I learned from Sander that there are 4x4 tiles. Those tiles might be marked as obstruction, so nothing can pass. No idea for the river now. I think it depends on water height if it's marked as obstruction or not. We could solve your problem with animations too. Those could be triggered if we meet a tree object. Then the animation plays (i.e. the unit hangles up the tree and stays in the tree). Then it may play other animations. Yet I don't know what the bounding box will do, as I read in the C++ engine it is permanently recalculated and thus your unit should - up in the tree - only be attackable by long range weapons. But how should we trigger when a unit plays the climb-down- (Herunterkletter-) Animation? Perhaps if it receives a new order. Then we first have to play the climb-up animation in reverse. After that we are on the gorund again and can continue as usual. The same could work to achieve walkable trees. Goal: Somwhat offset the animation height, without having to redo all animations for each level of height. For this we must change the engine probably? I have to do more research ... -
Veridagorin and our Council will join efforts. There are no requirements. The Council is for modularity's and productiveness sake. If we help together and share our work, we all have a far farther reach than as sole mercenary. The Council welcomes Councillor Veridagorin. We have no restrictions in our Council. Feel free to pursue any kind of mod you wish. Me myself is planning for a magic middleearth mod too. This will be in the far future for now, so in the meantime I lend a hand at all our mods - be it fantasy or history. Our modularity and lack of hierarchy will strengthen our cohesion and could lead us to distant horizons.
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I think this is no good idea as artists capable of that are in the main dev team only. Okay, we have Nantchev but I doubt there is time for it. LordGood, Enrique and Pureon (the main team artists I know) will probably not have time for Council matter. So let's stick with the knight. 1000 A.D., a knight is okay for this as our timeframe is at least until 1500AD, not? Or is it for the Saxons only? Do you prepare for a fundraiser or what do you plan. Saxons or Council? Milllennium Defence. (Medium resolution version with 400 samples. Has transparent background for adding background images.)
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Okay, I will check out the face. The above guy has a face already. So I might just pose him differently/closer to the camera.
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I miss the talent for this. (you showed images of BLIZZARD ... )The characters I have available don't have a face rig.Though the knight now is improved and is being rendered currently.
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Cut our what you need. If you want the right one, then I pose the fingers, there is a problem in blender, so that it always crashes if you rotate the rig handles for the fingers for some time. Had it ready a dozen times, zack, then it crashed. If you like then I will try again. Can also pose the guy to be stunned because of the fireball/catapult fire. Edit: Don't worry, it's 200 samples only. Far too low sampling for shiny material and caustics in blender cycles render engine. Will put it up once it's final. The following is just a snapshot:
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We could keep track of it with a variable for each building. E.g. each building has a callback function that is called if a certain amount of them is build within a certain range (settings in XML or JSON file)? The callback function could then do anything we want. E.g. research a tech, add 100 elite units. Add a hero. Free other building, change heightmap values, ... anything JavaScript has access to. (Sander said, we could even change the pathfinder - even triggered, e.g. a trigger could make your unit a ghost that can go through walls and all objects. .) @Stan: Cool, could you reconstruct it? @Niek: Looks nice too, we also have markets that could be partly reused. (extract a tent e.g.).
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- millenium a.d.
- vikings
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Here's the first batch. The Knight is currently rendering. Had several crashes today .. should tidy up all 3D texture paths.
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A few Random Questions related to Modding
Radagast. replied to Veridagorin's topic in Game Modification
I like the pathfinder. Though I understand your example. Interesting it's even possible to exchange pathfinders on a per unit base. I have to understand the C++ simulation2/ and the JavaScript simulation2/ interaction better. Strange there is so much divergence: my chiefs always force features that are almost impossible to get done. While if I like the work (here for example) then people say it's impossible. If you like to work on something/ have a vison, people blame you. If others have visions, then they force the hell out of you just to get their features done. I understand this is usual. I can live with it, I'm a freelancer anyway (since last week + until chiefs are happy with the results -- you see, they don't even care for the time it takes, as long as they are not concerned). That why it's no good advice to demand features of someone else. I never asked anyone to make my plans happen. I clearly stated that I have to make those things happen. Everyone is responsible for his/her dreams becoming reality. If anyone likes to help me, I'm happy and it gives the project sense. If not I still dream my dreams, no matter what. I'm happy you show me, that the engine is even more powerful than I thought. Wow. At first I thought I should go with blender as I'm accustomed to it. Now I think, this will be worth the effort here in 0AD.