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Radagast.

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Everything posted by Radagast.

  1. Wow! This even teaching lessons on 3D art in general. Thanks commander.
  2. Though I had no time to playtest for months, I have a feeling that 0AD is becoming more and more fascinating. Thank you two for the API work, Aegis improvements, numerous bugfixes and now even a new AI. And all for our blue jewels honour, really remarkable. Serialisation is a bigger issue and without it we had to never store any dynamic state (so no weighted decision tree, no awareness of which plyayer the AI was allied to some turns ago, .. all that.). Though this is not fault of anyone around here .. it's a bigger issue and not too important currently as saved games might not even be compatible from commit to commit. Still it can be replaced with the PAUSE/HALT mode. No natural friendly, but in the case of a laptop and power saving mode or even rest/hibernation mode, that keeps the whole state saved on the disk, it's even nor longer an environmental problem.
  3. Happy we are in synch, Romulus. Guarding area ist planned as Sander said. Mini-factions are a restricted AI for me (so no building), but could also be made of Gaia if that's desired. I would simply give away negative IDs for now as this is possible since Josh's overserver mode. We could also give it 0 (Gaia). But then we loose control about how many mercenaries have been drawn, so if they get angry or not. Then only Gaia as a whole could get angry and I dislike that (Gaia I see as nature and wish to later make it responsible for catastrophes, e.g. if you kill all plants, then Gaia will tell you something, be assured!). @FeXoR: All your arguments make sense (also those from the post before on page 1). That's also why I don't like waypoints for AIs. They can find what they want themselves. We have to guarantee that, for sure. Happy you are wrong this time: Triggers - With Tutorial. I think hybrid system will give even more depth. And all for the planet and all but wasted.
  4. Don't know but I expect it as it's capable of almost everything (even PHP). Why not JavaScript too then? That is good news, agentx! It sounds really brilliant. I'm happy wraitii and Mimo put in so many AI efforts in the last months, the API rewrite, Aegis rewrite, Petra AI, ... your scripts, decision tree, today night I figured out some essentials about how to let units' dreams (yet another part to add to our plan) influence the daily decisions. Callbacks are interesting .. I recently heard Czech is the hardest language because they decided to keep old grammar and written language from centuries ago. While the spoken language has changed so much that now one has to learn two languages.
  5. Definitely, it's on my list. Don't worry .. Unfortunately I doubt it will make sense to do anything other than to wait for blender's GaiaClary to help us out. For Maya he already did. Perhaps we should go from 3DSMax to Maya and then to blender? Afterwards Kinect. Time will tell if it will multiply our efforts by hundreds.
  6. I think it's possible. Though what about the flying animation. Any stunt(wo)man around? My worries are how to clean the clutter of animation data, so that the essential frames are still there. Otherwise filesize might be big, though I could be wrong...
  7. Have to wait for master Yves, see no other chance. Hm, I could set up eclipse. If it were not used a major other project currently. I really don't fear more than breaking it at this moment ... I had some fun with it already, electricity failure, plugin failure, revert failure, dependencies mixed up like magic. No.. really not. Though I could install another eclipse nearby. How could I forget about that? Have to give it a try, would make things a lot easier, currently I am using Vim, it's ultra-powerful .. if you have the knowledge .. so GDB could be used. Still for debugging eclipse is a real speed-up. Thx for the input.
  8. There must have been some trade-offs for making the props that isolated and not full-blown objects. There is no other way than to dig deeper. If we change it to have props with all context like full objects, do you think we might get problems?
  9. I call this semi-good-bad news. At least that's still a bit a shocker. Though we still have a very active team. 0AD is highly capable. Wasn't it once created due to limitations of an engine (AoK)? That's the reason why everything is moddable I think.
  10. There are written accounts of quite huge (if not giant) vikings too. Also many emperors gathered the tallest and strongest of all people around. They often even send envies out to find those. Really .. well. Interesting.
  11. The problem with the game examples for me is, I have not much playing experience. I hope you are not angry. Though I even own Settlers 5, I really never dived deeply into anything other than Settlers II + III. Invisible units? What do these waypoints do? Are there reasons we should hard-code those? Or hard-set those in the editor for each map? Isn't that a heavy workload without possibilities? If you don't like the shortest path units take, place a trigger, though still the official devs even work on waypoints and have there even is a patch ready. It's all very exciting.
  12. Setting up waypoints for units manually or by modders is a lot of work. Shouldn't this be handled by calculations, the self-awareness of units. So if a unit is idle, well then I look there, the tavern for some time, perhaps depending on the number of units nearby. If there are too many, go elsewhere. Perhaps fishing. Should be random. Could be location oriented too. If an idle unit is nearby a lot of fish or a fisherman it might sit down nearby under a tree, watching the fisherman - at least until it's dark. Then all units go home. @blender: If you create the animation in blender, then everything is fine. Edit: Don't worry, triggers might still influence units paths. Obstacles too. So if an avalanche is triggered, the idle unit might get trapped if it was around there. This might not even lead to issues if this unit were to be assigned a task as the Hybrid AI is decentralized. So the unit might try to apply for a post/job, but as it never reaches the main building/educational building or where the job is posted .. well .. then there is no problem. There are other applications anyway. Only those that are in or near the building at the due time will be taken into consideration.
  13. Good, then we go this route. The mechanism we have already. The engine can even synchronise sounds to certain frames, that's really incredible. The Impact already leads to a unit losing health. So we simply check ifthe unit is on a wall.the projectile is a siege (big stone/bolt) and not a javelin, small stone or arrow.Then we instead of wounding the soldier and playing the death animation, we play the fly animation (which also ends in the last frame with a pose that shows the unit laying on the ground). Also the unit will loose all health immediately. There is no wounded if you are hit by such big projectiles. Me myself will try to help with the animations. It's enough to have two variants for units, so it's not too much workload as it's only for biped (currently there is only 1, though Mythos planned 2 more one stronger and one thin like a hair). The works related to the builing rework would significant. Despite mostly only having to separate upper and lower parts. Just like it is done for the units already that have the head separated. If we have the tech patch of Sander in, we need to do this anyway. Then we can prop a tower onto a building by researching a tech. Or research a better or other kind of roof. So having the roof separate would be no bad thing. The inside we could avoid by only giving the upper parts (=> the propped objects, i.e. the stones) the inside. The 2nd highest prop would get down with the base wall then step by step with decreasing health. Then in each lowering step we could add another prop as the previously one (parapet stones) is now laying scattered on the ground in its last animation frame. So if another stone hits the wall again, we still had another animation for crumbling. If we could shift it, it would be even better. We can go for the easier approach and not have the entire wall crumble first. Perhaps at a later point we will have/add ourselves the possibility to create an empty explosion animation just of bones. Then we could randomly populate the prop points with stones and this gave ultimate variation. Same is true for buildings. Walls are just an example. If we create an actor for a tree and a treebeard mesh with animations, why should it not walk like other units. It's possible, 0AD is open source. Let's set us no borders. Don't reproduce trees in nature without those buildings? This could be an addon so. Still I plan on modelling reproduction /seeding of plants. The buildings could be units instead that take young trees from some places (where they have not enough light and are thus doomed anyway) and plant them where you wish. So a natural border might become possible. Also, if stones get a representation. (5 vertices each, a pyramid, for performance) the units could use those to pile up rocks where an attack is imminent. The pathfinder will still collision avoid all objects. That's really amazing. This system of wildfire is highly capable. In the old one there even were roads possible it's said somewhere. We can still have something like this by giving units an attraction to each other. Though first I would like to have changed textures where many many units walk over. (so each tile needs a up-counter that is decreasing by time - an ideal candidate for a circular buffer that gets filled in a constant interval even if no unit is passing over the world tile.)
  14. Oh. A bone to prop converter is doable. Should the orientation be inherited from the bone pose? I always though for each bone first another bone had to be added an to this bone the prop point be added to. Then the extra-bone could be animated, so the prop point would follow. This means a prop points orientation has no effect currently. Only the position. Is that correct?
  15. This was what I related to. Sorry for forgetting.
  16. You know what I am thinking? Trying to learn Chinese for a long time. Crazy, you found it in the same directory I were. Didn't know GitHub's search function doesn't examine the filename. That's interesting, but not good. Would be cool, if we could sort it out for Yves. So that he hasn't to find it. Btw. Did you see we now have Petra AI? Will have a dozen AIs round soon. Yours. My humble one. It's getting interesting. (if we could get a decent debugger ... I really fear javascript, it's costing hours to find the odds especial in asynchronous affairs.)
  17. I would split it into: Roads,Unit awareness. [for starting discussions]Units that are idle could wander around if you like. I can try to include it in the hybrid Ai, can't promise it though. Edit: Waypoints look like a lot of work. Weren't some self-awareness for units better? Edit 2: Making houses walkable is surely something I wish too. For now we can simply make people that are idle go to the tavern and garrison in there if you like? Because the obstruction within a house can't be removed on the fly I guess with the 4x4 pathfinder resolution. The 1x1 might make this possible too. Put some props in there then and here you are. The combination of RTS and RPG is alive.
  18. RedFox has put some efforts in, no doubt. Though the megapatch might not have been seen as a trouble first, but we learn. What really concerns me is if Philip is still around ... many rather difficult files I came across seem to be written by him .. even in the heart of the engine.
  19. No only planned. Already begun. Coming with the Hybrid AI.The fighting system will work a lot with morale as this will determine if the cavalry was successful and the other units start fleeing. Deserting might be a variant from that. I'm sure Romulus wants to put his units with the long flexibles sticks into action then. Forgot how it is called in English. Ah, whip. But that's already possible. Add a javascript and the units will go where you want.Or do you want to expand the trader functionality to other units? For the AI that will be possible. Send units here via this mountain region and at the end surrect a military tent or lay siege. Crossing rivers will be difficult at most points, so that is a natural help for defence if you destroy all bridges (once they are constructable).It's a difference if you want to define something like in settlers, making units go somewhere and start fishing, though 0A.D. is even more flexible and support this already on the fly (see units going to fields and starting harvesting).
  20. Though wWe planned rebellion with the Hybrid AI, I did not think of this usecase!! glorious, colleague! That must go on our list.The mercenary count will be examined taking their loyalty to the tribe/player that hired them into account. So the formula will be something like: mercenary_rebellion_probability_0..100 = moral * loyalty_towards_those_who_hired_them they_will_be_loyal where moral is already affected by military success and health, so health must not go into the calculation explicitely. loyalty_towards_those_who_hired_them is a property of each unit that comes with the Hybrid AI. (we should discuss if additionally each unit has sympathy_towards_other_tribes_or_players. The units already have plenty have plenty of sympathy values to store, i.e. for all elite unit and all direct and indirect chiefs. We can't include every unit probably, but we can test if hardware can handle it to store sympathy of a peasant towards another peasant. would be cool indeed to add additional battlefield possibilities like, ha, I abandon this comrad and help this. You see. Or I help this woman and I marry her if she feels the same. I think you get the idea. We could make this moddable so that forced marriage might be possible for other cultures.) they_will_be_loyal is a factor, usually 100 . Might be lowered for mercenaries that are known to not be very reliable. could be read from the units XML-file as an optional property. Note: If we use floating point, then each factor has to be divided by 100. Then the probability would be between 0..1 just like it's formally correct as a probability is always between 0 and 1. (not that you accuse me I teach wrong things, what I probably do anyway.) Are you sure it's tied to houses in nature? hm.. Perhaps it is. So probably each house a number maximum people and others (children grown up) then have to live on the streets/ inthe woods .. lowering their moral and increasing their will to become hired as mercenary of other tribes. Or join the military if any new soldiers are wanted (what might not be the case. The moral will sink and sink ... and they will start being like Robin Hood, finally even changing clothes to become citizens of the woods, split by their original tribe.). . interesting.Or simply a cap like: #citizen_maximum = #houses * #people_per_house Like it currently already is. So no work to be done here. Edit: If I am remembered of this tragedy of failing commanders then I get quite upset. Really throughout history things are happening that are difficult to grasp. What they did: And the bad thing is, those stories never end. Just recently another example came up in real world. Okay. Back to topic. That re-sparked another idea I almost forgot: Technological advances will spread. So neighbouring celtic and other tribes will gain knowledge if a high-tech country is nearby. Even far-away will have influence, so that it's at no time possible to have knights at one half of the world and spaceships on the other. (at least no majorities, local ancient tribes are fine)
  21. @thamlett: I thought a bit about our art workflow and organisation. The binary handling shortcomings of Git come into mind. So as I have a bit of webspace and have my machine mercurial (Hg) repository there, we could store our artwork in something like this too.Conclusion: If we really acquire a domain for recruiting or any purposes the Council desires. Then I'd like to take a pack where some 2..4GB webspace are included. It's not much more expensive. And we have the chance to add some scripts that make our lives even easier. That's not possible on Git currently.Of course all the software can stay on Git ...I just wanted to note this before you really decide to buy anything. Still not recommended to do this at all.
  22. wow, it's looking awesome. The old towers were only at the beginning looking like lighthouses. At the end they came much closer. If they had such ships back then with such towers and colours, why not. The new towers of course are wow. The whole ship is wow. Looking like the real thing. Are the tents also showing player colour?
  23. Cool. you made it! Now the most recent versions will be put in SVN? Are you doing this? About the prop point variation combination: You wish to make the variations of prop points, e.g. Beard, Shoe. [Variant Civil]Beard, Hat. [Variant Galant]Cloak, Helmet. [Variant Officer]mix wildly? Is it that what you want? Not only having either the Variant Civil or the Variant Galant for the Citizens but rather Mix Civil and Officer, so this resulted in: Beard, Hat, Cloak, Helmet.Should we add props twice if there are many occurences of the same prop in different variants (like here th beard)?
  24. Kimball will be happy if he sees it. Thanks for the details. This should give RoTE a boost.
  25. Animated model in blender or ingame? A blenderartist shared this link: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=20481519 Guess you already tested. Am loosing the overview. The prop points are no problem, we can import them later. It's mainly about the animation. I doubt it will play right in pyrogenesis until either Gaia helps us out or we build a custom blender.
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