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Radagast.

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Everything posted by Radagast.

  1. Don't really know where they have their implementation of it. Can't even locate this ScriptingCore class ... is it within SpiderMonkey? Searched almost all their repositories for this class. I think Yves has better chances. This is where they have their JS-bindings ... spidermonkey. But which version they use? https://github.com/cocos2d/bindings-generator/search?q=ScriptingCore&ref=cmdform Edit: Interesting, they also have a 3D engine with physics. Perhaps we can inspire at some points as they can inpire form pyrogenesis. Though the target is a bit different.
  2. The grass colours might look strange, still I like the variation. I remember being in the alps and finding places where it was really nice with many plants, while the overall impression was rocky. Isn't it related to overly many factors like wind, how much humus, if fungi, lichens are around, e.g. moss fern. Your generation reminds me of this: So the textures could take neighbour textures into account. Like: if there are snow-textures, choose from this set of biome textures. Looking at your results, I guess you are already doing this or even something more elaborated. Height and slope sound real. Lichens are the first to settle on rock and difficult slope. usually in mountains it's an alternating process. Between rocks being grown over first by lichens .. later by others, then a rock avalanche might reverse the process. Thanks for sparking yet another idea. We could create avalanche animations. I have to find out how this could be made to affect units. So snow or stones pull them apart, trees and animals too of course. Don't give up, what you have shown so far is already the utmost incredible. Also the map overview. Really encouraging results. Edit: Had to employ a really interesting teqnique to post google static images (forum doesn't allow it usually).
  3. Thanks Zophim for all the research. Aren't all modders already integrated? More or less is not that important. I feel the umbrella is wider than simply being member or not. The mission unites us. The Council keeps things orderly and together and gives us the moral boost we need to make things happen. The others might currently have no time or might be disappointed that RedFox and Philip are gone ... not sure if Philip is still around, it's all quite confusing, but well ... if we work hard enough, then perhaps many might come back. So this is just heightening the moral even more.
  4. Absolutely. That's what I'd like too. Having units destroy walls is impossible already once we have the reworked armour-system. I must correct myself here, the build-up animation could be simply reversed too. This would look more realistic if units repair a wall .. and others destroy it at the same time. So the point-of-time/frame we are within the animation will be controlled. This is what I like for the base objects at least. Or we simply stick with the come from the bottom .. it's quite cool already though at this point it will not yet have the top props like roof, battlements, .. attached, so it would look even more realistic. For the roof and the battlements a separate and different crumble and build-up animation might be un-avoidable. For the growing trees we could use the scale system Sander is working on if variation of the scale factor is possible with time. No idea which has better performance. Perhaps the animation, unless there isn't a loading data bandwidth bottleneck somewhere. As trees are not moving (as long as we don't want to include this too ) this might well be no problem. Sound intresting too. Perhaps particles can fulfill this. Though having a generic plank and wood splint animation might be cool. We could prop it to wood-roofed houses too if hit by a catapult. If we could scale props per object or on a per-prop-point basis, then we could scale the animation perhaps. So a bolt shooter will create less and smaller wood splinters than a stone-thrower of the mongols reusing the same animation as for the ships.
  5. Not only allowed, even desired. Thanks, that's what we plan while we take the distance into account. So if there are many fit enemy units around a single hero, then even that one will get captured if the encirclement is close enough. Females as they have less health-points will get captured easily even from a distance. The weaker a unit the earlier (closer distance) it will surrender, becoming a neutral unit that follows the unit that captured. This unit now only can capture more units for as long as the own health is higher than the altogether health of all captives. Then the unit might go home, taking the captives away. This way, if a well aimed javelin hurts the capturer that has already many captives, then probably one of them can break out, the fittest in this case. The cool thing is, in 0 A.D. this is not limited to soldiers .. you can even catch a fox or crododile like that. Beware that crododiles attack your units, if you should lose control over one of them while having them as a captive nearby. Once we have the possibility to place eye-candy objects (like fences) then we can fence the captives. For animals a corral was planned and there is a patch around that makes animals be tied to the corrals. It's even possible to have them inside the building. Though I like the fence thing better as then we don't have to prop extra animals to the stable object. And they would still be attackable/freeable. It's more realistic than first to have to destroy the building down to 25% .. especially if you just had to jump over the fence to get the horse out. Good you mention the morale. We need it for the military anyway, so way not adding this too for every unit. If a formation has overrun other units, then moral would increase and even if they meet a stronger unit then, they could hold out longer due to the initial morale being high while it's decreasing more and more as long as they have more losses than the enemy, lose ground or are heavily overpowered. We have flexibility here. As we already have to execute range check for picking attack targets in the battle, then we could even make units nearby to a loss more affected than those far away. This could lead to a partly dissolving army if they encounter elite units at a certain part of the front. Perhaps we should not even store morale at all having it at 50% instead and deriving the + and - through a calculation that takes all nearby factors into account. Later we can add that bad news from another army has influence into the formula depending on time, the news was received by the unit. Interesting! You sparked another idea, we could create an optional vasall system too. The free of cost is good idea. I think it would be cool to not allow instant units at all. The exception are the mercenaries. They are getting much more interesting this way too. Each map could have either infinite mercenaries available. Or we limit it to eye-candy mini-cultures that of course could also go extinct if too many mercenaries are drawn (it's possible they also send mercenaries to other tribes, e.g. the AI, perhaps we should add a tech for allowing to force the mini-cultures to not send mercenaries to other units. Of course the enemy will get a message and could use your takeover of the mini-civ as a reason for war.). The cost for the units would be the school and grow-up then. Also the food and water they consume will be pricy. They need leather too. Iron later once they become soldiers if they decide to apply for the posts that are written out of the mayor/government. So if you decide to recruit all you have in an emergency (raising alert the second time, e.g.), then you might well lose your teachers too. Could still send a general or other elite instead. Of course you don't have to send the teachers in yourself. We could add a button that decides if only teachers are teachers or all other elite units too. I wish to avoud having it all hard-coded, I like it if it's flexible. As we introduce time (somewhere I calculated 1 world-day will take 60 minutes by default) we will have a quite realistic feeling. The flow of time can be increased. just like it is currently. Of course this open the problem of overreproduction, so this could lead to send your units abroad to populate an island or to conquer new territory. This might also trigger an AI to lead an preventive attack before the enemy gets too strong. Good you mention stronghold, I hope we will have a similar building-damage system soon. Time will tell us how to achieve it.
  6. I currently wonder about if it's possible to create a damage effect with attaching/detaching props only, may also be animation props, e.g. a wall crumbling. Then we could either make the building/wall sink a bit into the ground ... or we make the complete upper part of buildings props, so that the roof could be removed, the battlements could be smashed ... A formula example: #props_still_propped = round(current_condition_of_entity * #props_total / 100%_health_of_entity) e.g. consider 1 base obj + 1 prop object (the parapet) + 1 more prop (the battlements) (3 objects in total): Once destroyed by 1/3 then the battlements get first replaced by the crumble-animation variant, then removed completely or even better make the crumble animation end with stones scattered across the ground (so no final remove is necessary until the building is build up agian. Of course this would not allow for stones being put to use in other places [for now].) If the wall's condition is down to 1/3, then the 2nd prop is removed, i.e. replaced by the parapet-destruction animation. On repair and buildup (along foundations) this process is then reversed. Consequences: Each upper-building or generally each entity attachment prop would need a build-up and crumble-animation then unfortunately (physics are not possible as it would require the entities to consist of many small objects, resulting in much too high polycount). Though I think we don't need animations necessarily at first. We could go with fire and smoke at first only. (those already get added for a short time on projectile impact, so no need to mod this, though I don't know if catapult fire is shown in buildings or ON buildings as we don't have walkable meshes). Then we can start adding the crumbling animations, for upper-building-attachments, i.e. props. Related Patches: #2243 Damage of Buildings (I would not limit it to buildings though. Why not generally entities, why should a tree not catch fire?) #131 Allow actor changes on tech research. (as those changes has to be accounted for by the formula) Also look at Stronghold II's image gallery. Pyrogenesis is looking better by the fact alone that buildings are not strictly aligned with the same rotation. Once we have the unit scale variation patch of Sander in, it will probably be more and more tempting to not develop but actually play the game. Hopefully the prop system can bring terrific demolition effects with few extra artistic workload.
  7. Hmm. You are right. This should be a separate functionality. De-/activating would come in handy if it were possible at a later point. Originally I thought of showing up a selection screen with preview image and some rudimentary data like URL, type, mod pack belonging to ... this UI should be shown before the actual mod dirs are loaded. That's what I have to figure out how this is possible. btw. Nice observer mode, just making possible a whole bunch of new possibilities, e.g. assigned two AIs to one player/tribe/civ however we call it. So you helped out my Hybrid AI efforts ... Thanks for all this awesomeness in SVN, this 0A.D. is really even much more advanced than I ever had imagined. It's really not far behind other famous strategy simulations, in some aspects even superior. @mylist: Will have to create a wall-demolition animation soon and try if I can prop it to damaged wall just on projectile impact (just like in stronghold).
  8. Ah, it's all my fault. How could I confuse even such simple things like links? Okay, fixed now. Should never forget to add http://or the forum thinks it's a relative link ... No rush. There are no duties here ... only enthusiasm ... and even that can't be every moment of life. The realistic maps now even support the generation of roads. So that means we could really focus on the storyline (triggers,..) and gameplay and adding the details only. Unfortunately the Massive Map hit some performance limits. That's why we discussed to load maps only partly. This was when we came up with: 'How cool it'd be if we had a chance to change maps on the fly.' The old map's state could be freezed in the meantime. This would allow for kind of 'expeditions' , e.g. to a far away island in the north ... or simply to fight a famine in the homeland by sailing onto another (naval) map with lots of fish. I should add it to our list if our councillors agree.
  9. ah, you see, my knowledge is too small. I think the bone-vertex weight that feels the most natural way to you will do. I just had no real idea if there was extra vertex weight or if it was the weights from the bone only. Always thought the bone weight were the region of influence .. and if I consider it, this may well be the same like the vertex weight. Essentially the vertex weight then is the way how influence range works!? Then you can go for as few bones as you think are useful. I'm not an expert, if you think 8 vertices and 4 bones cover all cases already then it's fine. I just wanted to see the different effects of rotating a bone by -90degree around X,Y,Z . moving a bone by any unit, perhaps 1? (so that it's easily visible). The skeleton xml I could perhaps do for you .. *adding to the list ... wait .. just looking for the end ... ah, there it is on page 753* It's essentially just the .dae that you export. Though if there is no other mint skeleton around we first have to dig into the engine or use another similar building's skeleton as reference (only for the formal criteria). hm .. tutorial you say? ... okay convinced I better leave it the masters. Wow, you already plan for our carrying and supplying units. cool. In blender a prop point is quite straight forward: place an empty (center of world?), parent it to the bone you want the prop point to move with. adapt rotation and refine the position relative to the bone it's attached to. So far as what I know.
  10. This is stunning work!! The snow one really makes a good impression! The others are also very interesting. If I'm honest, I can hardly grasp it's all randomly generated. Wow. I wonder if you use this information already for your paths: (I guess you do .. ah, just realised the rivers are missing. wanted to sell yourself under value? )
  11. Radagast.

    Mint

    Awesome! I liked it before, but now the roof looks much better and the (garden) walls ... and even more props .. say, may I take a seat in this tavern .. äh mint? Edit: And the main facade .. really brilliant. Thanks Enrique and Stan!!
  12. I heard the winds whispering there was a legend around. Though I didn't believe at first until I saw the footsteps of ... a wolf. Al mighty! There he is, can't believe it. Feel welcome among our councillors' midst, Shieldwolf! We have to do something about triggers to allow for campaign editing so that we don't disappoint you. Hopefully Sander & Co can get their trigger patch into 0 A.D. as soon as possible. In the meantime, what do you think of FeXoR's realistic map math efforts?The Massive Map Thread?The art folder in the official SVN for already existing maps and artworks (e.g. eye-candy, ..).The Scenario/map creation subforum.I hope you, our honoured wolf (have I been beaten, threatened and forced too? .. at least I don't regret it ) don't mind if I ask you for a github account? There we have combined our repositories for our modworks under one umbrella: The Council of Modders. I'm sorry, I'm talking too much again. If I continue like this you probably ...> Just wanted to give a quick start with some directions in which to travel for getting known to the realm of map creation ... Yours Radagast
  13. Definitely a good idea. I will edit the post once I have some available. First I have to hammer out more details about how it works, then I can provide the GUI. The other way round were contradictory, imagine you create the GUI first and realise later, good gracious! this is field is technically impossible or this option can't be user-defined. And such. I'm sure you didn't mean it that way anyway. Functionality has been roughly outlined by Sander and my humble self in the Council of Modders thread starting from here (a bit spread and at first not very precise). I think we could follow this guideline of feneur: We will see how it turns out. Haven't you been involved in the Lobby? There are some overlapping features like: world wide web access,data download.Did you at the end already plan to work on it? We don't want to discourage you. It'll be highly appreciated as our list of features we dream of is long. Nevertheless I might come up with at least a intermediate solution.
  14. History: Overview => Mod Manager project can be split into Mod Configuration and Mod Downloader projects. Note: DOWNLOAD 1 is The download of the Mod-Info-File which is kept up to date by modders somewhere in the wide web. We know where to download via the with Wildfire registered Mod-Info-File-URL. DOWNLOAD 2 is The actual download of the mod's data, i.e. all images, files, other content, ... Note 2: The Downloader Project must resolve dependencies and also download those. The overview is logically split into a section for:Future Mod Distribution Info for Modders.Mod Downloader Outline.Local Mod Configurator (all credit to leper, sanderd17 & Itms <-- pls don't be angry if I forgot anyone, just tell me). Information-Collection Important Info spread far:Mod-Info-File & Where to store it (either at Mod-location-side or 0AD-side)about Mod-Types & CategoriesLocations: (Content, Functionality, Maps, GUI) Mockups: De- activation functionality in the middle part missing. The right is for details as usual. No idea if we need a modder ranking too. I would say no. Only the mod ranking. The free top-middle region I thought for details at first because of long URLs not fitting in the right box. The text field above the mod preview image is barely visible. Hope you like it. Didn't like it. Files are on Github. <-- Have I posted it? omg. Github 0AD Mod branch.
  15. Didn't realise until now: Thank you feneur. The Council of Modders - Come take a seat! Creativity in Marble for Strength - Lorem Virtus enim Marmor. It has already begun without my humble self being part of it ... it's time to move some content from this thread and carefully place references to the most recent version. This is the template I used: [size=7]For a more up to date version, see: [url=http://www.wildfiregames.com/forum/index.php?showtopic=18399] -> CoM - Collection of Ideas <-[/url][/size](only working per copy & paste if you switch into raw mode, i.e. BBCode mode, the switch on the very top left of the editor's header.) Agreed. It's superfluous currently as I'm occupied with more generic features/mods currently.Now the 0 A.D. community gave us both. This is a reason to be motivated. My gratitude to all.
  16. Finally under version control: https://htmlpreview.github.io/?http://github.com/worlddevelopment/virtual_time_machine/blob/master/status_functionality_ideas.html Long list, but I like it. Did we forget anything? Good day! Still a lot of room for your ideas! Feel free to propose in this thread or provide a pull request on Github.
  17. I don't see any problem in having the Spanish colleagues around. Here not money rules, but vision, interest and collaboration. Or are the Spanish and the Catalans in a similar relation like Bavarians and Prussians or Austrians? Thank you for the article, well written, a good practice and a welcome alternation to English and other northern languages (don't worry, I also like those, essentially I hear those most of the time, it's just about the alternation, no offense or anything to any language speakers).
  18. Radagast.

    Mint

    My gratitude. Does have an iron cap on the left (as seen from the perspective) roof? Are there cats sitting in the windows?
  19. Sorry I forgot, it'd be very useful, if we could create a cube (no rush) with one vertex (out of 8) having full weight,1 (out of 7 remaining) having half weight?The remaining 6 vertices then were available for influencing with 3 bones (or if we only have 1 vertex influenced by one bone then we could use 6 bones. (each bone should have a different transformation assigned, so 3 being translated/moved each along a different axis in the first pose (at frame 50?), the next 3 being each rotated around another axis (1 -90deg off around X, the 2nd -90deg around Y, the 3rd -90deg around Z)?)Or any other combination you think that may easy to find more details? The reason for the negative sign in the rotation is that I believe there's more that can go wrong then. Perhaps we should even keep the bones influence tied to exclusively one vertex. Is this possible? A huge cube and tiny bones? Hey thank you. Did you get your ox-cart into the engine already? Oh, I just forgot, don't you also think we need the 1-frame-animated cube in two versions? Once with one or all bones scaled ? (rest pose scale?) What do you think?
  20. Hey, good news!! I see you joining us soon if you continue like that. I wonder if this guy already unpacked the present (it's 4 years since the birthday present was delivered ).
  21. If you could export an as new as possible COLLADA .dae file then this would be awesome, best one with animation included as we need some bones. Perhaps your ox-wagon? Other than that we can only hope that blender helps us out. I didn't know GaiaClary had already fixed it for Maya recently ... so if we are kind enough perhaps we get the option for specifying our own 3DSMax exported REST POSE scale, too.
  22. Are we getting closer? Don't know why but this time with OpenSim setting enabled in blender's COLLADA exporter it suddenly seems to work (i'm sure I tried this before and it didn't help). The rotation thing could be due to my prop points rotation because I messed a lot with it ...
  23. That 3DSMax and Maya allow the REST pose to be the NeutralMatrix for any bone seems to be the reason for the distortion/incompatibility: https://developer.blender.org/T38660 You see the similarity? http://community.secondlife.com/t5/Mesh/Problems-with-Blender-and-Fitted-mesh-blend/td-p/2487943 So we need to figure what the rest pose scale is for each bone in our 3DSMax rig and GaiaClary may add an option, import into OpenPyrogenesis in the blender COLLADA exporter: restpose_scale_x (default = 1.0)restpose_scale_y (default = 1.0)restpose_scale_z (default = 1.0)restpose_rot_x (default = 0.0)restpose_rot_y (default = 0.0)restpose_rot_z (default = 0.0)restpose_loc_x (default = 0.0)restpose_loc_y (default = 0.0)restpose_loc_z (default = 0.0)Anyone knows what REST-Pose our 3DSMax rigs have? This might save all our animations.My guess is .17 as I saw this in the scale field when I looked at the dude.blend. So if we are lucky ... https://developer.blender.org/T38660 I asked GaiaClary if it's difficult to add a field to enter the specific rig's scale on import. So that it can be exported correctly. (this workaround is needed due to maya and 3DsMax allowing crazy things to bones.)
  24. Radagast.

    Mint

    That's why I wanted to become smith to forge the dragon mint myself. I see I stay confused. The animation finally was what reminded me of old hammermills ('Hammerschmiede'). Most of the time it's just like staring at a giant wave as seen from a ship. Looks really frightening at first, but once you're into it, it raises you to new heights. Edit: I don't mean tsunamis here!! Be ware! There might be people out there that lost beloved ones in such waves. I talked about a ship on giant waves.
  25. @FeXoR: Correct. I misinterpreted the equation. It will end up in one condition. It's even possible the "min" function calls will be gone (thus overhead too) anyway after inbuilt optimization of the interpreter (if it's doing any of course). That clarifies it all. If it's counterintuitive then don't worry, your solution is fine. I even doubt the division by 2 could help, division by dx and dy will probably often be the bottlenecks. Anyway, it looks like your calculations are already quite thought-through. Great! The wall builder can be improved once a more dynamic approach is possible. Would it be usable for generating hillchains too? Could emulate glaciers and their consequences then. Or perhaps generate shores/coastlines with it. Do you think we could employ some of your path builder algorithms in the engine? e.g. if a mayor decides to build a road, then it should float naturally (as it possibly mostly did in ancient times). Hopefully the rock and cliffs will be possible soon. I really would like to see how we could generate underwater characteristics randomly too.You finally emulate the real world. Even caves seem possible for your algorithms.
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