Jump to content

Radagast.

Community Members
  • Posts

    1.450
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Radagast.

  1. Holy additons. Keep it up! If only Strannik and Micket were in the 0AD team. Then Lord and exmanko would not look that lost anymore. Those units are pure epicness to say the least. Talented is an understatement for all this. I already supposed Enrique'd be Andrew P. Price.
  2. Animal garrisoning is just the beginning of the problems that static 0AD will encounter. Have one with structures. Animal does have its own state in UnitAI. Haven't looked at the code, but if I remember correctly, then look for mimo's ANIMAL.* additions and add them. A hack could be to add the UnitAI component to your sheep. Always works but it's a hack and 0AD team will kill you (and me for proposing).
  3. Another magic quality project by the 2-man-dreamteam. Looking forward to that one! As of the 3 battle choices I'd set up 3 new storyline machines and deactivate the old ones (if any). Then reassign the 2 not-by-player chosen storylineMachines to the 2 remaining players randomly. Always wanted to see this happen, we need more of that (there are many famous strategic masterpieces in history that have prevented the doom of a civilization).
  4. Exotic! Imagine it with multiple water heights, I'd like it. Keep it up.
  5. That's what we should work on then. Citizen soldiers were of course not directly recruited from the fields in an immediate action. Nevertheless they were drawn in - the more the better, because they were cheap and easily replacable. Farmer's had many children to have less farmwork themselves as hard as that sounds :-(. To allow male workers just copy the female template to support_male_citizen... Then either look at the corresponding male citizen actor XML and remove the variants you don't like - or just use the citizen soldier actor 'as is' in the copied female template -- because when the simulation not requests certain variants (because females can't fight but flee) then it doesn't matter if they are defined inthe actor XML or not. Good luck with this project. It's a lot of work ...
  6. Thanks for reporting. Forgot to push a commit. Though I think it's not worth playing anymore, the performance commit didn't make the experience better because we removed some waypoints which makes hte attacks work less nice - and Niek's forrest wall also has gone, so I tend to revert this (2nd-last) commit. The only play-worthy of the map are the visuals by shieldwolf and Niek, the coding isn't so nice, I have some trigger render improvements + text-to-speech in the works for 0 B.C., then hopefully the story will feel much more realistic than those text messages.
  7. No answer also is an answer. At least I offered it. I can't help anymore. I wish you the best of luck.
  8. Dear friends, hereby the 0BC developers Magic Philosophers wish to reach an agreement to resolve the current discrepancies. To not break mods' compatibility to 0AD, I wish to urge you to grant me the permission to commit some of my work. (don't worry, I'll not bloat your holy engine and if you really don't want me to, then I'll also not change the file structure). In hope to reach an agreement, J.R.I.B.-W. v. W. v. Z. aka Radagast
  9. Sander, enjoy what you've coded, thanks for all these epic features.
  10. Eagle's eye, despite bronze statues having been quite dark, you have a valid point. This temple is another masterpiece. Lord, Stan and you keep growing. The commander will be happy. Thanks for posting the render!
  11. I hope A17 will finally be out and there will be no issues. With it come so impressive new features. I can hardly await until the community can test triggers and see stackable entities in action, or having a look at the Council's + Enrique's RoTE work. Keep it up. Listening to the Council's trigger master's guidance in his epic map will be a pleasure and probably a hard time too. But I'm willing to learn. Let's use the 2nd approach then and try to spread the storyline event evaluation evenly across the cycle time then. I hope the timers don't mind having to hop around wildly in the code. Definitely. We need to add such a panel somewhere at the side. Perhaps in the top right corner? Do you also think it should be toggable? Theoretically yes. We have to figure it out if there is a nice and flexible way to add it. I fully agree.
  12. What I proposed is merely optional, i.e. if you want place those fences, else just don't do it. If you like micro then you'll be happy. Else you just not use it. The slaves need a UnitAI state "CAPTURED" as well as a target entity that captured it. This prisoner-capturer relationship can be removed similar to how guards are removed. Then the slave will flee if no more units or attack-capable structures (buildings, unpacked siege engines) are nearby. This state will be useful for both the Surrender and the Capturing components but not for the Conversion component.
  13. You are right, that's tricky, neither iterating the other way round helps, nor iterating an alternating way (jumping around which would be quite complicated too and introduce new write operations due to adding the loops' increments). Though if cost is free, there is a solution because array random access requires only a constant amount of time, we can:var heightmap_subtraction_cache = []; // [x1][y1][x2][y2] = resultfor (var x = 0; x < max_x; x++){ slopeMap[x] = new Float32Array(max_y); for (var y = 0; y < max_y; y++) { var dx = heightmap_subtraction_cache[x + 1][y][x][y] || (heightmap_subtraction_cache[x + 1][y][x][y] = heightmap[x + 1][y] - heightmap[x][y]); var dy = heightmap_subtraction_cache[x][y + 1][x][y] || (heightmap_subtraction_cache[x][y + 1][x][y] = heightmap[x][y + 1] - heightmap[x][y]); var next_dx = heightmap_subtraction_cache[x + 1][y + 1][x][y + 1] || (heightmap_subtraction_cache[x + 1][y + 1][x][y + 1] = heightmap[x + 1][y + 1] - heightmap[x][y + 1]); var next_dy = heightmap_subtraction_cache[x + 1][y + 1][x + 1][y] || (heightmap_subtraction_cache[x + 1][y + 1][x + 1][y] = heightmap[x + 1][y + 1] - heightmap[x + 1][y]); var vector_x = (dx + next_dx); var vector_y = (dy + next_dy); slopeMap[x][y] = 0.5 * Math.pow(vector_x * vector_x + vector_y * vector_y, 0.5); }}Edit: The heightmap_subtraction_cache solution above ensures every subtraction is only calculated once. True, though for the scope the vector_x and vector_y variables are defined it doesn't matter if you half both initial vectors first or simply calculate with twice the length vectors and half the resulting vector afterwards. At least that's what my math calculations above showed. If the JavaScript interpreter + compiler know math and do this implicitely that'd be great but I doubt they see this optimization of getting rid of one division by 2 (it's using shifting anyway so the performance gain might be hardly noticable though).
  14. Thank you feneur. I'll try to help, but 0BC probably needs my humble self in the art department and therefore my time for helping organizing the forum or other webpages or being on IRC will be few. :/ I'd wish the Council to replace me. There must be a punishment for me and removing me from the moderators is appropriate. I also don't want to be in the way of Niek as our arguments are neither healthy for him nor for me. Therefore I wish to be noted as external contributor, friend of the council, or similar. The Council is in order now, it's time to hand the command over to our youngsters, they gave evidence for great talents and have deserved developing their own vision and goals. My Overview topics have turned out to be failures (difficult too maintain, not an accurate enough reflection of historical reality, civilization interaction is more complex than I expected at first, it can't be structured, it's all interconnected).
  15. Do you think, shieldwolf, you and me can tackle Shieldwolf's map or perhaps shieldwolf wants to reserve this right for himself as the creator of this beautiful map? Once triggers are editable in Atlas? In any case, I'll first outsource all common parts of the trigger code within Gallic Wars and introduce a message buffer to spread the messages more evenly. Do you think that message buffer is useful or should the message still appear when it is triggered (as it currently is)? I might also try to spread the evaluation of the storyline machine evenly across the CYCLE TIME. This way, we'd not need that message buffer and still could prevent those messages popping up all at once as it currently is.
  16. Without formations, finding the end positions seems to be costly. It takes a lot of time until the units stop moving.
  17. That I offended you publicly was another act of barbarism (rather like Saruman) by me and I wish to apologize for that. It was just that I felt you should know how I (mis)understood how you commented, which always made a very self-confident impression to the contrary of Stan who was the opposite. And thus he easily broke and thought his work now was hated which I fully understand. e.g. instead of 'I don't like the houses.' we could say 'The houses are fine. They could extend farther into the ground. It might even be better if we added more props.' and so on. You surely get the point, your critic can sometimes be misunderstood as too harsh and subjective, because those open source contributors and artists are pretty sensistive people too. You know, they already have to defend themselves against permanent criticism in society because they work for 'nothing' for projects with high goals. Not many people accept this and it's really a downfall if any of these works are downplayed. I agree perfection was what I understood. At any case, I wanted to finish RoTE ASAP because Scion's feedback was negative despite our efforts and because running aginast closed-doors is no easy task and makes reaching goals pretty difficult. By all means I will stop my flame war. You are one our motors. We need to stick together. Now we have removed all discrepancies and will continue to try to reach the stars. For a good cooperation of Council (where I'm still willing to help as much as possible), 0AD and 0AD Extended, which I hereby announce will be called 0BC.
  18. Schedules won't increase our efficiency, they'll decrease it. It's all about efficiency. Everyone is responsible for his/her efficiency and should work on what he/she likes to work on - no restrictions, so if you like to create fancy logos, go ahead, if you like to create new textures for RoTE units, go ahead - but try to be efficient and not lose too much time with it. That's what I mean.
  19. @LordGood: The lack of commit-capable artists in the 0AD team shows that there quite some starting problems and I try to simplify the process by simplifying the file structure and making it more coherent. By no means I want to force you to think like I do, but the people that know both the programming and the art side of 0AD are few since some 0AD giants retired. So I don't expect anyone to see the anomalies and changes that are necessary to fix those. But the anomalies are clear to new-comers. And the lack of commit-capable artists shows that we have reached too high a complexity and need to simplify and make more consequent use of the single-source principle. (I have already worked on a C++ addition to the Actor system to allow for better modularity.) By all means I admire your work and the Mycaeneans are pure epicness. To me it not even matters if it gets into the game or not. For me it's enough if you created these artworks. That already added value to this world. Thanks for that. I agree that I'm not up to waiting and waiting until my works get adapted. I just fear that I could be grey before things happen and thus I prefer to solve things immediately whenever possible (while devoting time is still the most awesome present you can give).
  20. Maybe you are right and I just misunderstood your message. Maybe you are wrong and you did just state that you wanted to polish it to perfection which for me means it will never be finished, because perfection is impossible. So this argument is a subjective matter. I agree my recent flame war against you is inappropriate and just results from long frustration and your steady overruling. I hence wish you the very best for your ventures too. Lead the council to the glory it deserves. I made a full comprehensive list of it. This is what I currently think that needs to be done. I sorted it out in 'full' tasks and 'fixing/enhancing' tasks (that require less work on paper): Tasks: We haven't found a good, working solution for the rice fields atm, but we surely need one.I feel the units lack in texture variety. For example, the basic crossbowman is hardly distinguisable from the basic bowman.All civilizations have at least 3 heroes. I think we need a third one too.We currently don't have our own palisade.Do we want champion soldiers, and which?I think the trader needs a human walking along with it (currently it is a sole camel). Camel is apparently a not accurate one too.Government Center. I think it is better to push the Iron Casting tech to the blacksmith and make the Government Center bonus territory size and farm gathering rate.Ships are not done yet. Fixing / Enhancing: I actually like only two of the four houses that are currently in-game. They could use some eye-candy (and maybe some small changes in the proportions). 2 houses do also not stretch into the ground. House obstructions are incorrect. Storehouse could use some props and the obstruction/footprint size is incorrect.Farmstead decal is too small. Props should be drop-propped. Should stretch into the ground.Corral decal should follow the terrain shape, props should be drop-propped. Should stretch into the ground.Market should stretch into the ground. Props should be drop-propped.Siege weapons are not animated.I personally don't like the outpost too much (but Stan says it is fine) what do the others think?Gates obstruction sizes are incorrect: Units can walk through a locked gate. Last update: 16:54 GMT 19/09/2014I tried to fix remaining issues of your list in a rush just before I retired (I also gave reasons as of why some of the items of your TODO list are optional like the hero count, but reasons seem not to matter). Essentially we even fixed the rice field terraces and showed the Scion 3D model for the government center too and Stan even adapted the outpost despite me trying to resurrect him by stating that the outpost is fine. Almost 80% of the list items were gone by then. But what you were able to say was just "Pssst. It's Scion that created the houses." while stan fully reworked them as he told us + UV re unwrapped them for the new texture of Enrique which is heaps of works anyway (and we made them stretch farther into the ground too recently which also needs quite some re-UV mapping). Something like that really makes me feel that you only listen to the - in your eyes - powerful (like Scion or 0AD team) and not to us, your comrades, which only added to my frustration and finally led to the explosion. It just made you appear a bit totalitarian. So I hope you become more active in the art department yourself before you criticize other people's work. e.g. you destroyed all of Stan's work within few sentences when you stated that RoTE is all but finished (despite Stan's huge efforts over his holidays) or when you stated the ships were not yet added. That was not very careful, but don't worry I had to learn this too and I'm still a minor guy . Therefore we best separate: you lead the Council of Modders of our dictator Romulus and my minor self cares for 0AD Extended that you tried to free the Council from. @Lion + Councillors: We need to stop thinking of recruiting and instead becoming active ourselves, then recruits will be inspired automatically, won't they? The world doesn't need trailers, the world needs engines. @LordGood: Generally creating assets for a mod, means you create them directly in the mod and test them in there. So no need to later rearrange the files. But I get the picture that the inconsistent file structures of 0AD and mods makes it no easier for our artists. I beg your pardon for that and it's clearly my fault that I chose Aristeia to experiment with a simpler and more coherent file structure.
  21. Isn't sdl2 the default for windows by now (and thus shouldn't be required with the --sdl2)? Please try again with the newest SVN version as Itms recently fixed a similar selection lag issue. (which doesn't mean that another issue could still remain) Sorry for the noise if that is what you already used.
  22. Dear friends, don't be sad, my contributions were minor and still are. Several happenings forced me to this drastic steps to increase my productivity. Open source projects are all about consequency, criticism and dialogue. I've seen too many promising world-changing ideas to break apart, I'll stop watching and therefore I continued to simplify my workflows to make my efforts more productive. Originally (when I joined the forum after a my 0ad-tracking period) I planned to work full-time on 0AD Extended, then everything came different and I have seen that quantity doesn't help a bit. Instead Niek told us he thinks we'll not even ever finish RoTE. Of course perfection is inpossible, but we need to finish things or we have problems. You have seen yourself how many projects I started and couldn't finish (xml parser, complex addons with much too many features for a start, council tools, commander system, ...). That those are unfinished has left me no calm minute and I decided to simplify our tasks and workflows, but I ran against closed doors both with the 0AD team and the Council, which seemed not to see that I targeted for 1 ModDB page, as few as possible webpages and fora and a git-focused development. (Niek proposed, the file structure we may request for 0AD Part 2, but what does this mean? - It means we have to wait YEARS for that to happen, which may be what our youngsters want to do, but not my minor guy.) Therefore I decided to grab the problems at its root and now I only work for opensource ecology, 0AD Extended and my day job. (this has nothing to do with what motivates me to do so, which of course has other less-material reasons) I couldn't stand the neverending-stories that developped in the council, and I couldn't help but feel the team was not open to my radical proposals, which 0AD Extended brings. So definitely 0AD Extended needed to be a fork, with its own team, independent of all the other games that are based on pyrogenesis. 0AD is targetting city phases, 0AD Extended is the virtual time-machine, the goal I pursue in the virtual world, probably one of the last projects I'll tackle before I shift full force back to hardware development, as this is what really influences the world. @LordGood: I have by all means always kept and still keep the efforts of the contributors (both artists and programmers) in highest honours. I plan to create a art gallery one day with all my favourite artworks of the planet to honour all these unseen talents out there that make this world a better place (at least try to). 0AD is still underestimated, it's already quite epic. Thanks to you guys and gals.
  23. Niek will lead you, and you have Skhorn, a real rocket recruited by Niek. So I think the council is safe and will look into a bright future, especially since A17 will be a great release once released. Keep it up. This is a pride project, one of the mightiest open source projects my minor self has ever seen.
  24. RogueRepublic also didn't share their work and only showcased it. LordGood also keeps back his work at times, and haven't I already published my recent storehouse improvements, footprint and obstruction fixes, re-UV mappings, template fixes? I've also worked on several parts for 0AD, I tried to help, and I always tried to add things, while Niek reverts things, randomly removes my code comments, deletes ModDB entries of me, which means that people can never read what I really wrote and only listen to what he sa. This all is more offense than I can take. I did even state, that the mods will be continued as Addons, which means that essentially nothing changes, but the name (Niek's own words and he is right but strangely he still deleted my announcement despite this not really being anything that was a decision against the council). I already feel that Skhorn has gotten that misfortunate announcement of me wrong and probably also other councillors, despite probably never having read it. Thus I retire from not only the Council's core that I wanted to abolish for pure equality but also from CoM. I know that I'm nit-picky but you are no less nit-picky with me. I also modeled the Egyptian pharao, at least tried to help with the Mod selector GUI and also modeled Liu Bang. It's not that I don't share things. I'm convinced of Open source and I'll provide 0AD Extended sources when the first version is being released. I have enjoyed being part of the Council, but recent misfortunate mishaps require me to settle things and I thus retire and concentrate on fixing engine lag and other things. It'll take a long time anyway, but the 0AD team is not willing to motivate Philip to do so, so we have no other choice.
  25. Yay, I fixed the chariots, I know what it's all about now. I also found away to add the long-awaited trample damage. The version in Aristeia is broken as is Aristeia in general. I'll probably fix it soon, but as you know, we had make RoTE release ready first, because my ideas are considered minor by the Council (remember Niek, the almighty's words: we should not focus on "personal projects", so he discourages 0AD Extended but still calls Millennium his mod like Lion calls Aristeia his mod). I'm all but happy really with how it all plays out currently and I think you'd be better off without me. I will submit a patch if I'm convinced things are worth my efforts again. Currently I am a bit unhappy and will hold my things a bit back. Thanks for the tickets. Indeed that's something I have to address, it will reduce the art workload. Which walking units? Sorry for my incomprehension.
×
×
  • Create New...