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Posts posted by vladislavbelov
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10 minutes ago, leper said:
Check out the Upgrade component. Since the entity schema documentation is currently waiting on someone to update it (yes, I'm totally not using this post to get work on that going again), you might want to read the top of simulation/components/Upgrade.js to know what you can use.
Shouldn't it be in wiki and generated automatically, like doxygen?
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3 minutes ago, AgamemnonPhlemnon said:
Thought of something already... haha. Is there any guides to making textures blend in more with each other and stuff like that? Before I made an account on these forums I could've swore I saw a topic all about it in this part of the forums but I scrolled through and can't find it again unfortunately. It was quite a while ago so maybe I'm not remembering it right.
(Do bridges work?)
What do you mean by textures blend?
No, bridges mostly hacky implemented. But @sanderd17 has some patches about terrain modificators, which could allow less hacky bridges.
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1 minute ago, AgamemnonPhlemnon said:
Anyone know of a place where I can find more up to date information? or even just a general map making guide/tutorial, not even necessarily for 0.A.D.
Mostly on wiki, but it's not very big. Also you could ask here, on the forum.
2 minutes ago, AgamemnonPhlemnon said:Hey, I quite enjoy making maps for this game but I'm still quite an amateur and while this page was quite useful for learning, it appears to not include some features of the editor which I assume are newer.
Which features are not included?
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Just now, AgamemnonPhlemnon said:
One other thing I'm not sure of, how do you add a map preview image to a map?
It's not implemented yet, but I want to. Currently you need to edit mapname.xml.
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1 hour ago, dvaosta said:
Looking at the extinct volcano map, I noticed that, when the water rise, the ships can move across partially submerged buildings and trees (this is visible also in the trailer). My proposal is to implement 3D obstruction boxes and to compute which objects cross the water level each time the water rise (or, better, water level - x meters).
Currently all objects have obstructions only on plane, and to make it 3D only need to add a height. But objects have different form, so to make really good obstructions we need to add 3D collider mesh, which is the really complex task.
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27 minutes ago, pAris said:
I am unable to update as there is no updates available. It says im running the latest version of the game. Is the game still not on ubuntu repository?
Hi, @pAris,
I think it's not updated yet, but it'll be soon, I hope. It depends on packages publishers.
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Related changeset: https://trac.wildfiregames.com/changeset/19877
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1 minute ago, AgamemnonPhlemnon said:
Alpha 21.
Should have mentioned that, apologies.
No problem, just noticing for future.
About the issue: it's the known issue, Alpha 22 will be released soon, try it when it'll be available.
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Which version of 0AD do you use (SVN, Alpha 21)?
P.S. It'd be better to hide amount of text under a spoiler.
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When it happened? Time from start of the replay.
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10 hours ago, LordGood said:
getting your skeleton generator will be a big step in modding this game, even my gate and pony models. One of the most annoying aspects of creating animated props is manually writing skeletons in. I'm thinking we could see some really nice flags, for one
It'd be good to have it in Atlas or Actor Editor instead of using command line tools. Which are not really familiar to artists.
Or another way: I made few simple plugins for Blender and it's easy enough to create. So we could create a plugin for it too. Another profit, plugins for blender are mostly written on Python, so it'd be easy to add it. So artist even doesn't need to open Actor Editor/Atlas Import/Command line tools.
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53 minutes ago, The Undying Nephalim said:
cmd prompt got it to run, here's the Error it gave me:

You probably run the Python 2.7 instead of 3.5 by the error text. To run exactly 3.5: add a full path to the python.exe in the cmd (i.e. C:\Python35\python.exe) or change the PATH environment variable to the newer Python's version.
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11 minutes ago, Ilya_rimade_ said:
What do you think about replacing pagan temples in the game of hospitals?
Quote from https://en.wikipedia.org/wiki/Hospital#History:
QuoteThe earliest documented institutions aiming to provide cures were ancient Egyptian temples. In ancient Greece, temples dedicated to the healer-god Asclepius, known as Asclepieia functioned as centres of medical advice, prognosis, and healing.
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I like capturing, but it could be improved. About capture + delete to destroy a building: I think deleting shouldn't be an immediate process, it needs to be a continuos process. It could be faster than capturing.
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1 hour ago, echotangoecho said:
You could still play in game only with the mouse, by clicking and dragging inside the minimap (which is much more effective than bringing the mouse to the edges of the screen), but outright removing it might indeed not be a good idea.
I agree with @stanislas69, this method has lower precision, you couldn't move for 5-10 meters. So the minimap is effective only with a large distance between interesting points.
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I like sometimes to drink tea and play not fast game. So, a valid solution could be adding an option: "Control camera by mouse".
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3 hours ago, echotangoecho said:
IMO we could remove movement by hitting a screen edge entirely as it seems unlikely that it is often used (and it is redundant if there are already multiple different ways to move: dragging in minimap, wasd, arrow keys).
I think we shouldn't, because currently every user could play in game only with mouse. So mouse movement removing breaks it.
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On 1 июля 2017 г. at 9:39 AM, wowgetoffyourcellphone said:
I sincerely think you guys should change this to something like 2048.
Why? Because the water levels at that height reflect the skybox poorly. Also, you don't need that much depth, usually. You want the height more, again, usually.
This height is mostly for the terrain, not for water. It could be used for high mountains.
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5 minutes ago, stanislas69 said:
Hello, and welcome to the forums,
You have to pass the --atlas-ui command flag to the bat file iirc to build atlas. You'll also have to download wxwidgets and build it.
Regards
I thought --atlas, no? It works for me. Also it needs put wxWidget inside a library folder.
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4 hours ago, wowgetoffyourcellphone said:
There are couple way we can "fake" SSAO. Can render AO maps for decals under buildings. For shadows, can make them fade slightly, so that they are darker near the origin and lighter farther away. Subtle.
Good idea for terrain rendering, it's static. But decals have a form, depended on terrain height.
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1 hour ago, stanislas69 said:
Could be nice. I'm wonderering if there isn't something similar that should be done first. Instancing, automatic lods maybe ? Dunno
It requests higher version of OpenGL, @Yves works on it.
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I'm looking at the storehouse and understanding: we need ambient occlusion. I need to reveal some old threads about SSAO.
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Was there the same problem for any other program? Also do you have an antivirus/firewall, which could deny access?
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Lag and Optimisation
in General Discussion
Posted
As @Lion.Kanzen said, the main reason is the pathfinder. But it also could be the renderer issue, do you have lags on a game start? You could enable FPS counter to see your FPS.