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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. The TA models (used in first games made on Spring RTS engine).
  2. Following We can notice: art/meshes/skeletal/target_marker: 1232.0 So target_marker is 2464 tris. It's nice but it's perhaps a lot for such a gui marker (though it's not displayed a lot). I am probably (certainly) wrong, but it's perhaps possible to provide a simpler alternative?
  3. The profile picture is TA-AD made by Philip years ago...
  4. Perhaps that fits better in the art forum section?
  5. ...not miles, triangles. There is that great wiki page written 22 months ago: https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines#PolygonCountLimits with recommendations and a link to one artist (a great one) tips. Here are them: Type of object Max triangle count Humanoid bodies 1000 Humanoid props 100 Building props 200 World props 200 Small animal bodies 250 Medium animal bodies 500 Big animal bodies 1000 Trees (per tree trunk with leaves) 1000 Bushes 500 Small buildings 5000 Medium buildings 10000 Big buildings 15000 Wonder 25000 Looking at the game meshes currently (perhaps not exactly in sync with a24b or current revision), I extracted some numbers: name num_faces art/meshes/skeletal/campaigns/mace_soldier 1108.0 art/meshes/skeletal/campaigns/spart_leonidas 1110.0 art/meshes/skeletal/campaigns/alexander 1180.0 art/meshes/skeletal/maur_trader 1202.0 art/meshes/skeletal/trader_cart 1224.0 art/meshes/skeletal/target_marker 1232.0 art/meshes/skeletal/fauna_hippopotamus 1422.0 art/meshes/skeletal/elephant_asian_male 1538.0 art/meshes/skeletal/elephant_african_bush 1602.0 art/meshes/skeletal/elephant_african_baby 1666.0 art/meshes/skeletal/elephant_african_forest 1666.0 art/meshes/skeletal/horse_breed 1666.0 art/meshes/skeletal/horse_barb 1682.0 art/meshes/skeletal/horse 1682.0 art/meshes/skeletal/pony 1682.0 art/meshes/skeletal/horse_tessalian 1682.0 art/meshes/skeletal/horse_lusitano 1682.0 art/meshes/skeletal/horse_celtic 1682.0 art/meshes/skeletal/horse_marwari 1714.0 art/meshes/skeletal/horse_persian 1714.0 art/meshes/skeletal/elephant_asian_armored_03 2248.0 art/meshes/skeletal/camel 2294.0 art/meshes/skeletal/elephant_asian_armored_04 2403.0 art/meshes/skeletal/bear_polar 2528.0 art/meshes/skeletal/bear 2530.0 art/meshes/skeletal/elephant_asian_armored_01 3280.0 art/meshes/skeletal/elephant_asian_armored_02 3444.0 There are more interesting numbers but I won't paste all that here. So: - Do we speak of the same numbers? - Is that expected? - Do the recommendations include the props? - Does it matter? Again, very nice art! Ta-da-da-ta, ta-da-da-ta, ta-da-da-ta, ta-da-da-ta
  6. I found that which could be perhaps used:
  7. No more teleportation then! :-) If the probability to accidentally introduce bug is slightly less than the probability to fix them, that should work.
  8. I don't know if that's what you are referencing but I also noticed that in a24. It's perhaps not included in the release version.
  9. Sorry for quoting, but I would like to thank you for pointing that again, I especially like your last paragraph. Historical accuracy, realism are sometimes invoked in a strange manner for the development of that classical RTS game, yes classical RTS game. Anticipating the throw of rotten fruits, I would precise I don't advocate for a competitive multiplayer game like nor for healer healing at 70 game meters range, I also miss some detailed and accurate history in unit and structure descriptions. source: https://trac.wildfiregames.com/wiki/0AD_The_Vision#Why source: https://trac.wildfiregames.com/wiki/ArtDesignDocument#Historyanditsusageinthegameareparamount.WhenindoubtaskaWFGhistorian. source: https://trac.wildfiregames.com/wiki/GameplayDesignPrinciples#DesignPrinciples
  10. Is it what I actually did (the bumping commit being https://trac.wildfiregames.com/changeset/24939)? I would agree for introducing a23b in it, but it didn't exactly match in the table: it hasn't a name and why isn't it call a24? So I am ok for introducing it in the table, but then I would have to include a24b (see http://releases.wildfiregames.com/). In that case, if you link me the related revision number I should use for it, I will include them in the table.
  11. The poll is closed. Notice that Nescio was close to the correct revision number. I didn't exactly know what was exactly the release date, so I took as ending the commit which bumps the version number. release date revision number commits time commit per day 0.0.24 Xšayāršā 2021-02-27 24938 3117 1016 3,07 0.0.23 Ken Wood 2018-05-18 21821 1899 295 6,44 0.0.22 Venustas 2017-07-27 19922 1007 261 3,86 0.0.21 Ulysses 2016-11-08 18915 950 222 4,28 0.0.20 Timosthenes 2016-03-31 17965 667 191 3,49 0.0.19 Syllepsis 2015-09-22 17298 887 197 4,50 0.0.18 Rhododaktylos 2015-03-09 16411 562 149 3,77 0.0.17 Quercus 2014-10-11 15849 701 152 4,61 0.0.16 Patañjali 2014-05-12 15148 762 145 5,26 0.0.15 Osiris 2013-12-18 14386 590 107 5,51 0.0.14 Naukratis 2013-09-02 13796 464 154 3,01 0.0.13 Magadha 2013-04-01 13332 337 107 3,15 0.0.12 Loucetios 2012-12-15 12995 359 101 3,55 0.0.11 Kronos 2012-09-05 12636 773 113 6,84 0.0.10 Jhelum 2012-05-15 11863 524 62 8,45 0.0.9 Ides of March 2012-03-14 11339 536 82 6,54 0.0.8 Haxāmaniš 2011-12-23 10803 515 97 5,31 0.0.7 Geronium 2011-09-17 10288 502 71 7,07 0.0.6 Fortuna 2011-07-08 9786 256 52 4,92 0.0.5 Edetania 2011-05-17 9530 481 67 7,18 0.0.4 Daedalus 2011-03-11 9049 217 91 2,38 0.0.3 Cerberus 2010-12-10 8832 419 54 7,76 0.0.2 Bellerophon 2010-10-17 8413 443 63 7,03 0.0.1 Argonaut 2010-08-15 7970 7970 For the fun:
  12. Here are some results from tests done one year ago. #Protocol - 50 games 1v1 on mainland with a set of predefined (random) seeds, for each couple of civs, both players positions test - players are AI - tested on a fork of zeroad #Win-Loss results For each couple of civs, we compute the difference between number of wins and number of losses. In that context: - rome, brit, gaul are far ahead - kush, mace, pers are far behind There is perhaps an high civ unbalance or it is related to the way the AI use them. #Trading score There is the potential bias that it's easier to trade when wining the game. Pers, despite losing a lot of game, shows high trade income. That reflects there high trading bonus. #Trained support citizen #Trained infantry cavalry ratio From AI point of view : - Brit, sele, ptol look like cavalry civ - Athen, spart look like infantry civ #Siege and champions Elephants are counted as champions. It's strange that mace that is expected to be a siege civ don't produce a lot of siege. Kush and maur don't have siege units. One can notice that maur gained some by capturing an enemy structure. AI may miss something or the civ is too late at phase 3. Enjoy! PS: That's a quick approach, there was some extreme games messing the means.
  13. Yes that was the idea. To detail a bit more: There is a delayed distant attack. All computations are done in fixed-point arithmetic. Then there is a trajectory rendered. All computations are done with floats. To handle blocking projectiles : You have to do the second stuff in fixed-point arithmetic (slower) You have to check for obstructions (slow too) To check for obstructions : you have to also take into account height of obstructions. Cylinder or cuboid are probably doable. But that could look really bad for some units for which this shape approximation is a bad approximation. Something like that were done in the first simulation of the game (but that one could not handle multiplayer or saved games). So there is some work to do, performances could be hurt badly, and you have still design choice to do. -- fatherbushido
  14. Like the guidelines here? https://trac.wildfiregames.com/wiki/ArtDesignDocument#a0A.D.Theme Above average color saturation (compared to the real world) Contrasting - shadows and highlights within textures Relatively realistic in terms of world/nature and history Humans arent true to the real world in scale, but exaggerated to look like humans at greater distances. Men are burly and broad shouldered, and women are very… womanly. Exaggerate the animations - like theatre but not to the point of silliness. We need to make sure players know what actions they are doing. Exaggerate the traits of the Civs - Celts were colorful (so in the game they will be very colorful) - Greeks had fancy architecture (so many of their buildings will be fancier than in real life), etc...
  15. https://www.spi-inc.org/corporate/annual-reports/2019.pdf
  16. @DakaraSure I know. But I don't really understand what you exactly mean, or probably you assume something not accurate about what I say ;-) Can you detail please? (Also I never played AOE so don't hesitate to recall me how that works!)
  17. It's hard to not agree. One initial idea was that even if they start with the same stats, the units from different types could be improved with specific civilization technologies. That remains a bit but it had progressively disappeared through the last releases.
  18. update: release date revision number commits time commit per day 0.0.24 suggestions 2020-09-27 24071 2250 863 2,61 0.0.23 Ken Wood 2018-05-18 21821 1899 295 6,44 0.0.22 Venustas 2017-07-27 19922 1007 261 3,86 0.0.21 Ulysses 2016-11-08 18915 950 222 4,28 0.0.20 Timosthenes 2016-03-31 17965 667 191 3,49 0.0.19 Syllepsis 2015-09-22 17298 887 197 4,50 0.0.18 Rhododaktylos 2015-03-09 16411 562 149 3,77 0.0.17 Quercus 2014-10-11 15849 701 152 4,61 0.0.16 Patañjali 2014-05-12 15148 762 145 5,26 0.0.15 Osiris 2013-12-18 14386 590 107 5,51 0.0.14 Naukratis 2013-09-02 13796 464 154 3,01 0.0.13 Magadha 2013-04-01 13332 337 107 3,15 0.0.12 Loucetios 2012-12-15 12995 359 101 3,55 0.0.11 Kronos 2012-09-05 12636 773 113 6,84 0.0.10 Jhelum 2012-05-15 11863 524 62 8,45 0.0.9 Ides of March 2012-03-14 11339 536 82 6,54 0.0.8 Haxāmaniš 2011-12-23 10803 515 97 5,31 0.0.7 Geronium 2011-09-17 10288 502 71 7,07 0.0.6 Fortuna 2011-07-08 9786 256 52 4,92 0.0.5 Edetania 2011-05-17 9530 481 67 7,18 0.0.4 Daedalus 2011-03-11 9049 217 91 2,38 0.0.3 Cerberus 2010-12-10 8832 419 54 7,76 0.0.2 Bellerophon 2010-10-17 8413 443 63 7,03 0.0.1 Argonaut 2010-08-15 7970 7970
  19. That's it. Projectiles (mostly) don't have a trajectory from the simulation point of view, they are just distant delayed hit. Then a trajectory is rendered. The choice was a parabolic trajectory. <Gravity> is the graphical parameter which will adjust the height of the parabola. For now, artists have to tweak that so it fits what they want to see. Don't bother with anything else. More have to be said, but not enough place on that margin.
  20. @Cophiansend me a forum pm with the data you need, I'll provide you them
  21. @Genava55 oh awesome! are you involved in that project? I am a bit confused about the mentioned locations, is that in the 02 or in the 80?
  22. @Feldfeld@smiley You can talk about that at another interesting place :p https://webchat.freenode.net/#forkad
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