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Everything posted by Alexandermb
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Note: natural idle won't be applied to ready stances, it doesn't really make sense a "ready" swordsman goes distracted if its in "ready" variant or state.
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Well, if we make a low end "configuration" included in the public folder even as a low end mod we wouldn't be using Greaves neither sheaths and even reduce the higher detailed helmets like snake crest's on corinthian. For low end we would have restrictions on what we use and what we want to show, and same applies for LOD. Remove aspis and celtic shield handgrip and beyond. But an important thing to mention is that the game haven't reached the performance in pathfinder required to have such amount of infantry in the game to be the lag cause, as it is now i belive is the lack of performance stacking on similar meshes in cases like Tree's. I mean, in late game you have 200 soldier, certanly that wouldn't cause too much lag, Yet the pathfinder will start to lag and you wouldn't know wich one is the one causing the lag unless you already have the pathfinder issue knowledge. And if we go for low end pc's or "raspberry pi" like gadgets that would also use Buildings whitout props etc. The performance on low end wouldn't be just on infantry related but in a mass work of all geometry and texture resizing.
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there is one were the hoplite plant their spear the one they check the spear, but we don't have a schedule for the animation to be played in a specific order wich would help with other task also like animating citizen inside buildings, Hoplite also have 1 idle static animation between each random animation and yet still it plays often the new ones, so only a "frequency" would help i guess. Also, i kept the 60 frames lenght for have less than 2mb size per idle and keep in sync with the rest of the idles. Thought for have an smoother animation i'm thinking on increase it to 80 frames lenght.
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Yeah, would be awesome and also would need to lower speed when closer and increment first attack strenght and accuracy agaisnt that kind of creature (kinda like adding a "sneak" bonification for the first attack, and accurate shoot so the animation doesn't look weird and more immersive hunting). In other talk: earlier i've committed the others lifelike animations for swordsman and spearman. Also i've done at least this ones in the past minutes copying some idles and adding just a few new for the "slave" or relaxed citizen: Maybe you can appreciate some of them here: at least 12 idles, and 4 IIRC are scratching to show how unhealthy the slaves were.
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==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Yeah would be better, the addon is realy heavy for my machine. Try something like this: long arms, humped back, satir legs, Neckless it really helps the "alien" attention insead of a human mechanoid. See tau legs for example: -
==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
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==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
By alien you mean, alien with green stuff and those kind of liquids effects, or mecha armored alines? -
==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Since you were doing some mechanical "mecha" egg concept, this may suit the taste of your modeling @Trinketos im about to give it a shot to see what kinda of weird creature i can make for fun, my imagionation is pretty much 0 when doing new stuff: -
This is something i thought to do in animation soooo long time ago: Walking slowly and crouched while hunting skitish animals: Yet, i belive theres no way to implement specific attacking animations based on entity.
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Added two more for the hoplites, cleaning skirt and shield. Added 4 for the basic shield infantry like gauls and others. this one looks good for card-like icon with fov adjustments:
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Yeah, want to finish it soon, with camels riders i will apply the same import - export of fisherman. Drivers have to tweak death animations thought. i have been playing a lot PUBG Lite with a friend of mine
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Just thought about the cough animation, it won't look well unless we have the sound effect
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Camel riders and elephant driver only. Just been lazy with them . honestly i haven't touched very much blender neither 0.A.D. This days.
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in such boring day like today ive just done this in the past 30 minutes following @wowgetoffyourcellphone idea of add cracking necks and those things: First one done are Hoplites. Athenian hoplite using corinthian helmet b1 with crest could be the insignia infantry of 0.A.D it looks very well compared to how it looked before. Looks so well done. idle went from idle_relax.dae to: idle_relax_a: Default Static- idle_relax_b: Crack Neck. idle_relax_c: Shake Right foot sandal idle_relax_d: Look West idle_relax_e: Look East and beyond if possible. Cough?
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Age of Empires 2 Definitive Edition
Alexandermb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
i can be saying farewell to my hopes of play it. -
A simplier solution would be, at the start of scenario or "mp" game because lets be honest, Gameplay wise features aren't added because multiplayer "Balance" being the balance one of the broken features of every single multiplayer game, while being SP the higher community in each RTS Game wich is not Total War Saga. Add the feature selection on the start of the match like: Block specific kind of infantry. Allow Ammo and Ammo replenish for ranged entities. Allow Regrow Trees. Allow regrow berry bushes. Realistic Human Speed instead of 1.6 walk sped for a entity walking being it a horse or a human. Allow running. Allow Dying of Diseases and 60+ Y'old. Allow Seasons. Allow Hunting animal packs attack your base. Separated civilizations or merged into a single etnic or geographic area. Batallions or single entities. Citizen-Soldiers or Just Soldiers. Heros with inventory or just simple heros. Siege Artillery Require manpower or not. Dual attack for ranged and melee infantry, like throwing pilum or throwing hoplite spears before getting closer in exchange of higher output damage at the beginning of a fight but lower damage with sword. Sub Units on chariots and elephants or not. Poison and Status modifiers or not. This features i've mentioned are just like nomad selection, Not every1 likes to play nomad yet the feature exist and its added (i belive?) pyrogenesis main engine should have EVERY feature that it can have enabled by default in the main game. Its decision of the player whether they like it or not and if they want to enable it or not. a perfect example would be Delenda Est mod. it adds unique features yet it removes others so i like some features but still don't like others, i would require coding knowledge to get back citizen soldiers features, and if its ever implemented i assume he will add batallions as default wich is something i would certanly not like to have instead of having single entities and then merging them into a batallion, so im unable to play and enjoy properly Delenda Est or Empires Ascendant just because there are features that i don't like from both. I would rather go for total realism in a single player match because i never liked to play RTS in multiplayer. im happy enough playing alone single player agaisn't IA and leave Multiplayer to better games like RPG's and ARPG's. Features should be added to the main game no matter a dev like ir not, the game is not the DEV Choice only, is for the community sake that a game should always leave community decide what they want. Look AoE DE for example, everyone was like Yay! New graphics they are so awesome but... Same gameplay? No thanks i rather play AoE 2 HD so after a long year Hype this was a waste of Hype (Yeah imagine Hype as a HP Bar people would get bored of the devs and wouldn't follow them anymore loosing community). Features review should be changed in such way that a dev only would require to give their advice instead of their approval. IE: 2020 new forum member wants to add a feature, and he already done the whole patch and his patch doesn't break anything from the game, A dev says no beacuse he doesn't like the feature because he only think on MP balance gameplay. Forum member from 2020 leaves his patch and never again touch 0.A.D. neither the forum. And another perfect example of why gameplay changes shouldn't be limited to mods its once again: "Skyrim", IE: X Dev: has done a gameplay mod wich affects combat in such immersive way that everyones like it, he just use his free time to finish a 5 months old mod whitout having in mind wich other features his move will replace. 2 Years later.. Y Dev: This guy makes another mod wich adds a better combat adding scars and injuries after a combat have place in the skyrim world affecting how your gameplay life will continue, BUT community liked how the X Dev changed the combat animations and action like parrying and such things, This two mods are totally incompatible but community wouldn't mind and will download both mixing them and playing for long time until their save game crashes and have wasted tons of hours in two incompatible mods (Happend to me a lot in my little knowledge of modding on Skyrim). We already have seen such scenarios in 0.A.D. with the forums post saying that "Y mod is incompatible with X mod" and later dev would have to make a patch if he agrees. im just an artist expending my time improving 0.A.D. Assets hopping that someday gameplay change in such way that 0.A.D. EA ends being a mix between all the RTS Great Franchise for single player, whitout care a single bit about MP. a mod i've liked a lot was @Angen mod, yet the ia doesn't work at 100% on it, but it had the best realism features even thought they didn't had visual features to properly show them. Honestly, forget about MP balance for some alpha and start adding features, this game is going down beacuse of the new franchise releases because this haven't advanced a little bit in gameplay compared to others. Rams are overpowered? Just nerf them in random ways. Slingers and Javelinist are overpowered? NERF, if the nerf didn't had any effect on this release just do another with another adjusment. But what are we doing saying "Oh sorry, we don't have a balance dev we wouldn't fix it unless someone decides to add a balance dev thought the balance dev will be only a face because main devs will still decide rather they like the nerf or not". I don't know if i ever will be able to play a single player game and enjoy it so much like AoE 2 HD, Dawn of War, Warcraft 3, Total War or any City Building game like Dawn of Man, Civ city rome, rise and fall civilizationts at war, Stronghold, Stronghold Legends, Imperium Civitas, Rise of Nations. I just do art in my free time for avoid think i live in a country were i wouldn't be alive in the next day hopping that someday this engine reaches his proper potential instead of just debating like the ONU whether the decision is correct or no and end whitout a solution.
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Just played Dawn of Man and realized a very important yet simple feature. Select resource and click on the gather icon will inmediatly assing a citizen to gather it. It reduces the micro manage of select citizen - click resource.
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A little present for change the ancient era artwork a lil bit: Still missing little details, sight, buttstock cover, sight and barrel details + bayonet.
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===[TASK]=== Greek Unit Texture (General Thread)
Alexandermb replied to wackyserious's topic in Official tasks
Left guy looks good for attack animation. -
Done the advanced version. Elite version will have to bake a bronze metal : Missing Javelin bag on the sides and grips. Probably make an scaled one for xerxes and darius.
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Why not move chariots to workshop and pre-requisite "stable"? i mean it kinda makes more sense having it on workshop instead of stable.
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Civ: Germans (Cimbri, Suebians, Goths)
Alexandermb replied to wowgetoffyourcellphone's topic in Delenda Est
Will commit to the main repo the barrel texture. I was experimenting with some wattle and dab with some damaged texture showing the wicker but its veeeeeery slow and need to keep experimenting with the normal map because right now it just looks like a bunch of noise. This two material mixed is kinda hard to control. intel hd 4000 is awfully slow handling the preview of the procedural texture.
