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Everything posted by feneur
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(The images are hosted on other sites, or rather were, so that's probably not something we can fix unless we can get the images from somewhere else.)
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It is now if nothing else =) And also as has been mentioned the size of the contribution shouldn't really matter, if someone has submitted one patch shouldn't mean he/she's listed higher than someone who's submitted dozens. Each and every bit is valuable (That said, there are people without whom the project wouldn't have kept on going through the years, and who just by their passion and steadfastness - plus often huge amount of work - have meant that we have a 0 A.D. today. People like Ken Wood (Phoenix-TheRealDeal), Michael Hafer (Mythos_Ruler), Jason Bishop (Wijitmaker), Philip Taylor (Ykkrosh), and I think they deserve special mention. As it is now is fine, I'm just saying that they are an exception to the "everyone should be listed equal to everyone else" rule )
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Seems like you're really getting somewhere And you seem to have a certain kind of style already, so keep at it I'd say
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
Just delete the files in the appropriate folder http://trac.wildfiregames.com/wiki/GameDataPaths should tell you where to find the folder for your OS -
Ah, true that problem (which I personally wouldn't call blending as much as smoothing ) goes away. The trouble with reading things too quickly =) The actual blending (as in transition from the one to the other) between two textures still seems to be the same in the above/below though which obviously was what I was looking at
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I don't know anything about the technical aspects, but just looking at it I don't really see that much difference between the before/after in terms of blending (depending on exactly what is going on there in the middle, it's hard to know whether it's several dirt/grass/grass-mixed-with-dirt textures or just the two grass textures with a dirt texture in between). There is a big difference in the actual textures though, and I wouldn't say it's fair to compare the blending when you're using such different textures What I would think might work best is what I think someone else suggested somewhere: to use different blending textures for different textures, say three different sizes. Or at least create larger blend textures that would make the transition smoother. As far as I can see there are two issues that would need to be thought out by people who know more about the programming for something like that to work: If we use different sized blend texture, how would it be determined which one to use? It could easily be described in the texture XML which size each individual texture would use, but if you have a transition between say a road texture which would use a sharp transition and a dirt texture that has a smoother. Perhaps it could be dependent on which one is on top (see http://trac.wildfiregames.com/wiki/Atlas_Manual_Terrain_Tab#Texturepriority )? And is it possible to have transitions which covers more than one tile? (I.e. a blend texture that's larger than one tile.)
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Not sure what's your point or the reason for those words. Myconid doesn't have any code in the game yet, so there's no reason to add him to the credits (yet! As soon as he does have some of his code in the game, of course he should be added ). Also, no one did mention him so I'm really not sure why you would say anything other than "I think you should add ..." Either way, thanks for caring for him
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Sound effects Designer - Evan Bogunia
feneur replied to EvanBogunia's topic in Applications and Contributions
Another thing, you mention that you have some interest in programming? The sound system is currently being reimplemented, and since it is getting close to being able to be included in the main repository for the code it would be helpful if you would be able to at least compile it and see if it runs without issues. See http://www.wildfiregames.com/forum/index.php?showtopic=15995 -
(Slightly off-topic as I'm sure your points are very valid about the Celtic buildings in general, but I would say that you are wrong about people not having rotting corpses/heads around. Depends on what you mean by around of course, having them in their houses hardly was common. But at least during the medieval/later periods it was fairly common to be far more liberal with having dead bodies around than we would think today. Granted, it was mostly criminals displayed in public and I guess in most cases not necessarily next to people's houses, but that's not the same thing as to say it didn't happen at all. )
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Hello and thank you for your application You mention animation, how much animation experience do you have? Any of it that is good enough to show us? I'm just asking since animation is where most work is needed, so if you could provide any assistance there it would be great Modeling/texturing is very useful as well of course, so don't worry in either case Have you had a chance to look through: http://trac.wildfiregames.com/wiki/Modding_Guide and most specifically the page linked to at the bottom of that page with more information on how to get an object from e.g. Blender into the game?
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Cool, welcome to the forums
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Looks like a really good start and what may become a great map I do think there are ways to improve it though (I'm just looking at the image at the moment). One of the biggest visual things you could do is to divide the terrain into smaller pieces, that way it won't look as repetitive as it does now with all these big chunks of texture
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Multiplayer lobby
feneur replied to Badmadblacksad's topic in Game Development & Technical Discussion
Yeah, there are other reasons to push Alpha 11 back a little, but this is not one of them -
Previewing a map in the game setup screen.
feneur replied to Spahbod's topic in Game Development & Technical Discussion
Looks much cleaner to me -
Previewing a map in the game setup screen.
feneur replied to Spahbod's topic in Game Development & Technical Discussion
You can always go to the Bandcamp page (http://play0ad.bandcamp.com/) and have that play while you work -
For you yeah I.e. it should most definitely not be available for non-team members. All in-team user groups should have some moderator privileges as we've added that for the task/user forums (i.e. all programmers have moderator permissions in all programmer user forums, might not be 100% accurate as we might have forgotten to add them, but since we're moving more and more away from using the forums to track tasks that isn't really needed anymore anyway), there might be some settings that makes all moderators global moderators - or one of us might have enabled that at one point for all I know, I don't remember. In either case I don't think it's an issue if someone who's on the team has mod privileges, if we allow people commit access to the SVN we sure should be able to trust them with mod privileges in the forums (Admin privileges is another thing though )
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I like how you think And I presume the elephant stables would only be buildable in the the Town Phase? Which would also mean that for the early game the buildings would be more useful (though I guess one strategy could be to rush to the Town Phase to be able to build support elephants quickly, not sure if that would be a viable strategy, but perhaps if you quickly want to exhaust the map of e.g. stone/metal or something ).
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Some tips can be found in: http://trac.wildfiregames.com/wiki/Modding_Guide and more specifically in http://trac.wildfiregames.com/wiki/Basic3DImplementation (It uses Blender as an example, but most of it should be relevant to all 3D applications ).
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Previewing a map in the game setup screen.
feneur replied to Spahbod's topic in Game Development & Technical Discussion
Looks like an improvement over all. The thing to consider is where to put e.g. the chat when setting up a multiplayer match, but with an lobby for that it probably needs to be different anyway as the needs are different. -
Ok, well as long as there is some way to control it, and eventually it would be nice to have the ability to turn things on and off completely. Don't worry about having that option at the moment though
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New GUI: Design & Features Discussion
feneur replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Maybe have the portrait work as a button in the sense that when you hover over it it is "raised" a bit so it's more obvious it is clickable? -
Are effects possible to turn off completely on an individual basis as well?
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The civs in part to will not replace the civs in part 1, they will complement
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Think for including Asian and Far Eastern factions.
feneur replied to sankrant.chaubey's topic in General Discussion
Part one is the years 500BC-1BC, part two is the years 1AD-500AD Exactly which civs will be included in the end will have to be seen, but the focus/starting point is and have been and will be Rome and the civs it interacted with. That doesn't mean that I'm against including other civs, just that I don't think we should exclude e.g. the Germans for example but include the Mayans or something -
Hmm, did you click on the More Reply Options button? That takes you to a page where you can do more things, including attaching files. Please take a look if you can, otherwise I'll take a look at your permissions when I get home blender_2.59.zip