
asterix
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Posts
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Posts posted by asterix
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7 hours ago, Bravado2020 said:
Hi how are you all, i just wanted to make a post regarding Roleplay in 0AD especially with the new Alpha as i personally think that 0AD as a whole has some really great RP potential if people are willing to do it and not just deathmatch all the time, Roleplay opens up 0AD in ways you would never think were possible, i have experience of roleplaying in 0AD as i actually hosted a few sessions on Alpha 21-22 i believe and it was a huge success and so much fun to do, it just requires likeminded individuals with a roleplay passion for this to take off on 0AD i really hope it does because it would change the entirety of how 0AD can be played alongside the normal deathmatch modes. Thanks.
I mean as @OptimusShepard said Spellforce game series type features and campaigns as mentioned before D11 which (after somewhere around 100 review version) created and committed by @wraitii gives us AOE1 style campaign with more improvements coming as seen here.
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@vladislavbelov any update from this thread? (glow, light, lighting, storm)
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4 hours ago, Dragonoar said:
Also, can we have torch props and bloom effect for fire?
Are you talking about this? @vladislavbelov
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9 hours ago, MirceaKitsune said:
Hello there! I'm not sure if this forum is the best place for an OS related issue, but I'm presuming the group that handles the openSUSE build may be here to read this and perhaps take a look. 0ad is presently broken on openSUSE Tumbleweed: I have 0ad installed from the official openSUSE-Tumbleweed-Games repository. As of recent, it seems to have been broken by two package related issues.
The first is a bad libicu version: The game is packaged for libicu67 which no longer exists, now having been replaced with libicu68. Trying to run the engine without the deprecated lib installed will crash with the error:
/usr/bin/pyrogenesis: error while loading shared libraries: libicui18n.so.67: cannot open shared object file: No such file or directory
The second issue is that although the engine remains at version 0.0.23b, the data was just updated to version 0.0.24b. The two are incompatible; I had to downgrade the data package from another repository to fix. Can both be bumped to 0.0.24b please?
Looking at the build page I'm noticing some compilation failures for Tumbleweed. Maybe that explains the inconsistencies? If the openSUSE maintainers are available, please let me know if and when a fix may be possible. Thank you.This should go straight to whoever packages 0ad on opensuse in their bugtracker since we do not package it there.
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https://www.epicgames.com/store/en-US/p/the-fall
Free until March 25th 4pm
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4 minutes ago, Lion.Kanzen said:
I mean council of Modders...sorry.
I mean the answer to this question would likely be similar or the same even-though we have some badges it does not that much represent the situation because what i said earlier would also apply e.g. once A23 was released the mods that were released shortly after were group effort and pretty much a consensus that came from the fact that artists and others wanted after the release focus their efforts on something else for some period of time until they go back to 0ad and so on or at least it seemed to me as such.
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6 minutes ago, Lion.Kanzen said:
you are in charge of Community of Modders?
I do not know, because Community of Modders is community and to me it seems that who is most active and visible looks like one but i do not know there is any structure to speak of because it is basically hobby done in spare time.
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8 hours ago, Lopess said:
Is this mod still alive?
You can make pull requests and I can merge them.
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13 hours ago, soloooy0 said:
metro for all :V
I wanted to post that
plus there is https://www.epicgames.com/store/en-US/p/surviving-mars until 18th of march 2021
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2 hours ago, legendEx said:
While making my own custom scenario using the Polar Sea map in the editor (since you still can't change the values and parameters of entities and objects there) I noticed a notable amount of the props and eyecandies are not exactly up to date, and some don't even look usable due to their appearance (structure props). Also, some of the Ptolemic and Sparta buildings have that ground texture that seemed out of place compared to the rest of the buildings of it's faction. (e.g. dirt ground from House and marble ground on Temple).
I was wondering whether there are any plans to remove and replace them altogether in the next update or two? And also making any further upgrades for the map editor in a way that mapmakers don't have to use the javascript just to alter the property values of units, structures, other entities. Especially the trigger node objects and event scripts, I am unable to touch them mainly because I'm a total stranger to JS codes and how they work.
Attached Image is my suggestion for editing the properties of an entity unit as well as a list of status effects I have come up with.
Very interesting points I believe some terrain textures might be updated for alpha 25 but these things need to be further discussed @wraitii @Freagarach @vladislavbelov @FeXoR @trompetin17
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29 minutes ago, Lopess said:
With a possible update of the Terra Magna mod in anticipation I am really concerned with the Zapotecs, currently they are practically unplayable, but I believe that a little attention to them can further enrich this beautiful mod.
1- Lack of Hero Units:
I believe it is one of the worst features missing, I did a while ago a post on the forum about this unit , I still have it on my computer. I believe that at least one generic heroic unit would be needed, but the preferable would be 3.2- Lack of champion combat units:
At that time in Mesoamerica the nobility / royalty was actively involved in wars, I believe that a noble unit (spear shield and cotton armor) would be suitable for this role. In the future we could add extravagant touches to them as well as jade jewels in their texture.3- Lack of special structures:
We already have the ball court in the mod, just add them with a special structure together with an aura, I believe that something like the Greek Theater or Iberian monument is the appropriate one.Cool things you can add
1- Zapotec female texture from the Delenda Est mod, something that would really do well to the Zapotec female units, in the future we can add a variation on their hairstyle (I am predisposed to help if there is no 3d artist available).
2- Animail turkey of the pre colonial mod, something that I believe to be essential, since it is a correct animal for the Zapotec corral with evidence of creation since the pre-classical period.
very nicely done, you can also do pull requests which i can merge.
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First of all huge thank you @Stan` for working on this. Ideal situation would be that we would have switches for on/off on Blood, corpses, all kinds of projectiles with additional possibility to specify amount either by slider with steps or field for specifying amount. I believe that performance wise blood/gore , corpses, could also be projectiles are performance heavy especially there is a lot of them. The other things witch are performance heavy in renderer is when you are viewing bodies of water or packs of trees as compered to wasteland or some other low forest, water type thing.
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3 hours ago, Vince said:
Thanks for the immediate response! I will wait...
In the meantime you can try installing it from https://snapcraft.io/0ad https://www.appimagehub.com/p/1438982/ or https://flathub.org/apps/details/com.play0ad.zeroad .
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@Trinketos I would like to show that recently there are some mods that show mayas and incas made by @Lopess https://www.moddb.com/mods/mayas-0-ad , https://www.moddb.com/mods/incas-0ad
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https://store.steampowered.com/app/582660/Black_Desert_Online/ until 9th of march (well 10th 10 am)
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Performance issues on v24
in Bug reports
Posted
yes new options @wraitii