asterix
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Everything posted by asterix
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-015-reupload Final release of Hyrule Conquest, Labrynna overhaul and compatibility with 0.26 version of 0AD. This is likely the final release of Hyrule Conquest, assuming there are not any horrific bugs that slipped past into the mod that need fixed. I have lost all motivation and love for Zelda and have shifted my focus to working on Star Fox Event Horizon. There are still issues within the game that have not been addressed, for example the 0.26 version broke unit pathing when they walk out of buildings, so some units will walk through walls as they are finished being trained. It is far too much work than I am willing to do to fix these issues, I am heavily invested in devoting my time to Star Fox Event Horizon at the moment. I have no idea if I'll ever finish the River Zora or ever work on this mod again, again I am completely burned out on Zelda and have lost all interest. PLEASE READ INSTALLATION INSTRUCTIONS, HYRULE CONQUEST REQUIRES A NEW METHOD TO INSTALL. Installation: - Delete any previous version of Hyrule Conquest you have. It will absolutely conflict with this new version. - Install the Alpha 26 version of 0AD, which can be downloaded here: Play0ad.com - Locate 0AD's pyrogensis.exe file. The default filepath to it is C:\Program Files (x86)\0 A.D. alpha\binaries\system\pyrogenesis.exe - Drag "hyrule-conquest.pyromod" onto pyrogensis.exe. This will automatically unpack and install the mod in the correct location. 0AD will then automatically start and open the mod menu with Hyrule Conquest enabled. Click Save Configuration, then Start Mods. hyrule-conquest.pyromod can be found inside the zip you downloaded from moddb. New Features: - Labrynna visual and unit overhaul. Labrynna can now domesticate wild animals. - Added Ontheon Cliffs (2v2) map. - Numerous bug fixes. FOR THOSE WITH PERFORMANCE ISSUES: - Hyrule Conquest aims to have the best looking models possible, however 0AD is currently not optimized for that goal. It is highly recommended that if you are experiencing frame rate issues to lower the model quality in the Options > Graphics (Advanced) menu. Reducing Shadow Quality can also have a decent positive impact on frame rates.
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/will-re-upload-way-too-many-bugs Sorry about that, the last release was much too broken. Posted by The_Undying_Nephalim on Jul 29th, 2023 Many apologies for the 0.15 release. It is for the most part completely broken and unplayable for almost everyone. I have temporarily removed it on moddb and will re-rerelease it in a more stable form sometime in the next week. As has been mentioned here and elsewhere, Hyrule Conquest has fell off my priority list and I've been working overdrive on Star Fox Event Horizon. My lack of interest has negatively impacted this release and I take responsibility.
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/hyrule-conquest-is-coming-to-a-wrap After over a decade of development, the final version of Hyrule Conquest is around the corner. Posted by The_Undying_Nephalim on May 22nd, 2023 This news is mostly intended as a courtesy to Patrons of Hyrule Conquest. After over a decade of work I have decided to bring Hyrule Conquest to a close. Within the next several months you guys will be seeing the last additions to this game, of which I will go into detail later in this post. Starting as "Hyrule Total War" in January of 2011 and eventually going through an engine and name change in 2016, I have spent over 12 years working on this game. If we go beyond just this particular game, I have been working non-stop on a Zelda video game project in some form since 2005. That is nearly two decades of my life I have spent immersed in and devoted to creating this stuff. To put it bluntly, I am all burned out on Zelda. A combination of falling out of love with new Zelda games, and just plain old massive burnout from working on Zelda for long I think has finally caught up with me. So then, what's left to do for Hyrule Conquest before it's brought to a wrap? I am currently smack dab in the middle of working on the Wild Zora and getting the game to work with the 0.26 version of 0AD, as the last several posts here have pointed out. They will be finished and released as soon as possible. If there are any crazy bugs after this that need to be fixed, I'll release patches afterwards. As a token to the fans that have supported me for all these years, I will consider giving access to Hyrule Conquest's github for those that wish to balance the game for the multiplayer community or make their own submods. The Hyrule Conquest public discord will remain open and I will remain in it for the community and anyone who wishes to still communicate with me there, but I will probably become less active there once this is done. For the Patrons that are still here supporting this game, you guys have my immense gratitude. If it were not for you Hyrule Conquest would have probably died half a decade ago. You guys have genuinely been a huge help in keeping this fan game alive, as well as all the people who have supported me in other ways. This announcement is mostly a courtesy to you, as I do not wish for you to waste money on a project that might be going on a very long or indefinite hiatus after the next version is released. Is it possible I'll return to working on Hyrule Conquest? Anything is possible, I suppose. If so, I need one hell of a break. I refuse to make any promises and give people expectations though, so I will firmly say that this will be a wrap. In contrast to this weariness and disillusionment, the past 8 months of working on Star Fox: Event Horizon has been very positive. I'm having fun again, and this contrast has made me sharply aware of just how little I've been enjoying Zelda and interacting with its general fandom. This realization was the final nail in the coffin for the continuation of my work on Hyrule Conquest. I'm sorry to disappoint those of you who are fans of the game; I would have stopped my work long ago were it not for you. But there comes a point where one has to prioritize one's own happiness and health. I will post news here of when the Wild Zora are finished and released, as well as the final release. Once that's done, I will be diverting my attention and energy to Star Fox: Event Horizon, as well as some original projects I've wanted to work on for a very long time. If you're a Star Fox fan, or you've enjoyed my work so far, I hope you will all check it out and continue enjoying video games with me.
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/a-wild-bunch A little look at the Wild Zora, the next faction to show up in Hyrule Conquest. Posted by The_Undying_Nephalim on May 7th, 2023 Greetings everyone! It's been quite awhile since there's been any kind of big news for Hyrule Conquest. For those wondering or are a bit out of the loop, I have shifted gears in the last 8 months and have been working primarily on Star Fox Event Horizon. I am currently working with official VA's from the actual Star Fox games, as well as a dev or two who worked on them, so naturally my attention has been drawn to that project. That being said, there are a few things I really want to finish for Hyrule Conquest before I devote my full time to that project. One of those things is the next faction appearing in the game. Wild Zora While in the official Zelda games they are called just "Zora," the natural confusion this brought up has led to some calling them "River Zora" to distinguish them for their more civilized relatives. I have always felt this name was still misleading, seeing as those civilized Zora actually are more commonly found in rivers and the "River Zora" are found in a much larger variety of water bodies like lakes and oceans. As such I feel like the term "Wild Zora" is a much better descriptor of these creatures and at least for the time being is what they will be referred to as in Hyrule Conquest. As a faction, the Wild Zora's roster will be roughly split in half between an assortment of Zora units and Octorok units, who serve as their beasts of burden. Several other non-Octorok creatures will appear in their roster as well. Overall the intention with the Wild Zora army is to make them very fast but fragile. They have many high damage units with negative status effect attacks such as reducing the values of enemy armor and bleed damage, however they themselves are severely lacking in any kind of armor and are vulnerable to every damage type in the game. Like their more civilized brethren all of their units can move into any body of water as well, giving them much more mobility on water heavy maps. One of the Wild Zora's most notable features is tied to the mechanics of how their giant Octorok bases work. In simple terms, almost all of their buildings can walk. And not just walk, but they can also swim, research, train, and do what buildings normally do while walking. This gives the Wild Zora a nomadic power that trumps even the Moblin's ability to pack up and move their bases. In theory the Wild Zora can move most of their infrastructure to the bottom of a lake and build up their armies underwater, or a more reckless player could park their giant Octorok buildings right outside the wall of an enemy base and start pumping out new units. This is naturally a really powerful feature that gives the Wild Zora quite an edge, both for playing very aggressively and also more passively as well. There are drawbacks to this however. First of all, these giant Octoroks move extremely slowly. Even the slowest Darknut warriors can catch up with them, Cavalry will have no trouble running down and killing these giant walking bases. Secondly these giant Octoroks are completely defenseless. If you do not have any armies nearby to protect them, they are as good as dead. Lastly, the Wild Zora will still require the capture of nodes to build nests, nests which grow the eggs that hatch into brand new buildings. Sooner or later a Wild Zora player will have to commit to capturing and hanging around nodes, even if only for a little while to create a new Octorok carrying a Barracks or Farm before going on the move again. And that is it with this faction for now. As I mentioned at the start of this news, I am very committed to working on Star Fox Event Horizon at the moment and Hyrule Conquest has taken more of a back seat, so the release schedule of this faction is less certain than my usual routine. Hopefully it will not be too long from now, so stay tuned.
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Why not moving to Git?
asterix replied to balduin's topic in Game Development & Technical Discussion
https://code.blender.org/2023/02/new-blender-development-infrastructure/ @Stan` -
@Freagarach some nice suggestion few posts above
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every free game is time-limited for claiming then permanent ownership and use dates are in central European time https://store.epicgames.com/en-US/p/city-of-gangsters-6c2974 Free until 09.02.2023 at 5:00 PM https://store.epicgames.com/en-US/p/dishonored-death-of-the-outsider Free until 09.02.2023 at 5:00 PM https://store.steampowered.com/app/2225070/Trackmania/ free until Ubisoft decides otherwise https://store.steampowered.com/app/2089570/The_Cycle_Frontier__Fortuna_Survivor/ Free until 07.02.2023 at 1:00 PM
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@andy5995here is good candidate for your community maps mod
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just putting it here that @Freagarach recently committed this https://code.wildfiregames.com/rP27527
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I vote for Vulcan I believe it is the most straightforward candidate.
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Additional lighting in engine
asterix replied to vladislavbelov's topic in Game Development & Technical Discussion
you mean to look at patches by this guy https://code.wildfiregames.com/D3555 ? -
Additional lighting in engine
asterix replied to vladislavbelov's topic in Game Development & Technical Discussion
https://www.beyondextent.com/deep-dives/deepdive-texeldensity and @vladislavbelov is working on technical guide -
Is it hard to update spidermonkey?
asterix replied to Sturm's topic in Game Development & Technical Discussion
I believe most precise answer have either @Stan` or @wraitii since they usually did those upgrades. Also the commit was right when feature freeze started. Main reason is that wraitii already provided the patch and as of this writing, it is the last long term support version. Yes it is arduous task since it needs to be tested a updated a lot of code of 0ad see e.g. -
yes as I look at it again most of it indeed is Vulkan but I would also guess the implementation of vulkan itself, the Opengl and its stuttering is a bit prevailing there because also of drivers, I think.
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a smaller part of speed up is also thanks to new spidermonkey https://code.wildfiregames.com/D4428 but majority of it are optimisations and restructuring by @phosit and @vladislavbelov, Vulkan helps here with smoothness of movement so less stuttering of units hopefully(not getting units stuck that depends on pathfinder).
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every free game is time-limited for claiming then permanent ownership and use dates are in central European time https://store.epicgames.com/en-US/p/epistory-typing-chronicles-445794 Free until 26.01.2023 at 5:00 PM https://www.gog.com/en/game/haven_park 53 hours and 20 minutes remaining https://store.ubi.com/eu/game?lang=en-SK&pid=56c4948888a7e300458b47de&dwvar_56c4948888a7e300458b47de_Platform=pcdl&edition=Standard Edition&source=detail Free until 23.01.2023 at 3:00 PM
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Others RTS - Discuss / Analysis
asterix replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
stronghold open-sourced for free https://stonekingdoms.itch.io/stone-kingdoms-rts -
@Stan` can some of it be included in future alphas?
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it is work in progress https://code.wildfiregames.com/D4770
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Vulkan - new graphics API
asterix replied to vladislavbelov's topic in Game Development & Technical Discussion
@vladislavbelov there is also new ticket https://trac.wildfiregames.com/ticket/6681 -
Vulkan - new graphics API
asterix replied to vladislavbelov's topic in Game Development & Technical Discussion
@vladislavbelov you very much deserve our aplause, it must have been lot of work -
looks very nice and agree with the footprint
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Manifest against threading
asterix replied to phosit's topic in Game Development & Technical Discussion
Actually I agree with you because there was some interesting discussion here too.
