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WFG Retired
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Everything posted by Wijitmaker

  1. Looking good Hey, this graphical representation would be great for displaying a trader's path between a market/dock and destination. It would default to the shortest path. You could also perhaps allow the player to select a portion of the line to click and drag (creating a waypoint) if you wanted the trader to go another way besides default (kinda like google maps).
  2. I like the assyrian ram, if it doesn't work for the persians it might be a worthy special unit:
  3. ScEd (the predecessor to Atlas) had this functionality. I had a variety of images that I got years ago. I converted them to black and white height maps and saved maps as in the old .psm format (I think that is what it was? - atlas used to read this format). All those old real word maps were in a folder for years. Since your asking about them, I guess they are gone. Images were made from satellite imagery like the stuff found here: http://glcf.umiacs.umd.edu/data/srtm/ more options here: http://www.terrainmap.com/rm39.html
  4. To play devil's advocate, the AoE design time has tried innovative things in the past (AOE3) and it wasn't well received. Bruce Shelly even calling AOE3 a mistake. I'll ask a hypothetical question: What is the balance between offering something new to players that is innovative vs. familiar? From reading the comments here, AOEO appears to be all too familiar (and in a reduced state) - AOE3 is too different. What does it take to make you happy?
  5. Sarmatians are a pretty sweet civ. The Roxolani Cavalry was slated to be a super unit for the Dacians in Part II. Michael The Great, where does your interest in the Sarmatians/Schythians come from? Why do you think they would be a good civ to add in 0 A.D.? What makes them unique from the other civs?
  6. Maybe your talking about LOD models and mip-maps on textures.
  7. Rather than re-inventing the wheel for the proposed entity editor (though it would be nice to have it integrated into atlas and works on all OSs), isn't there software out there (perhaps even open source) that is capable of generating forms that can open/save xml file? After doing a quick google search... for example something like this: http://www.orbeon.com/forms/orbeon-form-builder or http://en.wikipedia.org/wiki/Microsoft_InfoPath or http://wiki.services.openoffice.org/wiki/Documentation/OOo3_User_Guides/Writer_Guide/XForms Would that be worth looking into?
  8. 5 of the 6 civs are already done. Example: http://www.wildfiregames.com/users/files/docs/celt_male.txt http://www.wildfiregames.com/users/files/docs/celt_fem.txt Taken from some research done years ago that can be found here: http://www.wildfiregames.com/users/files/docs/names.zip Carthage could be picked up from something like this: http://babynamesworld.parentsconnect.com/phoenician-names.html Names could be done in a few different ways: First Name <son of> Father's Name First Name, Last Name First Name <of> Town Name Historians would probably be better to say which is most appropriate for which civ.
  9. I think that is a good idea. How many units were promoted to advanced and elite, that would be good. Another idea that kind of goes along with that... back in the day, we had an idea to randomly generate a name for each human in the game (to encourage players to form an attachment with their units, to personalize them, and not encourage using units as fodder - use them as a real good general would). If this was re-implimented, it would be fun to see which unit had the most kills in the summary screen. Perhaps it was your champion Cachamwri Ap Pwyll or maybe it was your opponents champion Antaeus Thetis?
  10. Hi Sylvain. It looks like Philip is about to post, so I'll leave the technical analysis for him From a non-programmer point of view, I could see this working well in a static environment, but 0 A.D.'s world is very dynamic with entities moving, new buildings being constructed, trees being cut down... etc. I'm not sure how difficult it would be to update the areas? Here are some articles: http://www.ai-blog.net/archives/000152.html <= lots of links about halfway down the page Here are some old articles: http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php http://www.gamasutra.com/view/feature/3317/smart_move_intelligent_.php http://www.gamasutra.com/view/feature/2738/evolving_pathfinding_algorithms_.php http://www.gamasutra.com/view/feature/3137/profiling_data_analysis_.php?page=2 http://www.gamedev.net/page/reference/index.html/_/reference/programming/artificial-intelligence/pathfinding-and-searching/motion-planning-using-potential-fields-r1125 An additional resource is that we have had a former SSSI employee (Dan Higgins aka Major Glory) drop by the forums in the past and I'm sure he would be available to bounce some ideas off of. This was his last piece of advice to us:
  11. To further distinguish player from resource entities on the minimap - would there perhaps be a way to draw different pixel shapes rather than have them all as squares?
  12. I like the second - the burn helps the contrast over both dark colored terrains and the light colored terrains. Though, I guess it depends if you intentionally want it subtle or not.
  13. That was originally done to help to visually differentiate from celt in the folder/file structures. Here is the decoder:brit - britons celt - celt gaul - gallic hele - hellenes iber - iberians kart - carthaginians mace - macedonians pers - persian pole - poleis rome - roman
  14. Nice work Philip. I alpha gradient too. For reference, here is an example of how Rise of Nations did territories in the game view. http://1.bp.blogspot.com/_TEqMaTKLZfY/TFcZXTZqwRI/AAAAAAAACAY/IlMAHi6bIJA/s1600/r3.jpg
  15. Is it possible to capitalize the D in this topic title?
  16. Exactly, a penalty on movement speeds Let me preface by saying: I think in terms of tiles, and I'm not sure if that is an appropriate way to think about this matter in a 3d environment. So take this for what it is worth. A tile would be defined as a forest tile under 2 optional conditions: 1) has a tree on it AND 2) all adjacent tiles have trees on them This would automatically change the primary texture of the terrain tile to "forest floor" designated by the biome chosen for the map. This would is key for automatic definition of a forest in random maps. OR 3) Map maker paints the "forest" floor texture in Atlas This would get a little bit fuzzy because what happens when trees are cut down? Does the tile texture update to inherit the secondary non-forest floor texture? In AOK, I think I remember the texture remaining, but the tile was passable. I'm sure you guys could figure out some clever solution here. A note about the ranger unit in battle for middle earth that I referenced. I'm not sure if you have played the game, but they were a unit that if remained motionless and among the trees, they would become invisible to other players (ideal for ambushing). To the player that owned the invisible unit, it would fade in and out to show it's invisbleness (if that is a word ). That would be perfect for the Iberians. Additionally, Iberians would have the added benefit of cavalry in forest, where most other civs/factions it would only be infantry allowed.
  17. This capability would indeed be welcomed for the Iberians: Here are some other comments on forest terrains: http://trac.wildfiregames.com/wiki/XML%3A_Terrain Attached is an old image too for what it is worth The ranger unit in Battle for Middle Earth would be a good example of the behavior of Iberian units in the guerrilla use.
  18. QUOTE Some cases might want slightly different movement algorithms 0 A.D. may want that for seafaring ships anyway - not just for aircraft.
  19. They should all be here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/tools/atlas
  20. Payed the quarterly server fee. Current WFG balance: $3,383.17 USD
  21. Pureon, do you have a legend to that image? (what do each of the colors mean) It looks like it is only a 4 key animation, correct?
  22. Hmm, I'm not thinking that would be a good idea. Wouldn't it effect all existing animations and require a tweak? I'm not familiar with how blender animation (key frames and interpolation) works, but in theory I would think it would the same as Max. What I always tried to do to get a perfect transition was clone my animation both before and after the frames I wanted to export. To use Philip's analogy, you want frames: ABC So, copy those frames both before and after, to be: ABCABCABC Then, export the middle bolded frames. This ensures that position/rotation/translation between frames A & C are consistent both at the start and the end of the animation. You want the bezier interpelation to be calculated the same for both the entrance and exit. Like this: Not like this: If you take the steps above, I think it helps with that. No guarantees it will fix your wheel problem though Though, I think that is what I did for the chariot. You would have to look at the file in the art svn to be sure though. Hope that helps.
  23. Just out of curiosity, does the celt chariot have this same problem of wheels spinning backwards?
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