Ceniros
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Posts posted by Ceniros
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3 minutes ago, Lopess said:
2.92.0
Good, so how can I add my model that already has armatures to the game
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5 minutes ago, Lopess said:
Is any doubt in specified, maybe I can help, I'm not a great artist but I know the least about exporting .dae to 0ad.
Do you use the current version of blender?
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I can't work on my mod with outdated tutorials that are hard to understand all because they don't use the latest version of blender. I don't want to give up on it already where it doesn't become fun and instead becomes a nightmare to get a model in. I would at least appreciate for someone to make video tutorials that use the current version of blender.
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6 hours ago, OptimusShepard said:
You can also install it side by side to Windows, so you have a dual boot system.
Btw the biggest boost is the used compiler. The Linux GCC creates a much better code than Micrsofts MSVC. On heavy graphics load I get fps increasements compared to Windows up to 30-50%.
How big are they and how do I install them?
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What fps boosters, will they help? I find one like Razer Cortex: Boost or wise game booster
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2 hours ago, Yekaterina said:
Mint XFCE or Manjaro XFCE for gaming.
What are those, i have a windows computer.
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When was sse2 added in 0 ad?
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9 minutes ago, Stan` said:
Ok good
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15 minutes ago, Stan` said:
How can I check if I have sse2 on my amd radeon r5 or amd a8 7410 processor?
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3 minutes ago, asterix said:
CPU needs to have at least simd (instruction set) SSE2
What is that?
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3 minutes ago, Stan` said:
No, it depends on your hardware.
Have the system requirements increased in alpha 24?
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11 minutes ago, Stan` said:
Depends on the model here is a comparison for the chariot
So if the fps is 10 on alpha 23, will it be higher like 15 or 20 fps in alpha 24?
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3 hours ago, Yekaterina said:
My personal experience with Alpha 24 is that graphics are more detailed and models are more refined, so it has better appearance than Alpha 23. However, this may put more stress on your GPU. I think there are more graphics tweaking options to lower the hardware demand.
However, I have encountered malfunctioning shadows at low settings; the game starts with regions being completely black, which will eventually load after a few seconds but this may be a drawback for pro players who allow no idle time.
I have also noticed a change in sound effects and more civilisations speak their own native language instead of Greek. The attack sounds are also quite different.
Finally I think the pathfinding for rams is yet far from perfect; they can become stuck if surrounded by a few units. However, catapults are almost perfect for now, so I am very impressed with the developers.
How much poly count do the models have?
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Does the lag have something to do with the game being in it's alpha state?
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2 hours ago, wraitii said:
Some work went into A24 - you might have seen that we now have FXAA/MSAA options.
Some more work will likely go into A25, further improving capabilities and/or performance. At this time, nothing can really be promised
How much more work was put into along with fxaa/msaa In alpha 24?
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52 minutes ago, wraitii said:
Some work went into A24 - you might have seen that we now have FXAA/MSAA options.
Some more work will likely go into A25, further improving capabilities and/or performance. At this time, nothing can really be promised
What other stuff did they added, was fxaa/msaa always enabled on alpha 23?
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The renderer is being worked on which version alpha 24 or alpha 25?
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I think that feature that I suggested of units having their own stats should be optional feature
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24 minutes ago, myou5e said:
Yes, same type of unit could have slightly randomized stats, and an individual name. I would also like to have most units eventually gain Hero status with enough experience. And their hero auras would be based partially on their randomized statistics. It's a mechanic that suits small scale battle, I think. Loyalty could be one of those stats. Units with high Loyalty will cost more to bribe and maybe will have an encouragement aura.
Units gaining hero stats would be interesting. Also we can divide the names based on gender as well just in case somebody wants to make a female unit that fights
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On 8/20/2020 at 3:53 AM, myou5e said:
I actually want to do this, as well as create some randomness for each unit in Stats. Let's say when "Brutus" is spawned on the map, he gets +10HP, when "Lyle" is spawned he gets "-10HP" .
They are separate things, I don't mean to paint everyone called "Brutus" or "Lyle" with the same brush, I'm just saying I would like to give name randomness AND some stat randomness, but generally they would be independently randomizedYour saying each same type of unit would have different stats. I think there could be a setting that enables a feature that makes one of them have higher stats than the other. There could also be a loyalty system where if his loyalty stats is low he would betray you and convert to gaia.
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I would love to see a feature that gives each individual unit their own names like the total war series. Like it picks a random name for the unit .Like a roman soldier being named Augustus.
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I would love to see Civil Unrest in the game. Like when a roman takes over a gaul Civic Center, they would try to rebel against the conquer or separatists try to take over a city and you have to send in your troops to stop them. I think that would be interesting
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Can you post a picture of the armature bone used for the units @Stan`
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Suggestions for 0 A.D.
in Gameplay Discussion
Posted
I want better modding tools so that it can be easier to mod the game as well as importing models made in blender easier to add.