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Radiotraining

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Everything posted by Radiotraining

  1. AAAAAaaahh!! makes sense!! I was doing the opposite, thinking it needed some data as stereo. Nice!! thanks so much! Gotta try and see if it works!
  2. I also got this strange error : "OpenAL stereo sound can't be positioned" The sound in question is attached. Is just a customized sound from Open Game Art that I used when selecting the building. It actually works in the game, but the fact that it always appears that line of error is quite annoying and breaks from immersion. As far as I understood it shouldn't be a problem of location of the file, but "position" of the audio in a simulated stereo 3D environment. So is probably a problem of how to save the file with the right properties (?) i don't know.. arabesque.ogg arabesque.ogg
  3. Some screens from the current build: https://github.com/stereotipo/millenniumad
  4. awesome!! this is already looks to be super useful!! thanks so much! ^^
  5. AWESOME!! ^^ darn..! Sorry to hear about the laptop incident that really suck! I hope to not face a similar trouble No worries about the material.. if it's possible to recover something it would be great, but I can still use what's already available! No stress You mean about units? I guess I'm fine with it! I saw some of the models you shared recently and they seemed to work pretty well, so I don't think there's a problem with resolution. I only used larger files for the buildings to host more textures and also have more crisp details. But that comes only from my preference. I'm not that experienced with modelling after all, so I'm interested to hear who has more experience and knowledge than me in the matter
  6. sounds pretty cool! This would be my ultimate goal to reach that final stage of a full product! And yes, I'd love if this could help continue the Millennium AD legacy. I mostly took what was already there, so a big part of this is still the work of all the people that came before. I just tried to move things a little since I noticed the project was a bit discontinued. Bear in mind, however, that the current fork I'm working in is still a work in progress, so before thinking of merging I think it would need some review and probably some fixing here and there from more experienced modders in the forum. It would be cool if someone would like to try out the current iteration and give some feedbacks. A lot of features are also missing or just roughly sketched out. I'm planning to complete everything but, of course, it will takes still some time
  7. Btw: I think you had also worked with Millennium AD previously, if I'm not wrong .. right? I remember you made Umayyads units which were super cool and probably my favourite! ehehe I wanted to ask about some of the original material, like the portrait units that I couldn't replicate exactly, but I was a bit too timid to ask around and I wasn't sure you were still active around and interested in this Sure! It would be super cool to have you onboard if you want to have fun again!
  8. Hey man!! Thanks so much! I wouldn't have hoped for this proposal! especially since I've seen your great work recently! Short answer: yes. Some help on that would be very appreciated. Especially because it's just me (and @Andronikos Medina) working on it at the moment, and I'm bad with units texturing LOL. Honestly is really the part I would need some assistance! I tried a bit, but I'm starting from scratch and the material available in the trac is pretty old so not much usable sometimes.. it would be cool if you also want to experiment a bit with this! Maybe we can find a way to collaborate so it becomes a more easy work for everyone involved? I would definitely love to give it some final polish and I definitely appreciate the help of whohever has more experience in the field!
  9. Hello people!! Happy new year everyone! I hope y'all had some nice holidays.. here it's been a bit of a mess getting sick for a couple of weeks. I took advantage of the circumstances to advance a bit with this little project. I wanted to share some advancements with you all so I made this little bullshit promo image ahahaha - Anyway some changes have revolved around a restyle of the current civs and now I finally tackled the new one the Rus which is already quite playable! - I tried to introduce also some little game mechanic variations, like a couple of buildings in the roast when necessary and some alternative techs for some civs. Nothing extraordinary, but maybe it could be a bit of an experiment for features in the Vanilla About the assets: - Music have been sourced here: https://pixabay.com/%2Fsv/music/ and https://archive.org - Textures have been sourced here: https://www.textures.com/ which is a pretty good repository for assets that can be used for game production and similar (it clearly states in the terms that: "You are allowed to use our photos for many kinds of projects and even sell them in combination with 3D models.") - The rest of art / 3d models and illustrations have been made by me (aaand the previous people that worked on it obv). So is 100% free stuff The game still need some polishing but I feel like it's getting to a nice advanced stage, so guys I would be happy if some of you want to try it out and share some feedbacks. The game can be downloaded here: https://github.com/stereotipo/millenniumad
  10. slowly slowly I'm updating the mod to include some new features, assets and all the good stuff. If you want to try it out, you can find it here: https://github.com/stereotipo/millenniumad Current changes had been : - A full building set for the Umayyad civilization (was lacking) - An update of some Byzantine buildings, to make them more historically accurate and improved textures (thanks to @Andronikos Medina for his historical supervision, as scholar of Byzantinism) - A new civ, the Rus (currently on hold) with new planed features and mechanics Today, as a personal exercise I also made an alternative splash screen, featuring the Norse and I'm planning to make a few more! Once completed, I hope that this mod can have the chance to promote 0ad and Wildfire Games through early medieval history!
  11. Usually I don't follow much the Star Wars saga. Especially now it looks to me more like a gigantic marketing operation and doesn't excite me that much but darnit!! this is probably one of the most epic trailers I've seen! Good stuff
  12. Ah.. yeah! That's why is supposed to be an experimentation. It may work or maybe not but, given the nature of the mod, this could be a chance to try (?) These are just ideas ofc. We may settle eventually with whatever works best anyway
  13. ahahahaha he will go absolutely insane with all the feedbacks! Is not your fault, Alre.. but he already made quite a few proposals also for that shape and, at the end it's been settled with that box with those decorations.. I also think is not bad. My only comment was to make it more subtle, so reducing some 20% the dimensions and maybe the border can be a little bit thinner. I think that with those small adjustements it will fit smoothly with the rest! :)
  14. Uhmm a bit better thanks for trying that out! Okay, if you want a real feedback : the shape is okay, but it's still a bit too big and cumbersome in my opinion. Before it had the advantage to look more sleek and minimal with the rest. Now it really gets all the attention! i'd say that a good compromise could be a mix of both : making it look more subtle as before (smaller proportions) but i also think this rectangular shape fits better! try also with a simple rectangular without those wings. It shouldn't be "noticed", a simple shape could work just fine. It may be worth to try and see, maybe with wings can be still better though! ehehe sorry for being annoying you asked for it!! ahaha i'm kidding: do what you can. The rest is still amazing!
  15. not sure if it's completely off-topic, or may be relevant.. nobody had any comment towards the proposal of doing something more cel-shading in style. But, just in case, here's something I've found towards that stylistic direction. Just ideas, of course. Since it's something anyway different from the core game, I think it could be an opportunity for stylistic experimentation
  16. Hey! You're coming at the right place! For Fantasy games I know Hyrule Conquest, developed from pyrogenesis engine: I haven't played it yet and I'm not updated on the state of progress.. but seems already pretty advanced from the previews! About sci-fi: hey! it's a great question because we were exactly trying to think about something like that here : It's a very early stage, but it would be cool if you want to participate with ideas and contributions, especially if you like the genre and have knowledge of it. I also like a lot Spring and I would really love to see something like that ported on 0ad! I think there's still a lot of untapped potential!! But, as everything, it will require quite some work and participation to make it happen. I'm currently trying to work on possible concept art, so I would be very curious and interested to get fresh ideas and inspirations
  17. thanks!! I was wondering if there was also some hidden trick to create maps procedurally using code and formulas, but I imagine it's a lot of hard work and persistence! It's quite an inspiration to be persistent as well, and it will be possible to get some similar results! Thanks a lot!
  18. well.. yes, I mean the idea to give maybe two broad categories is that we can possibly include a variety of resources without getting stuck over a single choice. So we may have blue-looking minerals, as well as other mineral sources. Pretty much like in 0ad metal/stone are represented by different types of boulders and elements. To give an even more "scenic" flavour, some of this metal could be sourced also from relicts of fallen ships or satellites (similarly how in 0ad you have shipwrecks containing treasures and resources). Anyway to be really honest, the problem is not to find other good ideas (there're plenty), but just to stick with a few good ones. We can call them "metal", we can call them "minerals" or "spices", I don't really care. The important is to find something functional and coherent that can help move the project forward. So, in our case, I would argue that a good combination of customized resources for this mod would be: some material + source of energy (and we'll can debate which what), and having settled this down will allow to create further docs / templates and such
  19. Wow looks super fly.. I gotta try this!! Thanks for sharing it!! To be honest, is one of my goal to reach such polish in creating maps.. very ingenuous question but how you get to that level of details and variety? Just a lot of patience and 17 interactions? Haha just wondering
  20. Chapter resources: again, is difficult to reach a consensus or proper namings that can satisfy all, but I think they can be synthesized into 2 types : metal (to produce structure, vehicles etcc..) and energy (to actually run the vehicles). We can decide how to interpret these elements and how they can be harvested. There may be also multiple ways to source them, but at least by having 2 defined categories helps to get things down, since resources are an important element in the simulation before creating further templates.
  21. This trailer is pretty lit!! Thanks for posting it! It also makes me think this : since Stella Artis will work alongside the main game, there could be the opportunity to mix up some of the assets of the classic period also into this futuristic timeframe. So maybe can be possible to enact something similar of what it's seen in this trailer, like battles among Roman ruins and such. Sounds like a cool recipe for some maps/scenarios! I don't know .. just something that came to mind watching the trailer ehehe
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