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Baelish

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Everything posted by Baelish

  1. On the download manager I get this error "Invalid mod: Failed to get metadata_blob from modFile", but I don't know why. Can you help me, please?
  2. asia.xmlasia.pmp This map has 1024x1024 size. The first step was to add rivers correctly without geo-reference. I used this guide: Rivers are intentionally not crossable to make the map strategically more captivating so there are some bridges that are strategically pivotal. For biome assignment I started from a coarse reference map: and then I refined it zone by zone with Koppen-Geiger classification: https://commons.wikimedia.org/wiki/File:Koppen-Geiger_Map_v2_Asia_1991–2020.svg For fauna and flora, I used Claude AI as a lookup tool: I sent screenshots of the entities available in the game and asked it to match them to each biome and region. The results below reflect that process, with occasional liberties where the asset library has no close equivalent. For more infos: https://github.com/Baelish03/0ad-maps/blob/main/docs/Asia.md I attach .xml and .pmp files here and I will update mods on mod.io as soon as possible
  3. I red all this page https://en.wikipedia.org/wiki/List_of_map_projections to find the best projection. Some considerations that bring me to chose sinusoidal: Sinusoidal is an equal-area as well as Lambert projection. Lambert is perfect till the first 45°, then is awful: to preserve areas it changes some states too much, like Australia. I start from Tangarm heighmapper. I searched a lot for alternatives with other projection, but there aren't. Tangram uses Mercator without geo-reference or GeoTiff, so I have only a png, and I changed it to a pseudo-sinusoidal manually. In the future I can use a real sinusoidal through a python script to automize the reprojection and apply what I learned in these two years (color curves in GIMP, ...), but for now I'll not recreate it. It's a too long work.
  4. My biggest satisfaction will be to see at least one of these maps in MP lobby. There is no problem to maintain them, I'll do it with pleasure. I only ask to admins to accept the mod on mod.io, so it can reach more players. Thanks in advance. I really really appreciate that. And now an update on the latest project: Asia 1024x1024. All textures are done. Now I'll add entities and resources.
  5. Usually not, but yesterday I travelled over 900 km by train to vote in my country (my country usually don't accept to vote remotely). Anyway, please vote on this poll. Thanks for your time. https://strawpoll.com/3RnYXRMVWye
  6. Already done: I think I'll write all steps that I followed. Not now, it's almoast midnight. Anyway, on GIMP I used color curves. The standard curve is y = x, I used y = 32 * nroot(4, x / 32). So for high mountains, behavior is nearly asymptotic. You can see that Himalayan is nearly flat, like a mesa. But, this is not sufficient. In a 512x512 Himalaya is so near to the coast that I can't do a passage between India and South-East of Asia.
  7. While experimenting with an Asia map, I decided to push the size up to 1024x1024 — and honestly, it's a game changer. At 512x512, a continent like Asia feels cramped and loses a lot of its geographic character; with 1024x1024 there's actual room to breathe, to place mountain ranges, small seas, like Black and Red ones, and biomes in a way that makes the map feel like a real place rather than a compressed approximation. A map of this scale could support larger teams, longer games, and genuinely epic campaigns across Central Asia, India, or the Silk Road. Would anyone be up for playing something this large? (I don't know how to create a poll, please can any admin do it or maybe answer in this thread)
  8. Some of you might remember my previous posts about the North and Central America, South America and World maps. I've now bundled all three of my continental maps into a single mod and submitted it to mod.io (currently pending approval) The mod includes: North and Central America: four biomes (polar, temperate, desertic, tropical), with special landmarks like buildable zones in Yucatan and Cuba. South America: the main South American rivers (including the Amazon), four biomes, and access to the Pacific through Chile. A full world map using a sinusoidal projection to preserve continent areas, with biomes as faithful to reality as the engine allows. Designed for epic, resource-rich battles. All maps are also available on GitHub if you want to take a look at the files or contribute: https://github.com/Baelish03/0ad-maps I'll update this thread once the mod is live on mod.io. Feedback and suggestions are always welcome — hope you enjoy them! P.s. For further details the thread for each project can be found on this forum. On those threads there were some suggestion, I will implement it! I want to remake better all these maps and to expand to all continents, so I will appreciate your help earth_maps.zip
  9. I would like to recreate skyrim but I can't find any height map. I can try to use tamriel one and take the skyrim part if there are enough pixels. Wait for updates.
  10. I want to make a fantasy map, but before I want to know how much the community likes the idea and if someone is available to help. For now these are my ideas: Tamriel from TES: https://www.nexusmods.com/skyrimspecialedition/mods/573 Middle-earth from TLOR: https://www.moddb.com/addons/map-of-middle-earth-textures Westeros from GOT: https://imgur.com/B3cz6N2 Which one do you prefer? Please share you ideas and opinions.
  11. I already tried it, but map editor crashed with 1024x1024. I did it using how @Gönndolsalvsaid in the previous message, but I tried to ignore map editor crash and go further anyway but pyrogenesis crashed lots of times, making a match unplayable.
  12. In my opinion, players prefer standard maps with faster games, between 20 and 40 minutes. An years ago, I made a world and two continental (South and North America) maps and they obtained less than one hundred downloads. You can also see an other similar project from @crazy_Baboon here:
  13. I believe that Dunedan removed the posts (also mine) where we talk about any precise person. I think it is right, otherwise it become a shitstorm. And we all agree with that, but as a decent and friendly 0ad enjoyer I'm saying that the presence of smurfers is annoying and we are searching a way to limit their behaviour. I think that 0ad community is the best I find and for this reason if a problem arise, is useful to discuss about it.
  14. Please don't take it for granted that everyone knows smurfers: not all players are on this forum or read everything. I played with a smurfer and obviously ruined balance and it was frustrating also for me, but I accepted him with good will. @ffm2 Sadly I have not the skills to do that. I can try to do something after my university exams.
  15. In a previous thread that I started, I proposed a possible solution: an automatic multiplayer rating for 2 teams games.
  16. If it was a "skill issue", I didn't report it. The title is on purpose clickbait, but in every recent game I played, all the players, strong and weak ones, play with the same war strategy. I'm talking about an entire army of heavy soldiers and nobody can create it, so "not useless at all" isn't enough.
  17. Me and my friends played lots of games, and all noticed that heavy soldiers, both infantry and cavalry) are useless. The main strategy of almoast all players is to reach faster max population with basic soldiers and then replace a part of them with rams or other siege weapons. When the basic soldiers die they are replaced by other basic, fast producing and cheap ones. Who, instead, decide to create an army of strong heavy ones can produce a maximum of 40 in the whole game duration (a 4vs4 tg is between 25 and 35 minutes). And when they die, it's impossible to replace them due to the lack of metal. You can produce metal thorough market, but you need a minimum of 40 traders and it is really slow. In addition traders need metal to be created. This problem not exist for Gauls because their heavy army not need metal. So, we could make other heavy army cheaper in metal or make them stronger. I know that this could ruin balance, but IMO it's necessary to diversify strategies because almost all players use the same.
  18. Someone can please explain what happened with yekaterina and geriatrix? Whatever happened, I think it's better to calm down to preserve the community, that is already small.
  19. It's true, but lots of games, also paid ones, are under development (e.g. Among Us, COD Mobile, Fall Guys, Fallout 76), but they only release an upgrade and a banner with all change listed. It gives to the player a feel of care toward the game coming from the developers, not a feel of unfinished or worse abandoned.
  20. I totally agree with Seleucids, he/she wrote a really good guide to approach the average unexpert windows user. To make the game interface, installation and presentation noob friendly requires lots of work, but I think it's necessary. A personal experience: my friend was scared by the initial message which says that the game is still in development and can have problems. I laughed at her, but if we want to grow the community, we must take care of this type of user
  21. I change sources list as you said and the I notice that latest version is installed, but not used (very sus); thank you for the advices. EDIT: it's grub2 fault, I can't install it https://bugs.debian.org/cgi-bin/pkgreport.cgi?pkg=grub2-common;dist=unstable, i tried to install anyway and debian breaks, so i used timeshift (in synaptic I highlined current kernel, but obv I have not deleted running kernel) Anyway, my packages are all upgraded and the first post scope wasn't to check my packages, but to propose a solution to broken mozjs building with python3.12
  22. I assure that I full-upgrade twice a month and this is my source_list: and avaiable upgrades:
  23. Firstly, this is my setup: If I try a standard build from source, I obtain ModuleNotFoundError: No module named 'six.moves' ERROR: SpiderMonkey build failed as well as in https://wildfiregames.com/forum/topic/118483-configure-fails-with-spidermonkey-error/ I tried to use --with-system-mozjs, but version 91 is not avaiable for debian (and I think they never will add it https://tracker.debian.org/news/1368939/removed-91130-1-from-unstable/ ) and during this try, I obtain another error in make in gcc directory (build sources and update workspaces worked both) fatal error: jspubtd.h: No such file or directory So I tried to install libmozjs-91 from ubuntu repos (not a perfect idea https://wiki.debian.org/DontBreakDebian#Don.27t_make_a_FrankenDebian ), and I installed libmozjs-91-dev 91.6.0-2: https://blueprints.launchpad.net/ubuntu/jammy/amd64/libmozjs-91-dev/91.6.0-2 and its dependencies: libmozjs-91-0 91.6.0-2: https://blueprints.launchpad.net/ubuntu/jammy/amd64/libmozjs-91-0/91.6.0-2 libicu70 70.1-2: https://blueprints.launchpad.net/ubuntu/jammy/amd64/libicu70/70.1-2 A new (and luckly last) error arise: I followed the solution proposed here: https://trac.wildfiregames.com/ticket/3039, but it does not work. So I thinked to force the buildiing deleting a part of source/scriptinterface/ScriptTypes.h IT WORKS! proof:
  24. Ciao @Pippo_Baudo, è il posto giusto se hai dei problemi; se ti è possibile scrivi in inglese in modo che più persone ti possano aiutare. @Gurken Khan, I think he has this problem: Disable TLS cryptography worked for me, is it a good idea?
  25. from synaptic: from terminal: baelish@debian:~$ sudo apt install 0ad Package 0ad has no versions available, but is named by another package. This may indicate that the package is missing, obsolete or it is only available within another source Error: Package "0ad" has no candidates to install my sources:
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