Pureon
WFG Retired-
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Everything posted by Pureon
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Wouldn't that mean an additional 1 MB texture file being created specially for this building, and any others we create? Bigger game download size, more files in the already full/messy texture folder, and more photoshop work doesn't sound all that good to me. I agree with main struct textures for each civ being in 1 big texture file, and that's something I've been pushing for myself, but for something like this i don't see there being enough of a benefit I'm afraid.
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Thanks for the report. I'll fix it. Edit: Fixed
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New Sound Manager svn patch
Pureon replied to stwf's topic in Game Development & Technical Discussion
Erik and I both received the following error at the end of a multiplayer match using autobuild and latest svn: ERROR: OpenAL error: Invalid Value; called from CSoundItem::~CSoundItem (line 48) Deiz who was also playing, did not see the error. Erik and I are on PCs Edit: This was fixed in the latest autobuild -
The ebay product description lists units on ships/structures, ship ramming/capturing, and catapults on deck - none of which are true, meaning buyers have a good case for contacting the UK Trading Standards Institute. Just saying.
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That sounds very reasonable to me, can we do this before A11 is released?
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I completely agree with Yves on this.
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Vote for eihrul in "Gift a Rift" Contest!
Pureon replied to fcxSanya's topic in Introductions & Off-Topic Discussion
Voted for eihrul. He's supported us in the past, so we should support him -
Looking through some of the Chanakya episodes, there are many strong architectural references we can benefit from: Brick/stone white-washed structures with wooden roofing and decorations appear to be common.
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Those links/images/videos are very useful! Thanks for sharing lilstewie The videos have some excellent visual references, especially items like . Some of the houses look surprisingly similar to the placeholder whitewashed house structures.
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Should be working again now.
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You didn't. Those are only 'placeholder' models that allow us to work on buildings, units, and gameplay simultaneously. The real architecture design will look more like the 'darker' civ center image you posted above. And anyway, you're allowed to provide constructive criticism, especially because you've supported your comments with useful historical references
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I'm not proposing we use this as the Carthaginian wonder, but it is a 'special building' so thought I'd post about it here too (not just on the staff forums): The Mausoleum of Prince Ateban (2nd Century BC) I modeled it after seeing some nice high res photos on wikimedia. It's built to the real proportions, although may or may not be to scale in-game, with a small amount of artistic license added mostly to the textures. Interesting read: http://www.historum....s-carthage.html
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I can definitely see a click-drag road being built by players on the route between 2 markets, thereby increasing the speed of the trader carts traveling along it. This would specifically become useful mid-late game when resources are limited. I wouldn't discount click-drag roads being added to 0 A.D. in the future, it's not an unreasonable suggestion. However it also isn't a top priority feature, and could be quite tricky especially if unit pathfinding is involved, so it's unlikely to be implemented soon.
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New Sound Manager svn patch
Pureon replied to stwf's topic in Game Development & Technical Discussion
Awesome work guys! -
I think we should wait for Eggbird to finish the CC and struct texture which the dock will use before starting any other building models.
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New Sound Manager svn patch
Pureon replied to stwf's topic in Game Development & Technical Discussion
Are you both using the manual build? -
Great start Kimball! Glad to have you back working on unit textures, even if it is for a very short time
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Please do, based on the feedback provided
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Taking a quick look now, I found this on creativecommons.org:
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Guys with regards to that image, I personally contacted the photographer through deviantart and received full approval for that texture to be released with 0 A.D. in accordance with our CC-BY-SA license - I supplied screenshots of the units (with helmets) to the photographer and after getting further approval purposefully mentioned them in the commit. So yeah, that's one texture you guys don't need to freak out about
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+1 from me I suggested it on IRC yesterday. JuBot (easy), qBot (medium), qBot XP (hard) qBot XP isn't quite 'Hard' yet, but it's getting there!
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Can't wait to see what you create!
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New Sound Manager svn patch
Pureon replied to stwf's topic in Game Development & Technical Discussion
Could someone check the sound file exists in that location? -
Would the siege tunnel have a maximum distance from the target? The further away the tunnel is, the more expensive and time-consuming it becomes, right? Smoke could appear from the ground just before the building collapses - suggesting the tunnel below the structure is being burnt to cause a collapse (the standard way of undermining)? I'm not sure about units appearing from an 'end point'. My suggestion would be they ungarrison from the siege tunnel entrance structure. Would the darkened terrain remain after the tunnel structure is destroyed? Would it be the terrain texture changing, or a decal above the terrain? I suggest the latter. I really like this idea, lets discuss it some more