Pureon
WFG Retired-
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Everything posted by Pureon
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lol, that's one of my new models Thanks for the bug report. There are still a few issues with the new system
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Re-modeled? Two of them are the wrong size, so I'll fix those when i commit the animations.
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Or even a partly functioning solution
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What is the Weakest Civilization and Why?
Pureon replied to Thorfinn the Shallow Minded's topic in General Discussion
We had discussed making it an exponential growth in income - starting with 0 income for a certain distance. Is that not the case? -
Could you create a local.cfg config file as described here and disable pixel-shaded water by adding the following line to the file: fancywater=false Let us know if that helps.
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I should be able to help with this at some stage too. I took a good look through your tutorial files and added some very basic additional functions a few weeks back. Would you be able to expand the number of cases available? Currently we have: femaleNearCC - checks the distance of unit to CC sixFemales - counts the number of a unit type 500Food - checks amount of food resource Some others we might want to have: Unit Killed - checks if enemy unit is killed Unit Garrisoned - checks if a unit is garrisoned within a building type Unit Visible - checks if enemy unit/building is revealed from FOW Unit Type Selected - I believe this one isn't possible Additionally would it be possible to have the AI send a small attack force once a certain number of buildings have been built?
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Ah, well thanks for taking a look
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This looks very interesting, the water variety the new shader allows is clearly an improvement. Has it helped decrease the obvious tiling the current water has at certain camera rotations?
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My friends... the time has come.
Pureon replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
I've never played a TW game for more than a few minutes, it's not really my type of thing, but the visuals for this one look really cool so I might be persuaded to download the demo -
Sound effects Designer - Evan Bogunia
Pureon replied to EvanBogunia's topic in Applications and Contributions
Great! Multiple sounds that will be chosen randomly. We should be fine with 3 for idle, 3 for selection, 3 for attack, and 2 for death When the unit is just standing around or walking idly - no actions taking place. Attacking, although we could probably use the same sound for when it's being attacked I look forward to hearing what you create for us! -
Can you explain what error messages you were given (if any)? Have you extracted the public.zip file in your installation directory (not AppData\Local)?
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Sound effects Designer - Evan Bogunia
Pureon replied to EvanBogunia's topic in Applications and Contributions
Welcome to the forums Evan! Would you be interested in recording some animal sounds for us? I know it might not be something you've done before, but perhaps it's something you'd like to challenge yourself with? We need good dog, elephant, and horse sounds - each would need idle, selection, attack, and death sounds. Apart from maybe chickens, most of our animals need sound effects. I'm temporarily looking after the Sound Department, but you've hit me at a bad time because I'll be away from home until the end of next week. Let us know your thoughts. -
So we're saying the Britons were more primitive than the Gauls? No sure about that.
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Map loaded like this: I didn't receive any errors when it was loading, so not sure what happened. But i did take a look around - I'll be honest and say I don't like the mountain in the middle being perfectly straight, but the terrain textures and mountain tops look really good. Perhaps adding more variety to the thickness of the mountain range will help visually and not impact map balance too much. The coastline looks really nice too
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Lol. Despite that, you have once again proved your awesomeness
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Many references state that Celt buildings had thatched straw roofs, and therefore we'll stick with thatched roofs for consistency. I didn't model the Celt buildings in 0 A.D., but I really like the overall look - and I'm English so that's coming from a local
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This map also needs the painter.js file you uploaded a few days ago - where does that file go?
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Welcome to the forums Funky
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Thanks What's very easy for some people is completely alien to me!
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Looking really good in the screenshot - I'll try it out in-game when I get home tonight. Is it possible to have a variation (in the same RMS) without the crossing in the middle of the oasis? (I don't like it in the scenario maps either, so it's not something you've done wrong )
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Welcome to the forums AbdelMuhamar It's true that updating the Celt buildings is lower on our priorities list, however if you'd like to sketch out some visuals for refined Celt houses (or other buildings), please do. The more inspiration we get, the more likely we, or someone in the community, will work on new models. Assume we will be using the same textures. I'm not sure how compatible Milkshape is with 0 A.D., but you could test it out or learn Blender (which is what most of us use). Here's a quick tutorial I wrote recently: trac.wildfiregames.com/wiki/Basic3DImplementation Would you also be interested in providing some visuals to help us update the Carthaginian houses? It's something I should have done when I updated their buildings in 2011. I'm not promising it'll happen tomorrow, but it'll be a good incentive for future work
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Previewing a map in the game setup screen.
Pureon replied to Spahbod's topic in Game Development & Technical Discussion
I was only 'designing' the preview image box, not the overall layout of the page, so wasn't focusing on any particular resolution. The preview image should not scale, so I don't know how the right column would expand? -
Previewing a map in the game setup screen.
Pureon replied to Spahbod's topic in Game Development & Technical Discussion
And if there's no preview image, something as simple as this will do: http://i173.photobucket.com/albums/w73/purepics/0ADRandomMap03.jpg