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Pureon

WFG Retired
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Everything posted by Pureon

  1. lol. Maybe it was a slow day To get you started, here are some details that may help you with question 1: The actor files for particles can be found here: binaries\data\mods\public\art\actors\particle The particles can be found here: binaries\data\mods\public\art\particles Hopefully one of the programmers will be able to help you answer question 2.
  2. Hi Ergawy, A few of the developers hang out on the 0 A.D. Development IRC Channel ​#0ad-dev on QuakeNet. Perhaps you could try asking there? Best time to ask would be in the evenings (GMT time). Otherwise hopefully someone with better dev skills than I will be able to answer your questions. Welcome to the forums btw!
  3. Gate sounds were tasked to Kaitlynn, but unfortunately she was very busy with uni+work and is unlikely to have time to do them. The last few animal sound contributors have disappeared.
  4. Those look great Enrique! I should still have the photo I took of this. I'll check when I get home tonight. Edit: Found it. Sent to Enrique.
  5. Enrique these look excellent. I really like where they're going - very well designed and easily distinguishable from the other civs we have.
  6. Very nice Textures and layout look solid.
  7. If you have a good camera, perhaps you could take some snaps of the Istar Gate glazed bricks and any interesting mosaics/decorations. These could be used for background graphics or something graphic in the future (see background of the play0ad youtube channel). As it happens I visited the British Museum a week ago to research ancient decorations/friezes for the user interface redesign...
  8. Very nice work Enrique, I wish I could model humans/animals as well as you can! Lets see what they look like in-game
  9. I haven't prepared anything that's worthy of a progress update, however here's a small over-the-top graphic made for fun -
  10. Intriguing discussion. Apart from the collada models and animations, I think we still have some PMD/PMA files for unit animations, which would need integrating (or re-exporting as another format from 3dmax). The only game I have installed that uses Ogre3D is Rigs of Rods, and unfortunately that performs extremely poorly on my mid-high end system. Maybe i should try one of the RTS games instead.
  11. This makes me happy. So far most, if not all, of the comments have been supportive of the overall concept, so we're in a fairly good place. As you guys know, I'm too busy most weekdays at the moment, so process will be slow for now. Gives me time to think.
  12. Thanks for the feedback so far. I'll focus on redesigning the windows and their layouts for now, they need the most 'work' - other stuff will follow at a later date if needed. @zoot: Oops - ignore the right hand side, my mistake (At least I got the diplomacy window right)
  13. See here for related discussion. I've started working on a concept for our user interfaces and will showcase some of the new layouts below. The new theme will be rolled out throughout the game, but will not influence the in-game HUD, the main menu screen, or the new website design for now. I'm going to focus on the windows that need the most work. Here are some windows using the existing UI theme: **** Work in Progress warning **** Here are the windows using the new UI theme: On flat white and black backgrounds: Thoughts: I focused on making the design more modern, clean, and legible. The thick gold frames are gone, being replaced by a solid top frame with an optional title area, and a lower 'weight' frame to hold it in place. This somewhat resembles the structure of a Roman Standard flag. I'm using a temporary background pattern texture that comes with Adobe Photoshop for now just to quicken the design process, but this will be replaced with a compliant texture. That's it for now. Hope you guys like it!
  14. Hi ummonk, thanks for your offer. Please read this post: http://www.wildfireg...=40#entry257410 We'll need Mauryan translations to be verified prior to recording any voice sounds.
  15. I'm up for that. I have no plans to work on the Egyptian civ, so can afford to spend time on tasks like this and the GUI. I'm really busy at work right now, but I'll have much more free time in around two weeks. Does that work?
  16. Are the registration issues still ongoing, or was that a one-off?
  17. I've been watching videos similar to this one for a few years now, mainly because they show up on Youtube when I do research for our ancient civs. It's fascinating stuff, and does make me wonder what's been lost through the ages, and what ground-breaking discoveries there could be in the future. Enrique there's also a popular video claiming Atlantis may be located in southern Spain, worth a look (I can't search for it atm). Edit: Found it - It's a National Geographic documentary: http://www.youtube.com/watch?v=JJQeA0w91NY (I'm not saying I believe it )
  18. Anno 1404 is a great game (Recommended for those that like city-building/economic games)
  19. I'm seeing a 404 - is the github project public? (Very cool to see progress on the lobby!)
  20. At what stage of development were you guys doing this balancing? Probably after most of the features that affect balance were implemented. Unfortunately we are not yet at that stage, Capturing and Auras alone will both require mass balance changes.
  21. Adding soundgroups for different hit materials is a good idea. Glad you like the idea. I've mentioned dust particles in the ticket I created for it.
  22. Ouch. Thanks for your support
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