wowgetoffyourcellphone Posted August 29, 2021 Report Share Posted August 29, 2021 (edited) Extended from this thread: Github Repo: https://github.com/JustusAvramenko/0ad_terrains_overhaul @maroder, myself, and others are looking to build upon the biome and map work we did for Alpha 25. We will post discussion and progress reports in this thread. We will also entertain suggestions, bug reports, and criticism here. First thing Maroder is working on is improving Gulf of Bothnia random map. First thing I am working on is improving the India biome. I'm making wider spaces to build and removing the obscene amount of grass props. ------------------------------------------------------------------- In addition to improving the existing new biomes from A25, I'd like to add a few more for A26: Hispania-North Africa Italia Persia ------------------------------------------------------------------- We would also like to work with the team to extend and expand the biome code to allow for more flexibility and interesting maps. Wishlist. Note: Not all random maps are required to use all options available in the biome files: Additional Gaia options fish1 fish2 treasure1 treasure2 treasure3 bushForest1 So, these are bushes, plants, and saplings that line the edges of forests. This is crucial to make forests look natural. bushForest2 dangerousHuntableAnimal Boars, etc. riverineShoreAnimal1 Crocodiles, Hippos, etc. riverineShoreAnimal2 dangerousAnimal1 Tigers, Lions, Wolves dangerousAnimal2 Additional Decoratives bird1 bird2 oceanAnimal1 sharks, etc. oceanAnimal2 dolphins or Portuguese man o' wars, etc. rockShore cloud1 dust1 Sand storms, etc. dust2 Resource Counts. Allow biomes more fine-tuned control over various resources. Patch: https://code.wildfiregames.com/D3995 Edited October 13, 2022 by wowgetoffyourcellphone 6 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 29, 2021 Author Report Share Posted August 29, 2021 Improved Stone Mines for India, and you can definitely see fewer grass sprites. We need new models for the "small" Metal mines that pair with the new metal mines added in A25, as the current "small" metal mines re-use the small stone mine models. @Stan` 2 2 Quote Link to comment Share on other sites More sharing options...
nifa Posted August 30, 2021 Report Share Posted August 30, 2021 11 hours ago, wowgetoffyourcellphone said: bushForest1 So, these are bushes, plants, and saplings that line the edges of forests. This is crucial to make forests look natural. bushForest2 I think that dead wood could be a nice addition to make forests more realistic. Something like tree stumps, fallen trees, burnt trees from lightning, dead trees. At least for European forests, they have never been so "clean" as they are today and that's because of forest industry. I know it's partly included in other trees but I think it could have its own category. I tried to use a lot of that for my limes map: https://wildfiregames.com/forum/topic/36065-new-scenario-map-the-limes/?do=findComment&comment=415734 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 30, 2021 Author Report Share Posted August 30, 2021 9 hours ago, nifa said: I think that dead wood could be a nice addition to make forests more realistic. Something like tree stumps, fallen trees, burnt trees from lightning, dead trees. At least for European forests, they have never been so "clean" as they are today and that's because of forest industry. I know it's partly included in other trees but I think it could have its own category. I tried to use a lot of that for my limes map: https://wildfiregames.com/forum/topic/36065-new-scenario-map-the-limes/?do=findComment&comment=415734 Exactly: 3 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 30, 2021 Author Report Share Posted August 30, 2021 I've made bushes passable and destructible by buildings. They don't block pathfinding or construction. Used a mixin: <?xml version="1.0" encoding="utf-8"?> <Entity> <Obstruction> <BlockMovement>false</BlockMovement> <BlockPathfinding>false</BlockPathfinding> <BlockFoundation>false</BlockFoundation> <BlockConstruction>false</BlockConstruction> <DeleteUponConstruction>true</DeleteUponConstruction> </Obstruction> <StatusBars> <HeightOffset>8</HeightOffset> </StatusBars> </Entity> This prevents bushes in your base from blocking you from constructing buildings, which was a huge problem for India and other biomes that heavily use bushes. 3 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted August 30, 2021 Report Share Posted August 30, 2021 1 hour ago, wowgetoffyourcellphone said: This prevents bushes in your base from blocking you from constructing buildings, which was a huge problem for India and other biomes that heavily use bushes. tested it: works as advertised. 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 30, 2021 Report Share Posted August 30, 2021 Not sure why it wasn't done in the first place tbh . Maybe there is a reason. Can it be abused in mp to destroy enemy resources ? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 30, 2021 Author Report Share Posted August 30, 2021 41 minutes ago, Stan` said: Not sure why it wasn't done in the first place tbh . Maybe there is a reason. Can it be abused in mp to destroy enemy resources ? Not really, since you can only build in ur own territory and the bush isn’t destroyed until you start construction (simply placing a foundation doesn't destroy the bush). 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 30, 2021 Author Report Share Posted August 30, 2021 43 minutes ago, Stan` said: Not sure why it wasn't done in the first place tbh . To make it "feature complete" from a player interface pov, it would be nice if the bush turned red when the player waves the building preview over it, to tell the player it will be destroyed. 1 Quote Link to comment Share on other sites More sharing options...
alre Posted August 30, 2021 Report Share Posted August 30, 2021 16 minutes ago, wowgetoffyourcellphone said: To make it "feature complete" from a player interface pov, it would be nice if the bush turned red when the player waves the building preview over it, to tell the player it will be destroyed. don't think that's necessary. red color could rather give a negative impression, like the bush was an obstacle, which is the opposite of what's happening. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31, 2021 Author Report Share Posted August 31, 2021 3 hours ago, alre said: don't think that's necessary. red color could rather give a negative impression, like the bush was an obstacle, which is the opposite of what's happening. If the bush was an obstacle, the building preview would turn red, as it does for any obstacle. 2 Quote Link to comment Share on other sites More sharing options...
flint1 Posted August 31, 2021 Report Share Posted August 31, 2021 I didn't know that for the obstacle, thank you Quote Link to comment Share on other sites More sharing options...
alre Posted August 31, 2021 Report Share Posted August 31, 2021 12 hours ago, wowgetoffyourcellphone said: If the bush was an obstacle, the building preview would turn red, as it does for any obstacle. I know Quote Link to comment Share on other sites More sharing options...
nifa Posted September 3, 2021 Report Share Posted September 3, 2021 On 30/08/2021 at 8:03 PM, wowgetoffyourcellphone said: Exactly: Why only at the borders of the forest, not inside? This way it looks strange once you cut the wood. Is it because of performance? I think it would also look better if there wasn't such a hard line of border-marking bushes, but rather some kind of fluid transition Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 3, 2021 Author Report Share Posted September 3, 2021 8 minutes ago, nifa said: Why only at the borders of the forest, not inside? This way it looks strange once you cut the wood. Is it because of performance? The bushes are gatherable too. 1 Quote Link to comment Share on other sites More sharing options...
alre Posted September 3, 2021 Report Share Posted September 3, 2021 but if the forest is half-cut, doesn't it look strange to have all the bushes on the outside only? is this actually for performance reasons? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 3, 2021 Author Report Share Posted September 3, 2021 8 minutes ago, alre said: but if the forest is half-cut, doesn't it look strange to have all the bushes on the outside only? is this actually for performance reasons? I suppose you're right, actually. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 3, 2021 Report Share Posted September 3, 2021 (edited) @wowgetoffyourcellphone Well, how should it look like if it's not completely chopped? BTW, I very much like your ideas and gfx. PS - where does your code go to? I'm using SVN and would like to see it as well - also to learn more. Thank you! Edited September 3, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 3, 2021 Author Report Share Posted September 3, 2021 5 hours ago, Ceres said: @wowgetoffyourcellphone Well, how should it look like if it's not completely chopped? BTW, I very much like your ideas and gfx. PS - where does your code go to? I'm using SVN and would like to see it as well - also to learn more. Thank you! https://github.com/JustusAvramenko 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 3, 2021 Report Share Posted September 3, 2021 (edited) Thanks, I rather meant where the code snippet should go when I use SVN, but I will have a look into your repo and hopefully find it. PS: Erm, sorry, not that I misunderstand you, but is that code you provided a few posts earlier here part of your Delenda Est mod? If not, my question would remain, where would this go when using SVN. Sorry that I have difficulties in explaining my question better. Edited September 3, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 3, 2021 Author Report Share Posted September 3, 2021 https://trac.wildfiregames.com/wiki/Modding_Guide#Wherearethemods 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 3, 2021 Report Share Posted September 3, 2021 Thanks, I knew this but was not aware where to apply your code. I'm getting closer... Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 3, 2021 Author Report Share Posted September 3, 2021 (edited) Can those folks who had criticisms of the India biome please install the mod and take a look? See if your main issues have been addressed. SVN compatible. https://github.com/JustusAvramenko/0ad_terrains_overhaul If it looks good to you, then I'll move on to addressing some stuff with Nubia. Edited September 3, 2021 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
maroder Posted September 3, 2021 Report Share Posted September 3, 2021 (edited) @Ceres go to your mods folder, then open the command line and then put in [git clone https://github.com/JustusAvramenko/0ad_terrains_overhaul.git ] Wow's code is not meant to be applied as a patch or to be put into svn by hand, you can just try it out as a mod. If you want to learn more on how such changes work you can look at the git commit -> https://github.com/JustusAvramenko/0ad_terrains_overhaul/commit/0fbb938242a5c70ea653ba93ee69f4f2ca23aa5d there you can see what data has changed and what the filepaths are __________________________________________________ 11 minutes ago, wowgetoffyourcellphone said: Can those folks who had criticisms of the India biome please install the mod and take a look? @Player of 0AD^^ Edited September 3, 2021 by maroder 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 3, 2021 Author Report Share Posted September 3, 2021 (edited) @maroder What's the link for your patch that adds the ability to determine resource counts in the biome files? I'll add it to the wish list. Edited September 3, 2021 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
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