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Myth mod for 0AD
Posted: Mon Dec 17, 2012 2:45 am
by Nod
I have been playing a cool new open source RTS called 0AD [1] which is like an up to date Age of Empires. I keep thinking it would make a good engine on which to make a myth mod. Turn out someone else had the same idea [2]. Unfortunately it doesnt seem to have gone anywhere. Still thought it would be worth mentioning as it is a good candidate for a mod if anyone wants is looking for an engine. They already have some people building mods [3], [4]
[1]
http://play0ad.com/
[2]
http://www.wildfiregames.com/forum/inde ... opic=14706
[3]
http://www.wildfiregames.com/forum/inde ... 16669&st=0
[4]
http://www.moddb.com/games/rogue-republic
Re: Myth mod for 0AD
Posted: Mon Dec 17, 2012 6:02 am
by juliocpaes
Nod,
I guess that sounds interesting ... but how do a test?
there needs to be a test to get us an idea if we'll be good ...
Julio
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 1:42 am
by Nod
juliocpaes wrote:Nod,
I guess that sounds interesting ... but how do a test?
there needs to be a test to get us an idea if we'll be good ...
Julio
Well downloading and installing 0AD [1] would be a good start. You can get a feel for the engine and see the quality of the units and maps and you will probably notice how the camera control seem quite similar. As slipshod was pointing out in the 0AD forum post [2] the main differences seem to be in the unit behaviour. It seems that most behaviours are scriptable in javascript so this would be the place to start to get a feel for how hard it will be to get similar unit behaviour and if any core c++ engine changes are required.
The other thing to note is 0AD units are
http://en.wikipedia.org/wiki/COLLADA (dae) files so there is probably not much chance of directly using myth assets. They have a lot nice of maps and cool units though [3][4][5][6][7][8][9].
If you were really interested it may pay to join the forum and ask if things have changed since that thread was live as its been almost two years since then and 0AD has been under very heavy development so things may have changed significantly.
[1]
http://play0ad.com/download/
[2]
http://www.wildfiregames.com/forum/inde ... opic=14706
[3]
http://play0ad.com/wp-content/gallery/s ... fantry.jpg
[4]
http://www.wildfiregames.com/0ad/album_ ... c_id=14162
[5]
http://www.wildfiregames.com/0ad/album_ ... c_id=14162
[6]
http://wildfiregames.com/0ad/album_page ... c_id=11996
[7]
http://wildfiregames.com/0ad/album_page ... c_id=12141
[8]
http://wildfiregames.com/0ad/album_page ... c_id=12066
[9]
http://wildfiregames.com/0ad/album_page ... c_id=11623
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 1:45 am
by Nod
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 3:37 am
by carlinho
I played a lot OAD, from the beginning and first demos out
it's really cool. but even though the graphics look amazing the feel is really different from a myth game...more like AOE
where units behave more in groups than individually
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 4:01 am
by Nod
carlinho wrote:I played a lot OAD, from the beginning and first demos out
it's really cool. but even though the graphics look amazing the feel is really different from a myth game...more like AOE
where units behave more in groups than individually
Yes see:
http://www.wildfiregames.com/forum/inde ... opic=14706 there is discussion about that, it sounds like those behaviours should be modifiable via javascript scripting rather than core engine changes. It would be nice to know if things have changed at all since that thread.
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 11:25 am
by vinylrake
As a general rule, if a topic about changing an app/game/mod goes silent and there's been no updates or news about the features it's safe to assume nothing has changed.
There are exceptions of course, the devs could be merrily coding away in silence - but even then, if they haven't released their work then for you and the rest of us nothing has really changed.
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 1:13 pm
by carlinho
well, OAD developers are really cool, and they are doing everything from scratch to release a free game
pretty sure they would be ok with collaborations into working the game into a myth - like game, although probably to grant that they'll ask you to help them finish OAD first..hehe
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 4:51 pm
by Nod
vinylrake wrote:As a general rule, if a topic about changing an app/game/mod goes silent and there's been no updates or news about the features it's safe to assume nothing has changed.
There are exceptions of course, the devs could be merrily coding away in silence - but even then, if they haven't released their work then for you and the rest of us nothing has really changed.
In terms of an actual mod, I don't think the guy asking actually did anything. I'm just pointing out that if anyone is looking to make a myth2 like game then using 0AD is worth considering.
Since that thread there has been a lot of 0AD development going on so the information about how hard it is to make units behave in a myth like way as opposed to an AOE type way may have changed.
In terms of 0AD development at the time of the thread they were on Alpha 4 and they just released Alpha 12 a few days ago:
http://en.wikipedia.org/wiki/0_A.D._(vi ... on_history
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 4:56 pm
by vinylrake
It is easy for you or I to guess in complete ignorance whether any development has been done related to a dormant topic, but if you would actually like to know whether any progress has been made why not just ask the developers? You could ask on the forums and post the answer here and let us all know if a Mythlike conversion would be any easier today then it was when the topic was first raised.
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 5:46 pm
by Nod
irc.quakenet.org #0ad-dev
< leper> I'd say all the answes in that topic are still valid
< leper> Some of the movement code questions (units blocking each other) could depend on Philip`s pathfinder rewrite though.
< leper> The formation stuff sounds definetly doable in js
< leper> some stuff later in that post (healing, flying units) is actually in-game
< nod> yea theres not actually any flying units in mythii
< nod> but healing and explosive projectiles are a must
< nod> i have asked on the thread for the origional poster to let us know how he got on
< leper> we have splash damage for siege (could be tweaked to show somethng resembling an explosion)
< leper> I guess you won't get an answer since that user was last active in may 2011
< nod> indeed
< nod> so hes probably uncontactable then, pity
< leper> I'd still say that the first answer is true
< nod> um, which one, yours or in the thread?
< leper> thread
< nod> "I can't see any reason why not; it would be a major piece of coding, but eminently doable"
11:40 < nod> thanks for your help btw
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 5:59 pm
by vinylrake
thanks for the update!
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 8:34 pm
by juliocpaes
Nod,
I checked the game that you propose : is interesting but sounds like "MYTH total war" that the other day, a myth friend Briarius released a beta.
http://tain.totalcodex.net/forum/viewto ... f=2&t=5134
wanting to have huge armies battle when we all know Myth's gameplay is about using a small group of units.
sometimes, one or other our mapmaker, makes a map conversion, but we prefer the myth in its original form.
Julio
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 9:11 pm
by Nod
juliocpaes wrote:Nod,
I checked the game that you propose : is interesting but sounds like "MYTH total war" that the other day, a myth friend Briarius released a beta.
http://tain.totalcodex.net/forum/viewto ... f=2&t=5134
wanting to have huge armies battle when we all know Myth's gameplay is about using a small group of units.
sometimes, one or other our mapmaker, makes a map conversion, but we prefer the myth in its original form.
Julio
Hi Julio
I am not really proposing anything, I am just pointing out that 0AD may be a good starting point for someone wishing to make a game similar to myth2.
Personally I would love to see a mod that was as close to myth2 in gameplay and unit mechanics but used the 0AD engine. The game would play very much like myth but the units and maps would be much higher res.
The other huge benefit is that it is open source so the community would not be hamstrung like myth is by the take2 ownership.
I would think that something along the lines of myth2 units in total war would be easier to implement on 0AD as the gameplay and formation mechanics are more similar to Total War.
Those Myth Total War guys have made some nice looking units! Wouldn't it be nice if everything used COLLADA so you could trivially interchange units between all these games?
Re: Myth mod for 0AD
Posted: Tue Dec 18, 2012 11:13 pm
by vinylrake
Unless he's enlisted the help of additional unitmakers recently, all the Myth units in the Myth Total War conversion were made by one individual.