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Wijitmaker

WFG Retired
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Wijitmaker last won the day on November 22 2017

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About Wijitmaker

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    0 A.D. Old Timer

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  • First Name
    Jason
  • Last Name
    Bishop

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    JasonABishop@hotmail.com
  • Website URL
    http://wildfiregames.com/users/jason/
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    110030290

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    Male
  • Location
    Seattle, WA

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  1. Oh, and most of the old shield textures live here: https://wfg.itms.ovh/?dir=oldfiles/users/files/art/members/stag/shlds These originals were made in a much higher rez. You'll have to probably install one of these... Anything newer than v6 should work: http://www.oldversion.com/windows/paint-shop-pro/ You can export a .psd file if you'd like from psp.
  2. Ah, yes - when making Buildings (and weapons) we thought it was redundant to make a unique building texture for each building at the time, when we were trying to be consistent in the theme and look of a building. Probably shouldn't have done that in hindsight, but we didn't know in the future there would be AO and normal mapping capability. Also had no idea that we'd be releasing the game 20 years later on "super computers" (or we would have thought at the time). Compare the textures of 0 A.D. with those of Age of Mythology - even our old textures were quite a bit higher quality.
  3. Do you have an example handy? I'm guessing that merged textures were used for GUI applications? Shared textures were used with buildings. You got to remember that 15 or so years ago our minimum specs were: CPU: 1 GHz Intel or x86 compatible. RAM: At least 512 MB. GPU: Any supporting OpenGL 1.3 with 3D hardware accelerated drivers and at least 128 MB memory, e.g., Radeon 9000, GeForce 3, or similar. OS: XP, Vista, 7 or 8. Resolution: 1024×768 or above. I'd wager to guess that most all our phones today have 10x the computing power :p
  4. Yep, we thought casual modders would find it easier to tweak textures than to tweak models. All you had to do was save your texture in the folder structure and make a tweak to point to the new file in the actor editor. Easy as pie
  5. Ooo, sorry. Maybe someone can pull it out of archives so you can see it.
  6. I like your eye candy. It reminds me of the original intent with the UI. I was intended to be very circular and orb like. We had planned to do lots of context sensitive commands that appeared around objects that we're clicked to minimize the mouse cursor travel all over the screen. It was annoying at 1024x768... I can't get imagine what it's like in 4k. Another:
  7. Fun factoid... City phases (at one time) were planned to be associated with each territory. Not simply an upgrade that effected the entire map. So, if you managed to establish (or capture) a second CC in an opposite corner of the map, it would grow independently from your first original CC.
  8. This was some of the back story of the 0 A.D. RPS (Rock Paper Scissors) Dynamics: Not sure if it is helpful at this point...
  9. Yeah, we didn't have stables as part of the design document because... the designers at the time didn't want to blatantly rip-off age-of-empires games. We were trying to simplify the flow of the game and focus more on unit-to-unit interactions instead of building buildings. Less city building feel - more tactical. The codes for the buildings were just shortened to keep file paths and references shorter. Less typing, less bytes... etc. Nothing magical
  10. Dnas made a lot of the helmets. For those that have access to this archived forum - see here: https://wildfiregames.com/forum/index.php?/forum/177-dnas/ Looking good guys
  11. Great maps, just need to get some shots with some improved graphic settings and they would be spectacular
  12. Now you guys are rollin' Keep this line of thought going and I think you'll bring some more innovation and life back to the RTS genre Aside from being a good game design, it also would help distinguish it from be an AoE clone
  13. I like that suggestion. Choice = strategy Your choices at the phase could bend you either toward a strength in military (perhaps sub divided in aggresion or defense) or economic (perhaps subdivided to favor certain resource types) It would also make it more interesting if the phases weren't globally applied to your entire civ on the map, but instead utilized territories and were localized to each town center. My view of phases are that they are gates players go through to unlock more capability: new structures, new technologies, new units. They also help measure the pace of the game. I belive AOK notified all players when they reached different ages. If you weren't in the castle age when your opponent reached it before you, it served as a good kick in the pants to say... you better age up, and fast! Just some random thoughts
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