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0 A.D. Weekly Report #7

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0 A.D. Weekly Report #7 (Week 38+39)

Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development report.

If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might be an interesting read.

If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community!

Weekly (?) Report

It has been almost a month since last report, due to the feature and commit freeze leading to the release of Alpha 11. Progress (read: commits) is again speeding up, so the weekly report is back!

Screenshot of the Week

Enrique brought the Hanging Gardens of Babylon back to life. Judge for yourself!

Pers_gardens_final.jpg

Art & Programming

Enrique has been putting the final touches on the Persian wonder. He also committed some new buildings for the Hellenic factions (a library for the Macedonians and the syssition for the Spartans). Now he is working on Mauryan building modules.

Pureon has been working on new icons and a new, yet unrevealed building for the Britons. He is also brushing up on his jQuery skills to build an interactive faction map. Last but not least he committed some new GUI tile backgrounds.

Myconid has been helping Enrique with shaders for the water & waterfalls for the Persian wonder. In addition he kept working on the Post-processing Manager, which will allow us to customize the graphical effects.

Spahbod recently added new options to the match setup screen. Now you can set a population cap and choose the amount of resources that you start with.

Stwf kept working on improving the sound manager, including a new threaded sound manager and proper distance roll off.

Mythos_Ruler has done some work on the Persians.

Historic_bruno implemented vision/range? and health/max? tech modification. This will support additional technologies. He also applied some patches like Fcollada build fix by pcpa, a GNU/kFreeBSD build fix by vincent and a 'force attack' hotkey to destroy enemy farms f.e., by quonter.

Quantumstated fixed some formatting in Attack.js, and added a fix to avoid a technology from being queued multiple times.

Sound

Omri Lahav is looking for French horn players and people who are fluent in ancient languages. Did we mention he recently decided to compose a couple of unique tracks for every faction ingame?

Check back next week for more development news!

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Thanks! :)

The link in the spoiler is non-public. How can be seen the Gardens and other Wonders in game (is there a map with it)? How they will be used?

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The Gardens can currently be seen in the Persian sandbox scenario.

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The Gardens can currently be seen in the Persian sandbox scenario.

Wow, very impressive, and I like the fountains!

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Thanks for reporting, fabio, I'll try to find a second, public screenshot.

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Thanks for reporting, fabio, I'll try to find a second, public screenshot.

Here you have it :P

post-13528-0-95969900-1348761222_thumb.j

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A REALLY nice model (whoever did the Hanging Gardens is a professional modeller), though Cyrus the Great destroyed that wonder before 500 BC. ;) Can't wait to see some cool maps with it included though.

Edited by Evropi

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I'm glad the Weekly Reports are back !

Congratulations to all the contributers on these new stuffs!

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The Gardens look great ! Do you still plan to add flying birds and falling leaves, or did you abandon this idea ?

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The Gardens look great ! Do you still plan to add flying birds and falling leaves, or did you abandon this idea ?

Nope, I didn't abandon it. I've just started working on Mauryan structures and I didn't have much time since. Although I think flying birds will have to wait.

I'm glad you like it guys :)

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Is there really a reason to put the image in spoilers? It makes sharing the post on FB/G+ a lot more boring (since their automatic image detection doesn't find it). It's one thing if there are multiple images as not everyone has a fast internet connection/we might want to share images which are larger than the general width of the page and not having it in a spoiler could break the layout of the page, but unless there is a really good reason for spoilering all there should be at least one non-spoilered.

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Also the image in the spoiler is not the latest model, or not showing off the latest waterfall enhancements.

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When I put the original Image between spoilers, the forum warned me that this was impossible :S so I used a link.

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It says: You are not allowed to use that image extension on this community.

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When I put the original Image between spoilers, the forum warned me that this was impossible :S so I used a link.

Could it be a forum permissions issue? I'm sure an admin can set that up for you if necessary.

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Couldn't you just save the image locally and then re-attach it the image to the first post in your topic?

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Could it be a forum permissions issue? I'm sure an admin can set that up for you if necessary.

No, it's because it's an attachment, and the URL for them doesn't contain the extension at all, so I have no idea what to change to make it possible to post them :P I think it was possible before, so there might be a way. In this you can use https://lh6.googleus...rdens_final.jpg though =)

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* cued=queued. Nice update though! I agree, the Gardens look fantastic. Our first official "wonder" modeled specifically to be a wonder. Stonehenge was modeled a long time ago, but it was originally meant to be the Celtic temple. :)

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Are we going to enjoy a Weekly Report this week ? That would be cool.

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* cued=queued. Nice update though! I agree, the Gardens look fantastic. Our first official "wonder" modeled specifically to be a wonder. Stonehenge was modeled a long time ago, but it was originally meant to be the Celtic temple. :)

Who told you the Celtics built the Stonehenge??? :loool:

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Who told you the Celtics built the Stonehenge??? :loool:

Well technically it's correct, the people who built Stonehenge were of Celtic ancestry. =P

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Well technically it's correct, the people who built Stonehenge were of Celtic ancestry. =P

Do you believe Celtic people could lift those massive stones with but a glimpse of the technology we have today? You know, there are many things without answer, in our universe... :muaha:

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