Sign in to follow this  
Followers 0
plumo

0 A.D. Development Report #11

31 posts in this topic

0 A.D. Development Report #11

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 provide 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!

!!! We are in need of (skilled) programmers. Are you one of them? Redirect yourself to this thread. Your contributions are crucial !!!

Feature of the Month: Building Construction

v0cV9AW.jpg

Programming & Art & Sound

Our one-man-orchestra, Omri Lahav has been busy lately, very busy. Not only has he finished a new track for the Celts, the Hellenes and Mauryans will also receive some new tracks very soon. As always, when a track is released you can check it out on Bandcamp.

historic_bruno added building previews that rise during construction (screenshot above) and a build script for OS X dependencies & bundles , making it easier for developers to work on 0 AD using OS X.

Aside from tens of bug fixes, historic_bruno also took care of textures not loading. Remember when you start a game and everything looks grey for some time? This should be a thing of the past now.

Pureon has committed the Mauryan headgear/faces and a siege onager. Long time, no siege! Currently he's tackling the Mauryan farmstead.

Enrique has been working on the Mauryan elephant units and the Mauryan Market.

Leper committed a lot of patches: player notification when receiving a tribute (by alpha123), template fixes (by qwertz/kosmo), tribute stats are added to the summary screen (by alpha123). He's also added user mod support and fixed a number of bigger and smaller bugs.

stwf has posted a patch with a rework of the sound manager. This is currently being tested and will hopefully be implemented soon.

Gen.Kenobi added normal, parallax and specular maps for all Mauryan buildings and ships.

Spahbod added a new random map, Kerala.

éminence grise Philip tinkered a bit with stats collecting (Windows 8 supported), he also fixed some static analysis warnings.

Battle detection was implemented by zoot! For example: when a battle is raging, the game will change the music from peaceful to battle music. This is only one example of the benefits of battle detection. More on this later.

ndragu committed a Mauryan warship.

Yves' Javascript debugger attracted the attention of mmayfield45, who created a web-GUI.

Mythos_Ruler committed a lot of balance changes.

See you in a couple of weeks with the latest development news!

Share this post


Link to post
Share on other sites

Just realized one thing I didn't in the preview you posted in the staff forums: in this particular case (and some before as well for that matter) Omri actually isn't a one-man orchestra all the way through as the percussion was done by another contributor. I don't know if/how that contributor wants to be credited though, so I'll leave that for Omri to be more specific about :)

Share this post


Link to post
Share on other sites

Love the scaffolding.

Kerala is my ancestral land. :) So yay.

Edited by lilstewie
1 person likes this

Share this post


Link to post
Share on other sites

Aside from tens of bug fixes, historic_bruno also took care of textures not loading. Remember when you start a game and everything looks grey for some time? This should be a thing of the past now.

A clarification on this: "grey" unloaded textures will still be seen if a loading texture isn't cached, but it fixes the most noticeable ugliness related to terrain blending right after map load (it would appear like jagged black/grey lines all over the terrain). For releases, we pre-cache all the textures, so grey textures are much less common, but the initial terrain blending was still a problem since A11. Hopefully nobody sees that anymore ;)

Share this post


Link to post
Share on other sites

  • The Battle Detection is a good Start for alert players a enemy Rush.
  • Love the scaffolding. In Castle/forts must be Implemented, is too nice see the Building Rise.
  • The Oneger is cool, thanks to Pureon again.
  • With Leper Mod Support, is not necessary anymore Modify the pyroginesis.exe?

Edited by Lion.Kanzen

Share this post


Link to post
Share on other sites

Oooh, scaffolding! Lovely. I assume they only appear around certain buildings for now? If they're going to appear often some simple variation (wood colour shades, placement) would be visually nice.

Speaking of editor errors, the P-51 Easter Egg produces a constant error message in Pyrogenesis- something about GetCurrentSpeed.

Share this post


Link to post
Share on other sites

Speaking of editor errors, the P-51 Easter Egg produces a constant error message in Pyrogenesis- something about GetCurrentSpeed.

I can't replicate that in the latest development version. What version are you using?

Share this post


Link to post
Share on other sites

Yep, alpha 12. Maybe this was since fixed? It goes 'Error calling component script function GetCurrentSpeed'.

Share this post


Link to post
Share on other sites

It's not happening now, so it could have been fixed since. Thanks for letting us know.

Share this post


Link to post
Share on other sites

Speaking of editor errors, the P-51 Easter Egg produces a constant error message in Pyrogenesis- something about GetCurrentSpeed.

This was fixed in r13031, so it will work without throwing lots of error messages in Alpha 13.

Share this post


Link to post
Share on other sites

Yep, alpha 12. Maybe this was since fixed? It goes 'Error calling component script function GetCurrentSpeed'.

you use the Releases or SVN?

Share this post


Link to post
Share on other sites

you use the Releases or SVN?

Please read all posts to a topic before replying. In the posts after the one you reply to it is mentioned that the issue is fixed in SVN, and that he uses Alpha 12 is clear from the post that you quote.

Share this post


Link to post
Share on other sites

Please read all posts to a topic before replying. In the posts after the one you reply to it is mentioned that the issue is fixed in SVN, and that he uses Alpha 12 is clear from the post that you quote.

Yes I read but, I was only suggesting to him to look into trac events :) or invite to use SVN to experiment the changes.. Edited by Geek377

Share this post


Link to post
Share on other sites

this looks good! that's exactly what I was think; building construction/destruction

Edited by greenlaser

Share this post


Link to post
Share on other sites

Just realized one thing I didn't in the preview you posted in the staff forums: in this particular case (and some before as well for that matter) Omri actually isn't a one-man orchestra all the way through as the percussion was done by another contributor. I don't know if/how that contributor wants to be credited though, so I'll leave that for Omri to be more specific about :)

That's true, the percussion was played by Jeff Willet, credit is due :)

Share this post


Link to post
Share on other sites

I think I'll make a separate blog post about your latest musical contributions. It will also be a good time to credit all your musicians (like Jeff) :) . Whenever someone is around, ask if you can make a photo.

Share this post


Link to post
Share on other sites

Lion.Kanzen mentioned a onager?

I'm surprised the Romans don't have one... :declare:

The Roman also need to be able to make siege towers... :acute:

Glorious Rome could make anything. But those things in particular ;)

Edited by Burzum

Share this post


Link to post
Share on other sites

The game is set in the 500 BC to 1 BC timeframe.

Share this post


Link to post
Share on other sites

The game is set in the 500 BC to 1 BC timeframe.

In which time the Romans were the best besiegers in Europe.

Onagers, sieg towers were very much present in that time.

Onagers in round about 50 BCE

Not to be confused with the mangonel

Catapulta_DER_1962.PNG.

The Onager

Onager_sling.gif

Edited by Burzum

Share this post


Link to post
Share on other sites
Onagers, sieg towers were very much present in that time.

Do you have any sources for this? All sources I've seen says they did not get them until the Imperial era.

Share this post


Link to post
Share on other sites

0 A.D. already has an onager which can be viewed in Atlas editor and placed into custom scenarios. The default Roman Republic faction won't construct onagers in Part 1 of 0 A.D. because they weren't widely (if at all) used by the Romans until the second or third century A.D.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0