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0 A.D. Weekly Report #3 (week 32) 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! Team news! Last Saturday 6 team members (Enrique, Pureon, Feneur, fcxSanya, bstempi and Mythos_Ruler) participated in a staff multiplayer match. There is no better way to balance the game and to settle small disputes! In the near future we'll start with matches between departments, if the fear for the art department team can be overcome. Art & Programming Deiz kept the pace high this week. The icons of technologies being researched are now displayed in the upper right corner of the screen (check out the screenshot below) and player names are now displayed in the summary screen. Add to this at least 10 bug fixes and improvements... Enrique has finished the Hellenic dock and a scaffold object, which will probably be used as construction scaffolding (WIP). Now he is giving the Hellenic theatron a new lick-a-paint. Fexor has been working on improving the wall system. Gen.Kenobi committed a whole batch of new rocks. Myconid's graphical improvements are in an advanced state, and are being tested thoroughly. Thanks also to community members like zoot, who provide detailed feedback on myconid's work. A new graphical feature that we haven't mentioned yet are windy trees. We will post an image/video of that soon! Mythos_Ruler has been updating some maps and doing some balance work. Pureon has been working on the technology tree and its icons. Unique technologies will be added later, many generic (common for most factions) technologies are already ingame. He has also been working on banners and other artwork for the new website, which is coming along nicely. Spahbod implemented some basic cheats this week. He is also working on colour selection in the game setup screen. stwf has been working on the new Sound Manager. Historic_bruno, wraitii and dvangennip have been testing the latest version extensively, as it is very high on our priority list (and on your wishlist, if you are using a Mac OS!). Wraitii has also been working on merging his AI bot Marilyn with Qbot, the bot developed by quantumstate. This new bot, Qbot Experimental (Qbot XP) will provide more of a challenge. In addition he changed the minimap to display shallow water. Check back next monday for more development news!1 point
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0 A.D. Weekly Report #4 (Week 33) 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! Art & Programming & Sound Note:This week's report will be a bit shorter than the previous reports. Alpha XI is very close to being released (late August - early September). Not many new features have been added this week as we are approaching the 'feature freeze'-phase. It gives us some time to test the game and remove as many bugs as we can find. Myconid's post-processing effects made it into the game! The new features have been tested throughout the week and many bugs have been fixed. It will take some time before the artists let their models take full advantage of all the new possibilities (see previous weekly reports), but the results will be spectacular! Luckily, some effects don't require additional work. So enjoy a breeze through the trees and the smooth LOS (line of sight)! Omri Lahav never stops remastering existing tracks and recording new ones. Lately he has been experimenting with taiko drums and percussion, to create the most exhilarating battle music. In short: expect a lot of new music in Alpha XI ! Deiz added a 'Stop' button to the GUI for immediately halting units, improved gate closing behaviour when locked or when no enemies nearby and continued quantumstate's work on team/private chat for multiplayer games. General Kenobi has been updating his Scandinavian rock formations. Pureon has recently finished his amazing Brythonic Broch model, the new fortress for the Britons. I have very strong evidence (a personal message in fact) that this is not the last new building model for the Britons! Quantumstate added support for multiplayer chat, which Deiz continued, and support for cropped images in the GUI game setup (so playing in different resolutions won't affect map preview sizes). stwf kept working on the new Sound Manager, which we really want to include in the next alpha release! Wraitii kept working on Qbot XP - a new bot that will provide a greater challenge than its predecessor. How do we know for sure it is a greater challenge? Easy: Put Qbot and Qbot XP in a 1vs1 battle a couple of times and compare the results. Let's say Qbot XP came, saw and conquered. Zaggy1024 has been updating Roman buildings with Myconid's post-processing effects (specular maps, normal maps). Check back next Monday for more development news!1 point
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That shouldn't be a major concern. I mean cheating is always somewhat of a concern but nothing that can't be done already by modding the UI and engine (specifically the non-synced parts to view LOS, etc.) In fact it would be better if people did make cheating UIs, it would bring those cheats to our attention so we could fix them, if serious enough1 point
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You're almost there! -Now you have to enter edit mode (with TAB) and create a new texture in UV editor (Image>new image>OK it's black as default). -To enter to UV image editor, split the screen with the arrow in the corner on the screen with a red circle in the screenshot: -You have turned on the addon in the preferences, now to use it, enter "UV painting" mode. -The BProjection menu appears on the right toolbox (If you cannot see the right toolbox, it opens/close with "N") -Click on "add Bprojection plan" to enable bprojection 1.- Click "add image", Now you have to select the image to "clone" the texture from it. 2.- Click "Apply image" to show your image on the viewport 3.- Use those sliders to move your clone source image around the viewport (first slider is for left-right, last slider is for up-down) Also, scale up your photo reference to match your head size. 4.- Change your painting brush to "clone", Then CTRL+left click over your source image select the portion to clone. 5.- Paint over your head! 6.- Remember to save your created "image texture" after painting it. In UV image editor: Image>save image This addon is currently under heavy developement, that's why it has so many "steps" to get it working. But it's really powerful and saves a lot of time. I hope my explanation was somewhat useful. More information: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/bprojection1 point
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0 A.D. Weekly Report #2 (week 31) 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! Team news! Congratulations to three valuable contributors who were recently asked to join the 0 A.D. team: wraitii, myconid and Deiz. Some of their work has already been shown in last report, and a lot more will follow in the coming reports! Feature Spotlight! Eggbird has been putting the last touches on the Civic Centre for the Mauryan Indians. This new faction which will be added over the next few releases, and we expect them to be fully playable by Alpha XIII. In the following video you can see one of the props Eggbird has made for the Civic Centre. This column is known as a Pillar of Ashoka. These pillars were erected during the reign of the Mauryan king Ashoka (3rd century BC) and were inscribed with (legislative) edicts. Pillars have been found all over the Indian peninsula and beyond (one pillar was discovered in Kandahar, Afghanistan). Art & Programming Deiz has been firing a barrage of fixes towards us including rally points for trade and improved gate behaviour among others. One of his usability changes also allows people to hold the Tab key to display all the health bars of the units on the screen. A feature that will be more than useful while your soldiers are in battle. Gen.Kenobi finished the Hellenic Fortress and then started working on other Greek buildings. He also worked on rock formations and uploaded a video tutorial. Myconid has kept working -- relentlessly -- on modernizing 0 A.D.'s visual effects. It would take a whole page to describe all the features he is currently working on. We'll show you all this visual candy in a special report, somewhere in the near future. The groundwork for Myconid's visual galore was recently reviewed and added by programmers historic_bruno and quantumstate . 0 A.D.'s models can now store multiple UV coordinate sets, which make it possible to add advanced texturing techniques such as lightmaps, decal maps e.a. A second patch by Myconid: data-driven texture loading was also implemented this week. This allows actor files to have multiple texture files. Pureon has been finetuning the animations for 'his' gates. For those who haven't seen these gates in action, check out the he made. He has also been cleaning up some of the redundant and missing XML references, together with Mythos_Ruler.After his work on the new GUI, Spahbod started working on implementing cheats! Rest assured that we won't stop pestering him until we can have a bigdaddy, pow and e=mc2 trooper! He has also finished working on a new random map: 'Northern Lights', taking you to the Arctic region. Zaggy1024 has finished the animations for elephants. He also added prop points to their backs (archer platform anyone?) Audio Our composer Omri Lahav, doesn't stop improving existing tracks and recording new material. Expect a lot of new material in the next alpha release! Recent addition to our ranks, Evan Bogunia, has been recording additional sounds. This week he has recorded sounds for horses. Check back next Monday for more 0 A.D. development news!1 point