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  1. 0 A.D. Development Report #16 Wildfire Games, the international group of volunteers developing 0 A.D., is happy to present this 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 or just grab a task from our list of open tickets and get right to it. 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 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 programmers and animators! If you are one, redirect yourself to this thread. Your contributions are crucial !!! Clockwise: New unit meshes, Mastiff, shark and fox Programming & Art Enrique, our talented lead artist, has been busy last month. He decided it was time to rework 0 A.D. meshes and armature. The results are bringing them up to par with modern RTS games. Now the help of animators is required (if you are an animator, please post an application) to make use of the new possibilities. He also updated the complete Persian building set with better textures and ambient occlusion. If that was not enough, he also reworked the cypress trees and many other plants. Mimo has been hard at work improving his AI bot: Petra, which is the toughest AI opponent to date. Among cleaning up code and bug fixes, he also added AI support for saved games! A feature that has been high on the community's wishlist. On top of that the AI is now able to send tribute to its allies! Yves, has set the goal of upgrading our SpiderMonkey to ESR31 for next alpha release. Performance will increase with this upgrade and memory usage will be reduced a bit. Check out the following links for more information about performance measurements and detailed effects of gcPreserveCode setting. Itms fixed bugs related to the new Fog of War and bug fixes submitted by community members. He also accepted the task of improving the pathfinder, based on Philip's and Wraitii's work. We think we speak for all of you when we wish him good luck! historic_bruno updated Windows version strings for 8.1 and 10 (technical preview), fixed a couple of OS X bugs and many bug fixes submitted by community members. Leper updated 0 A.D. with the latest translation work of our community and fixed a good amount of bugs, many submitted by members of our community. He also replaced CParser, which is slow, with FSM to parse our config files. Micket modeled a shark, a wolfhound, a mastiff and tuna fish. Some of his models have been textured as well (as you can see in the screenshot above). Stanislas69 has also been modeling a lot of different objects, among his first steps in animating. Scythetwirler fixed a bug in the rating system of the lobby bot.
    4 points
  2. For my mod I will include a "test" ship with units garrisonable on the deck. The pathfinder hgets confused because I think it runs separate paths for the ship and the garrisoned units, so the ship stutters and acts weird when you move it. I will include this test ship in a modified Ptolemies sandbox scenario.
    2 points
  3. <3 the people working on path finding i really can't wait to see the fruits of their work now, what i find more shocking is that you would actually play a game on acropolis i jest I don't actually mind the lack of formations, I find that cavalry units in particular have very nice movement now.
    2 points
  4. What is "very, very, very bad" about buggy, exploited formations taken out of an alpha version temporarely to get improved? Maybe think before you post?
    2 points
  5. added in http://trac.wildfiregames.com/changeset/15990 . let me know if the difficulty is now adequate.
    1 point
  6. It is very interesting. Unfortunately the pathfinding for the ship with units on the deck is really weird.
    1 point
  7. Prodigal Son: I understood that. Since this is a balancing branch thread (with the aim of maximizing playability for the current implementation - if I got that right) your solution is OK here. What I wanted to say is that IMO it is much more productive to improve the basic game system instead of fiddling around with the current, incomplete implementation that should be replaced in the end anyways (and with it your suggestion). But within this thread you're entirely right (and I was stupid to post here in the first place), so go on
    1 point
  8. I'll probably make a new topic for that. No need to bloat this one imo. Once I get that topic up, I'll probably lock this. My answer to when you first asked that still stands.
    1 point
  9. Nice report plumo , somebody know about pathfinder rework or any progress related?
    1 point
  10. I made Temple Vesta buildable and gacve it an aura that makes building around it stronger. Also made many civs have a shipyard (no model yet).
    1 point
  11. All the formations are disabled for movement, and the phalanx, syntagma and testudo only work for alignment IIRC. The pathfinder is currently being reworked, and the formations were causing bugs and frustration. When they are fixed (hopefully before the next Alpha release) they will be back.
    1 point
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