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Vaevictis_Music

WFG Retired
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Posts posted by Vaevictis_Music

  1. The History Department is happy to reveal another article by freelancer Cory McConnaughy aka Titus_Ultor. In this example Cory discusses the basics of Aristotlian beliefs and philosophy. Well written and highly informative, whether or not you know anything about ancient Greek philosophy or not.

    While you're are at it check out Cory's biography of the Iberian freedom fighter Viriato and the biographies of several ancient figures recently written by Joshua aka Shogun144, all of whom will be featured in the release of 0 AD.

  2. Some got it right away, some didn't - but just to be on the safe side: Yes, 1st of April is over, and no, we WON'T be merging the two projects to create a hybrid.

    To prove it, let me just emphasize that a new REAL screenshot was posted just before the 1st of April, but it probably got lost a bit during the whole April 1st thing. The screenshot features the Iberian civ. Make sure to go and see it here.

  3. [img center]http://www.borishansen.dk/sauron7.jpg[/img center]

    As of today, it's offical. 0 A.D. has merged with its sister project, The Last Alliance. While the reasoning behind this is very complex, 0 A.D. Project Leader Jason Bishop summed it up nicely: "It just felt right."

    The two large teams will now form one huge team dedicated to making one single game, which mixes the historical realism of 0 A.D. with the Tolkien-esque fantasy of The Last Alliance.

    What will this mean for the game? First of all, it will allow you to play out extremely cool hypothetical scenarios, such as "how would the Hobbits have fared against the Roman empire", or "what if Hannibal had had access to oliphaunts instead of elephants?"

    Secondly, with one huge team working on the game's assets, production will speed up, but of course, a lot of the existing work needs to be redone, too. We've optimistically pushed the public beta back to early 2008.

    The name of this new game is still under discussion, but among the best name suggestions so far are:

    - "Mordor A.D."

    - "Rise of War: Total Sauron"

    - "Romans and Ringwraiths"

    - or simply "0 A.D.", but with a ring-shaped 0.

    Look for a poll where you can help decide the title, and check back soon for more news and screenshots.

    Also, a few more details can be found on the TLA Website.

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  4. It's a clear sign that 0 A.D. is evolving: We've just 'hired' our first sound designer! Welcome to Damian Kastbauer (aka LostChocolateLab), who will be responsible for creating and editing sound effects such as ambience, battle effects and voice recordings.

    Damian is skilled in audio sculpting, asset management, and implementation of specific details. He has a full-time job 40 hours a week, and works on video game sound effects 20 hours a week.

  5. Now posted in the Biographies section of the History Archive is the story of the great Iberian hero Viriato, written by Cory McConnaughy aka Titus Ultor. He details the life of the humble shepherd who rose to challenge the encroaching might of Rome. A fine read!

    In addition Joshua (Shogun144) has been producing myriads of excellent biographies on the famous heroes appearing in 0 A.D. While taking a look at Cory's piece be sure to check out Joshua's work as well!

  6. Simple enough. Once you've made the subtraction, you will always end up with a number which is a multiplication of 9 (9, 18, 27, etc.) The reason for this is that whatever number you choose, if you had chosen the number 1 higher, you would also end up subtracting 1 more - hence, the number from 20 to 29 all land you on 18, 30-39 land you at 27, etc.

    So in the table, they simply insert the same symbol on all of the possible end numbers. It randomizes which symbol is the 'magic' one, though, for that extra 'creepiness' factor.

  7. The 0 A.D. team is looking for a sound designer to plan the implementation of audio effects in the game as well as create them.

    These are the qualifications that we're looking for in applicants:

    1 - Samples of previous work in sound design.

    2 - Previous experience in sound design.

    3 - Previous experience in implementation of audio in games. While you will not be required to actually work with audio programming (we have a dedicated audio programmer for that), it will definitely be a benefit if you know the ins and outs of how audio works / should work in games.

    4 - The ability to do sound recording. This is not a requirement, though.

    5 - Teamwork abilities.

    6 - Dedication and the will to 'see it through'.

    These are the tasks involved:

    1 - Designing the audio for the game. The audio effects will, among other things, include natural ambience, battle effects, unit responses and interface sounds.

    2 - For the ambience and effects, it goes without saying that we require custom-made, non-copyrighted audio tracks. However, you'll also play a major role in deciding the 'when's and 'where's of how audio will function in the game and in what amount. There's no drawn-up plan for all the needed sound effects at this point, so there's plenty of room for creativity from your side.

    3 - As for the voice acting, we're slowly getting together a cast of voice actors from all over the internet. Therefore, you'll also be involved in the process of cleaning and optimising voice recordings, as well as generally having an overview over what we have and what we still need.

    Go to the application form page to apply if you're interested!

  8. Everyone, welcome Matt Green (aka xtizer), the newest addition to the programming department.

    Stuart (aka Acumen) introduces:

    "He has a degree in Electronic Communications under his belt and worked in communications software for a while. His major claim to fame is that he's worked on a number of computer game titles for the GBA, first for Software Creations, then Acclaim. Licensed titles for a younger audience (read: marketing gold mine) such as "All Star Baseball 2004" and "Simpsons Treehouse of Horror".

    He co-wrote the core engine used for these and other off-shoot titles, and was the Lead Programmer for his last two projects at Acclaim ("Stuart Little 2" and "Rugrats Castle Capers") before his team was given the boot."

  9. No - what Adam is talking about is not removing segments of the track, but rather certain frequencies in which the voice lies. It depends a *great* deal on what the background music consists of. Sometimes, the instruments and voice overlap very little in frequencies, and other times they're virtually inseparable.

  10. It varies a great deal from culture to culture. Some, like Celtic and Persian, have a distinc music style associated with them. Others are a bit more obscure, and for those, I tend to associate them with an image or a concept. For this track and the Carthaginians, I've built on the image of the Carthaginian war elephant and the slow, monotonous marching interrupted by fanfare-like horns.

    In general, though, my main concern is to keep style consistency within the music set for each civ.

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