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Kimball

WFG Retired
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Everything posted by Kimball

  1. I think your brother knows about the game because you told him about it though... I'm not saying that age group won't enjoy the game, I'm saying that the majority of the people who know about the game are not in that age group.
  2. This may be a little late, but I suppose it can't hurt to clarify. Back in the day, I contributed a small amount of 2D and 3D assets (iberian corral, unit textures here and there). When Michael left, I was made Dept. Head for a while, but I didn't have nearly enough time to do the thorough job that Michael had been capable of, so my impact may have been negligible. Naturally, when he came back, I stepped down but retained my admin status as a community aid. I'm not sure how you want to account for that, but that's what happened.
  3. I'm not sure we've done such a great job marketing this game to kids. Our demo is probably 16+ at the very least.
  4. Just stopped in to let you know how far my jaw dropped when I saw this screenshot. Keep up the amazing work!
  5. With that being said, the team is on the market for some new contributors, specifically artists. If anyone is interested in helping make China in 0 A.D. a reality, feel free to email/FB/twitter me using one of the icons in my signature.
  6. Voted, and I'll be dĪ±mned if you guys don't deserve it this year. The game has come a long way, even in the last 8 months.
  7. The beauty of the game being open source is that you could release 50 new GUIs and users can pick out their favorite. I encourage you to keep working at it but I think, for now at least, we'll stick with the interface we have for the "official" design.
  8. Nathan, if only you knew how much blood, sweat and tears went into the current GUI...
  9. To be honest with you, we haven't gotten much done. Usually by the time we're able to rally the team and get started again, it's time for everyone to be busy again. Things tend to happen in short bursts.
  10. Don't speak too soon. I've only got a few days of no responsibilities here.
  11. Nope. Matthijs (emjer), Daniel (Kenobi), Robie (Brightgalrs), Ryan (Lonno), Dino, and a guy named Rastko have been helping with the art, Spahbod wrote a few RMSs for us, Misha/Firefax/Mikhail, Pureon and Yodaspirine have done some awesome map work for us, and a few native speakers have come out of the woodworks to help with translation and research. I just write the code and make the textures.
  12. Dusting off some cobwebs. Based on: Still needs a shield model, then I'll put together a texture template for that. I'll get rid of the seams tomorrow.
  13. Great start. I love the simplicity of your corral. Was the wood craftsmanship that precise though? The fence looks just a little too perfect.
  14. I'm not sure that you can't change an app bundle. They act just like folders (i.e. /Users/../Applications/0AD.app/Contents/Resources). I think this is how Wolfire does it.
  15. I wonder how much effort it would take to go the Overgrowth route and have an auto-updater (if you haven't pre-ordered the game yet, it's valuable just to see all of the things they're doing right).
  16. Took care of all of that today, finally.
  17. Full disclosure: We haven't done much since February. We appear to have recruited very busy people.
  18. This game does have historical roots. We've done our best to represent factions in the peak of their respective empires. Pitting them against each other in that state alone is unrealistic, but that's part of what makes this game fun. Likewise, including eastern civilizations is not an attempt to recreate history. It's a channel by which to re-imagine history. What if geographic complications hadn't prevented Rome from wanting to take over the Indian empire (which, it should be noted, is represented in our game several centuries apart from the Roman faction)? This game won't prevent you from recreating history's most famous conflicts, but it will permit you to explore your creativity.
  19. Yeah the game runs fine, but if you want to try to figure this out for compatibility's sake, I'd be happy to help out. Last full checkout was the day after Christmas.
  20. ==== Building test (release) ==== test_LOSTexture.cpp In file included from /opt/local/include/js/jspubtd.h:97, from /opt/local/include/js/jsapi.h:47, from ../../../source/scriptinterface/ScriptTypes.h:81, from ../../../source/simulation2/system/Message.h:21, from ../../../source/simulation2/system/IComponent.h:22, from ../../../source/simulation2/system/Interface.h:21, from ../../../source/simulation2/components/ICmpRangeManager.h:21, from ../../../source/graphics/LOSTexture.h:21, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:20, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: /opt/local/include/js/jsproto.tbl:67:5: warning: "JS_HAS_FILE_OBJECT" is not defined In file included from ../../../source/simulation2/system/Message.h:21, from ../../../source/simulation2/system/IComponent.h:22, from ../../../source/simulation2/system/Interface.h:21, from ../../../source/simulation2/components/ICmpRangeManager.h:21, from ../../../source/graphics/LOSTexture.h:21, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:20, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: ../../../source/scriptinterface/ScriptTypes.h:92:2: error: #error Your compiler is trying to use an incorrect version of the SpiderMonkey library. ../../../source/scriptinterface/ScriptTypes.h:93:2: error: #error The only version that works is the one in the libraries/spidermonkey/ directory, ../../../source/scriptinterface/ScriptTypes.h:94:2: error: #error and it will not work with a typical system-installed version. ../../../source/scriptinterface/ScriptTypes.h:95:2: error: #error Make sure you have got all the right files and include paths. In file included from /opt/local/include/boost/unordered/unordered_map.hpp:17, from /opt/local/include/boost/unordered_map.hpp:16, from ../../../source/simulation2/Simulation2.h:28, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:22, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: /opt/local/include/boost/unordered/detail/allocator_helpers.hpp:29:5: warning: "BOOST_UNORDERED_USE_ALLOCATOR_TRAITS" is not defined /opt/local/include/boost/unordered/detail/allocator_helpers.hpp:193:5: warning: "BOOST_UNORDERED_USE_ALLOCATOR_TRAITS" is not defined In file included from /opt/local/include/boost/unordered/detail/equivalent.hpp:16, from /opt/local/include/boost/unordered/unordered_map.hpp:18, from /opt/local/include/boost/unordered_map.hpp:16, from ../../../source/simulation2/Simulation2.h:28, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:22, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: /opt/local/include/boost/unordered/detail/extract_key.hpp:54:5: warning: "BOOST_UNORDERED_USE_RV_REF" is not defined make[1]: *** [obj/test_Release/test_LOSTexture.o] Error 1 make: *** [test] Error 2 Edit: It looks like you're right, and I'm just ignorant. The game runs, but does this error that I'm getting even matter?
  21. Tried again today because my build is now too outdated to work with the current version (some sort of camera issue prevents anything from rendering at all). Got this same error again. Any idea what might cause it?
  22. CC-BY-SA (same as 0 A.D.), but when we release we'll have a special offer for those of you who are willing to donate.
  23. For those of you who don't follow Scion on Twitter, our forum, or ModDB (awaiting auth), we've just posted our latest progress: http://www.moddb.com/mods/rote/news/were-back35 (Until it's authed on ModDB, you can also read it here: http://forum.sciondevelopment.com/viewtopic.php?p=882#p882)
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