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feneur

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Everything posted by feneur

  1. It's very user-friendly, but it's definitely not "new user friendly" =) Once you get to know it it's fairly useful, both in that you can customize GUI a lot and that you can use shortcut keys for a lot of things as well. But yeah, I can imagine it being a but troublesome for new users, especially if you already know some other program and how that works and need to "relearn" how to do things
  2. You are allowed to use any program you want, however the files which go into the game need to be made available freely under the CC-BY-SA license.That's the only real restriction in that sense It's of course nice to use free/open source software as much as possible though, especially since that allows everyone else to be able to use the same software (since we're using formats that should be supported by multiple programs this shouldn't be an issue in theory, but in reality there are unfortunately issues sometimes when importing/exporting files from a lot of different software). It's your choice of course, but if you only have a time-limited copy of Maya it's probably a good idea to use Blender anyway
  3. Not sure where you got that. The units will indeed have stamina, see http://www.wildfiregames.com/0ad/page.php?p=10066 for info on how we imagine the overall concept to work. It might not be exactly like that in the end, but the overall concept should be the same.
  4. If you've been reading the latest development updates the name myconid should be familiar to you. If not: he's the one who's been working on adding lots of new graphics capabilities to the game, which have made the game look a lot better (take a look at the latest development updates/the last release announcement if you haven't already to get a glimpse of what he has made possible). Because of that it was not a difficult decision to make him the featured contributor this time, and without further ado here's a quick interview with him: Tell us a bit about yourself My first encounter with programming was on an Mac Classic II, where I discovered Hypercard and Basic - I feel ancient just thinking that was over 20 years ago! A bit later I got a PC demo of Macromedia Director 4 (the Flash of its time), which was in many ways similar with Hypercard, but its Lingo scripting language was much more flexible... and it had colour too. Then I found Borland Delphi 1 Freeware on a PC magazine's cover CD, and that's when I really started getting into programming. Maybe it won't surprise anyone that my first big programming project (sometime circa 1996) was a collab with a friend to make an adventure game engine in the style of SCUMM (think Monkey Island, etc). We actually got pretty far, and had our own scripting language, pathfinding, hi-resolution graphics... Anyway, after a while I moved to Borland C++, discovered the internet and then the Open Source community. A couple of Computer Science degrees plus a "few" lines of code later, programming is my full-time career. Since in my day job I don't get to make games, here I am indulging my 27-year-old inner man-child! What have you found most interesting about contributing to 0 A.D.? Well, two things. Firstly, I'm here because I enjoy the challenge! I love hacking (in the R. Stallman sense), and graphics programming is definitely something that fills the bill for being both challenging and intellectually stimulating. Secondly, I've always been a huge fan of open source and libre culture, and I think it's an absolute triumph that a team of highly talented people has come together from all over the world to create a game of such quality. I'm both amazed and humbled by what the free, worldwide internet has enabled, and I'm proud to be part of it all. Anything you want to add? Now that the postproc manager is over and done with, I'm wondering what my next task will be. Have you ever noticed that Pyrogenesis can't really do lighting? As crazy as this sounds, maybe it's time we replaced our forward renderer with a deferred lighting solution*, as used by other modern AAA titles like Starcraft 2... though you can forget about keeping the fixed renderpath then. * I've been asked to explain WTF those things mean, but the explanation came out a bit longer than I had intended:
  5. I think we'll have a "Your units are being attacked" alarm sound when units are attacked, and only have battle music play during actual battles. Exactly how to define a battle is the main issue though (and the reason for this thread ).
  6. The ships are already animated. At least the oar movement, don't remember if they have idle/sails up/down animations though as the naval combat(/movement for that matter) really isn't working yet so it was a while since I looked at them in-game.
  7. Personally I think it better fits one or two of the civs in part two (Scythians/Huns) to not need territories, and to some extent not need actual buildings at all, but rather wagons or something similar to simulate their mobility.
  8. Unless we add some other choice to make it will not be included as the sub-civilizations now have been made into full civilizations.
  9. Something like those would be nice, but it would be great to try and do something at least a bit differently. The sword in the ground seems to be what almost every game does As this is not just a game of fighting battles it would be nice to have something that includes the destruction of a city rather than just a battle-field imho
  10. As for the speed (of the gameplay, the performance is another thing, that will be fixed for sure): I can see how you get that feeling from a singleplayer match, try a multiplayer match though, and I'm sure you'll get another impression (Especially if you play against quantumstate =) ) You have to remember that since we have military-capable units available from the start you can raid pretty quickly. Either way it should be possible to add a few different match types where things like build speed and unit creation speed is increased, and we will most definitely add the possibility to increase/decrease the overall speed. Territories will definitely stay in, it should be possible to add a non-territory match type though. Have you played Empire Earth 2 (the expansion version, the default is certainly a pain ) or Rise of Nations by the way? Imho territories work well in both those game (they are of course not limited to the ancienct world, but still), though they're done differently in both of them.
  11. We always require more of them We require more people with most talents most of the time, some things like programming certainly are better done by fewer people doing more/staying with the project longer as it may take a lot of previous knowledge to be able to do more than the most basic things, but art is different after all As long as you have decent skills you should be able to get something worth including in the game done pretty soon And welcome to the forums of course
  12. I'm personally against that, partly because it adds complexity to the implementation, but mostly because it would kind of ruin part of the purpose of battle music: to make sure you're aware that a battle is going on. On the other hand it would add to the other purpose: making battles "feel" differently from the rest of the game. But still, most of the time you're in the middle of a battle you'll want to either focus on the battle, or just quickly switching back and forth between economic duties elsewhere/bringing new troops to the fight, so I really don't think having the music fading back and forth would add very much.
  13. Also: Are you changing where to install the game? If you install it in the default location it should not ask for Admin access, so something is not working as supposed somewhere.
  14. The current treasures in the game doesn't need to be brought back to a dropsite no.
  15. Yes, we'll have to see exactly what the final result will be, but the idea is to include both more (non-game related) history info and a proper in-game manual
  16. Yeah, I understood Michael's idea to be dependent on the wonder. The "tech" would just be to determine which effect the wonder would have.
  17. For any later version of 3DS Max Collada (.dae) support should be built in iirc. I don't have Max installed so I don't know the exact menu commands etc, but look for Collada/.dae in the export.About the requirements: For buildings you can go higher than that, especially for rarer buildings. Generally speaking I think the things to be cautious about are: gradual transparency, how detailed animated objects are, and to a lesser degree model resolution/texture resolution. And of course, units/buildings/objects which there will be fewer of on the screen at the same time/are big enough to take up a lot of the screen can be more detailed.
  18. It's not in the game folder, see http://trac.wildfiregames.com/wiki/GameDataPaths for where to find it.
  19. No worries, the more information the better, so there's no reason to scold people for not doing it earlier
  20. Statistics are already collected for technical information (and opt-in, so only those who agree to submit the information have their information submitted), so it should just be to add more things you want to track to include more information.
  21. You do have one, otherwise the game would not run However you might not have a dedicated graphics card but rather one that is integrated with the motherboard, that doesn't mean it isn't there/doesn't support 3D though
  22. To some extent you've already begun your application process since you're already creating things, so I don't think this thread will get a lot of replies (just keep up working on things and if you keep having a good attitude towards constructive criticism of your work and the quality is high you will be asked to join in a more official capacity later ). Thank you for posting this thread though to make it more official. As a general comment: It's generally not a good idea to include everything you've ever done when you're applying for something, but rather just the very best things you have done. It doesn't matter much in this case since we know you and have seen some of these before and know that they don't necessarily show what you can do right now, but if someone would just see these things without any previous information he or she might even doubt it's the same person who has created them all. Some of them are ok, some of them are good, some of them are great, and some of them are bad. If you just show the great ones (and maybe one good one if it shows you've got other skills than the great one shows) you will give people a much better impression of your skills. (Especially since it's easier to remember bad stuff than good stuff, so even one bad image might make you think the good ones are not as good as they actually are.)
  23. C was for configure unless I'm incredibly mistaken But I guess this is one more "vote" to change it to something else =)
  24. It already does that to some extent, and we hope to make the detection better (and eventually set just the settings a player's graphics card can handle) as the development moves along. You will definitely always need a graphics card with 3D capabilities though
  25. I think he meant that he wanted to be an official team member (and if he keeps up like this that seems like a good idea ), but thanks for keeping the credits up to date
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