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Wijitmaker

WFG Retired
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Wijitmaker last won the day on November 22 2017

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About Wijitmaker

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    0 A.D. Old Timer

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  • First Name
    Jason
  • Last Name
    Bishop

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    JasonABishop@hotmail.com
  • Website URL
    http://wildfiregames.com/users/jason/
  • ICQ
    110030290

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  • Gender
    Male
  • Location
    Seattle, WA

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  1. Yes, this is the answer. Kind of like Actor is the physical manifestation, the Entity is the inherent essence. Back in the day, we had something called "actor editor" which was a stand alone WYSIWYG editor that would assist in the creation and editing of the actors. I'm not sure what happened to it? It used to read and create and edit the actor files and format them in the correct way so that non-programming people would feel comfortable with xml files. https://trac.wildfiregames.com/wiki/Actors https://trac.wildfiregames.com/wiki/Actor_Editor Entities separated because
  2. I have a copy of the original vector. It should be on the website too in the press kit... Here it is: https://play0ad.com/about/official-logos/
  3. Yeah, it all kind of started with Michael's dream to convert 0 A.D. into his dream game he was calling "Age of the Aegean". I think the Hellenes were the first generic civ that was broken apart and split into multiple civs. When you look at RTS games 15 years ago (I'm not sure what is out there these days) you usually find that they are either many civs/races that are slightly different from one another (Age of Kings), or few civs/races that are drastically different from one another (StarCraft). Each Civ was supposed to have a general theme and favor a certain playing style...
  4. Probably a mute point... but this thread caught my eye. I had numerous discussions about this exact issue over a decade ago. There was a reason the original game design limited the number of civs. The civs were intended to branch as the game developed. So, for example - when you start the game you choose the generic civ of "celts" then when you reach a certain phase (city) then you are offered the strategic choice of either going with the Britons or the Gauls. Depending on what strategies and tactics you wanted to finish the game with (based on the sub-faction's strengths and weaknes
  5. Oh, and most of the old shield textures live here: https://wfg.itms.ovh/?dir=oldfiles/users/files/art/members/stag/shlds These originals were made in a much higher rez. You'll have to probably install one of these... Anything newer than v6 should work: http://www.oldversion.com/windows/paint-shop-pro/ You can export a .psd file if you'd like from psp.
  6. Ah, yes - when making Buildings (and weapons) we thought it was redundant to make a unique building texture for each building at the time, when we were trying to be consistent in the theme and look of a building. Probably shouldn't have done that in hindsight, but we didn't know in the future there would be AO and normal mapping capability. Also had no idea that we'd be releasing the game 20 years later on "super computers" (or we would have thought at the time). Compare the textures of 0 A.D. with those of Age of Mythology - even our old textures were quite a bit higher quality.
  7. Do you have an example handy? I'm guessing that merged textures were used for GUI applications? Shared textures were used with buildings. You got to remember that 15 or so years ago our minimum specs were: CPU: 1 GHz Intel or x86 compatible. RAM: At least 512 MB. GPU: Any supporting OpenGL 1.3 with 3D hardware accelerated drivers and at least 128 MB memory, e.g., Radeon 9000, GeForce 3, or similar. OS: XP, Vista, 7 or 8. Resolution: 1024×768 or above. I'd wager to guess that most all our phones today have 10x the computing power :p
  8. Yep, we thought casual modders would find it easier to tweak textures than to tweak models. All you had to do was save your texture in the folder structure and make a tweak to point to the new file in the actor editor. Easy as pie
  9. Ooo, sorry. Maybe someone can pull it out of archives so you can see it.
  10. I like your eye candy. It reminds me of the original intent with the UI. I was intended to be very circular and orb like. We had planned to do lots of context sensitive commands that appeared around objects that we're clicked to minimize the mouse cursor travel all over the screen. It was annoying at 1024x768... I can't get imagine what it's like in 4k. Another:
  11. Fun factoid... City phases (at one time) were planned to be associated with each territory. Not simply an upgrade that effected the entire map. So, if you managed to establish (or capture) a second CC in an opposite corner of the map, it would grow independently from your first original CC.
  12. This was some of the back story of the 0 A.D. RPS (Rock Paper Scissors) Dynamics: Not sure if it is helpful at this point...
  13. Yeah, we didn't have stables as part of the design document because... the designers at the time didn't want to blatantly rip-off age-of-empires games. We were trying to simplify the flow of the game and focus more on unit-to-unit interactions instead of building buildings. Less city building feel - more tactical. The codes for the buildings were just shortened to keep file paths and references shorter. Less typing, less bytes... etc. Nothing magical
  14. Dnas made a lot of the helmets. For those that have access to this archived forum - see here: https://wildfiregames.com/forum/index.php?/forum/177-dnas/ Looking good guys
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