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Everything posted by Wijitmaker
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Yes very nice indeed! Much improved over the heads on butts versions in the origional game. So did you do that texture work or were you involved mainly in the researching? I checked out the webpage. I didn't see at first glance a list of people contributing to the project. About how many of there are you? How long has this been underway? What stage are you currently in? Whats next? Paul, check out the nice bit of history legwork they did here, click on the circles left and right: http://www.europabarbarorum.com/factions.html Haha, just noticed they had the balls *pun intended* to do a historically correct Gaesatae warrior
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Welcome, and feel free to post a link. I'm a bit of a Celt fan myself and would like to check it out What do you contribute to the modding effort of Europa Barbarorum?
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Our very own Damian Kastbauer (aka LostChocolateLab) and Carsten Rojahn (aka carsten) have recently arrived back safe and soundly from an adventure down in San Jose, California. They both had an incredible time I hear, and are quite excited to put all of what they learned into practice. Carsten also won a prize for Sound Design in the G.A.N.G. Student/Apprentice Competition! Click here and here to read more, and then download this to hear his submission. So, what does this mean for you the fans? Well two things actually. 1) You can read this great article written up: Conclusions from GDC 2006 by Sound Dept. Manager Damian Kastbauer (LostChocolateLab). For those who are interested in attending a Game Developers Conference in the future, it is a must read. 2) You get to see a little clip of a demo that was put on Carsten's demo reel that he took with him from the show. This short clip is video captured in-game from 0 A.D. (with a special black terrain as the background) and it features two hero units in combat. There is quite a bit of teamwork involved in what was needed to make this video happen, and I won't even try to give names... BUT, the sound work was done by Carsten, and the music by our very own Boris Hansen. [img center]http://www.wildfiregames.com/~soundfx/movies/verc_vs_deme.jpg[/img center] View the movie by clicking HERE.
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Last week there was a post in our forums asking if it was possible to release more information about what is going on with the development of the game. After some thought, we decided a good way to give the public some inside information about what is going on. What you now see in the left had column of the webpage is a modified version of our revision log. What is a revision log you ask? Well, what it is - is a detailed report of all the changes being made to the game. What you see in the log is the notes made by the person who made the change/modification/addition. So, basically this log gives you up to date information of exactly what work is being done on the game. Every entry in the game gives the revision number (there have been 3700+ revisions so far), who made the revision, the date, and the description. The reason I say it is 'modified' is because it is a summarized version of the full log. You won't see some of the boring things like automated rebuilding or information we can't show you for game security purposes. But, you now have instantanous information about what is going on in the development proccess. This will probably mean less detailed monthly summaries, and instead we will try to just hit the highlights and feature the member of the month award. We hope you enjoy this new feature of the webpage. Let us know if you like it!
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As I mentioned in post #8 when I first posted tha list: Not all civs get all classes of units. You have some good ideas there Belisarivs
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We have recently updated our application form (Click HERE) to include some positions that have recently opened up. Have a look at that first drop down menu titled "Available Positions" and you'll see a complete listing. If you have any questions about the details of these positions, feel free to submit a query on our forums or the contact form and we will be happy to give you a prompt reply. As a non-profit game developer we can't offer you any money, but we can offer you a chance to work with some great people and in a great environment. This is done, all in an effort to help your game development experience to grow, in addition to making a great game.
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[img center]http://www.wildfiregames.com/images/ken.jpg[/img center] It is with great sadness that I bring news that our close friend, head of the 0 A.D. design department and co-lead designer of 0 A.D. has passed away after a long fight with cancer. I had the honor of getting to work with Ken over the years through the design process of the game. This includes nearly seven hundred emails, thousands of forum posts, and even a few phone calls. He was so instrumental in the first few steps we made on this crazy journey. The fact of the matter is that without his support, insight, and overwhelming amount of time and energy he contributed to this project, you would not be reading this because the game as we know it wouldn’t exist. Ken poured so much of his personal passion into this game. I wish I could have given him the final copy of 0 A.D. before he left us. I know many of you didn’t know him, but I will carry him in my heart for the rest of my life. We here at WFG offer our deepest sympathies for the Wood family and thank you so much for sharing him with us these last few years. He taught us so much, and had such a big heart - not just for the game but for all the people he was in contact with here. For the team, I’d like to refresh you with some more of that ever present support, here is Ken in his own words: If you would like to read more about Ken, we have his profile HERE – and an interview HERE. If you would like to leave a note for his family, I encourage you to do so HERE. We are going to miss you Ken.
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He's headed to the Connecticut studio. You should connect with him Brendan on messenger. If you need his contact, just let me know.
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OK seriously, is this game going to happen?
Wijitmaker replied to Achilles_Knee's topic in General Discussion
I was going to write a lengthy reply, but I think you pretty much summed it it up. I don't either. I don't want to beat a dead horse here, but there is only so much one can do with extremely limited funding - but more importantly limited time. After all this isn't a full time job for any of us. We are working as we are able to with the trappings of real life (school, homework, jobs, family, friends, etc...). I could show you chat logs, forum discussions, quanity of revision updates, but - your right, none of that really matters when all your looking for is the final product. When we set out to make this game, we had 2 options in how we were going to go about it. 1) Get the community involved so they could watch our progress and follow it along or 2) work in isolation till we reached a state where we had something 90% completed before we reveiled it. We chose the former. Perhaps you would have prefered the later, but you wouldn't have even known we existed. Alrighty, we'll see you then. Hopefully we'll have some signs of life that are more to you and your friends liking. -
OK seriously, is this game going to happen?
Wijitmaker replied to Achilles_Knee's topic in General Discussion
No need to get excited Andrew, he's just making a valid point. I'd like to make a point also, but don't have time here at work. Later tonight -
OK seriously, is this game going to happen?
Wijitmaker replied to Achilles_Knee's topic in General Discussion
The game was in design from Summer 2001- Summer 2003. Coding and official creation of the first prototype art assets began then. We have been officially in development for 2.5 years. No, you probably won't see anything released anytime soon. We may have something for a small group (core group) of individuals for testing this summer. We have no illusions of gradure. This game is made by people in their spare time with little to no industry experience in game development. We can't create games as fast as the pros, and we probably can't make games as good as them either. That being said, it doesn't stop us from trying. 0 A.D. doomed? Depends on how your looking at it. Anything we release at this point would be considered by many in the hobbyist game development community as a success for virtual amature game development. If your trying to make a comparison of 0 A.D. to games like AoE III, or BFME II, your right - I think that comparison is doomed. It is something that is unachievable - they are making games on million dollar budgets and ours is $0.00 I think when its all said and done, I hope to have a game that is as sound in RTS as Age of Empires (the first one), with a few new features that we hope people will enjoy. I also hope that we will be able to continue to leave the game as open to modding as possible so that people outside the team could take some of the tools we have given them and continue to build on the foundation we are establishing. The game is going to happen if it takes another year or two or five. The game could 'happen' right now if people really wanted. It isn't feature complete, does the community want a game that isn't even finished? Currently it isn't all that impressive, many missing components of basic RTS games (technologies, computer player AI for single player), incomplete sounds/art/music, no single player scenarios, very limited selection of random maps, unproven multilplayer capabilities, etc. So, sorry to keep you all waiting - but unless your a programmer, or artists of some type - I'm afraid thats all you can do. As far 0 A.D. being obsoleted by RAF, in some eyes it may be. I really don't have a good idea of what their game is though. The impressions I have is that is its a hybrid FPS with a RTW style gameplay. If so, it is really nothing like our AGE/C&C type RTS game (well except for the setting, though they take a much more hollywood approach to their history). I'm not sure exactly what Midway is doing with it after they stripped it from SSSI, its already been delayed. If you could point me to some information - I could help point out the similiarities and differences for you. -
hehe - indeed Stamina is basically a feature that is linked with running. So, as you run the unit looses their stamina. When the stamina is depleted they will not be able to run anymore. It may sound insignificant, but it opens a huge door of possibilities to both developers and modders (in the future) for some really creative features. Feel free to speculate
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This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of January: Jan Wassenberg (aka janwas): Now, I don't mean to be funny, but there is something very beneficial that Jan worked on this month that was put into the game. I'm just not sure exactly what it is. It is something to do with low level file loading, zip libraries, memory, speed, and optimization. What I do know is that the game runs better than it did last month. I try not to ask too many questions *wink*. Jan was able to use his work on this as part of his thesis for his university. Maybe he'll stop by with a comment later to help describe this better. Thanks Jan, and a job well done! Thanks also to Matei and Andrew who both accomplished a lot of goodies this last month, some of which are noted below. Team accomplishments for the month of January: Jan's low level optimizations Added pause game functionality Completed conversion to generic order system Started development of more advanced attack system (melee, ranged and charge attacks) Fixed a number of bugs (divisions by zero, etc...) Added player selection in Atlas Entity notifications Implemented run/stamina Minimap updates: drag and order issuing Cinematic player now works Defined additional parameters for the playing of ambient sounds Outlined Intensity/Priority/Listener Position/Groupling/XML/Proximity/Randomness. GUI progress in the user config menu More Linux build updates Reinstated the ingame manual to its rightful place 15 new humanoid animations Upgraded the forums and made 3 new forum skins Three new history articles: Biographies: Pericles Biographies: Cunobelinus Biographies: Caradoc
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Ok, thanks - looks like I'll have to start from scratch on that bad boy. Any requests for a 0 A.D. theme rework while I'm at it?
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Yeah, I'm not sure why either because the html quick tags are exactly the same in both skins. So it must be something in what those quick tags actually do, but I haven't figured out where that is to look and see... Have you tried it in the TLA skin?
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Ah, ok I see what you guys mean. Hmm, very strange. I hope it isn't something deep within the skin code, and might be something easy to fix (easy!? ha!). I'll look into it Edit: well, it doesn't look like its anything obvious. So, its probably something different at a deeper level in php variable stuff that I have little to no knowledge in. I'll investigate further when I have some more time - or start the skin from scratch (it has some other wierd bugs that I'm not to fond of - and I am currently just finding it just plain ugly in general at the moment).
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could you post a link to that page, I can't figure out how you get to it to trouble shoot it
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Deacon you need to go to: Tools => Options => Privacy => Cache => Clear That should get you the favicon back where it should be
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Hmm, thats very strange it seems to be working fine for me. What browser are you using? Try hitting this to start fresh, and lemme know if it still gives you problems: Mark all posts as read
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TLA skin - updated
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Fixed the contrast of the top links
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Ok, fixed the 0ad font size issues, and fixed the 0ad code/quote look
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Ok, avatars fixed, emote-icons fixed
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*Arg's report of small 0ad font Thanks for starting the thread Nate, I'll get started on some of these