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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. 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.
  2. 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
  3. 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.
  4. 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
  5. 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
  6. 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?
  7. 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?
  8. 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).
  9. could you post a link to that page, I can't figure out how you get to it to trouble shoot it
  10. Deacon you need to go to: Tools => Options => Privacy => Cache => Clear That should get you the favicon back where it should be
  11. 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
  12. Ok, fixed the 0ad font size issues, and fixed the 0ad code/quote look
  13. *Arg's report of small 0ad font Thanks for starting the thread Nate, I'll get started on some of these
  14. Interesting... why do you Candians suppose the political ship of the people is changing course after the last 12 years?
  15. Thanks and welcome to the forums Just for clarification, prior to completion (while the WFG is still in development) we most likely will not open source the project. Mostly for the reasons stated in this thread here already. However after release - depending on bugs, feedback from players, number of interested parties, etc... we are seriously considering open sourcing the project. One of the goals being to empower more hobbyist independant game developers.
  16. Oh us artists use quite alot of tricks that we've got up our sleeve as well as perfecting techniques and always brainstorming on how to make things better.Yeah I think Matei was just making note that we aren't really doing anything fancy with our art besides player/object color. No gloss/specular maps, no diffuse maps, no bump maps, no fancy 3d materials - just pretty much plain old flat 2d diffuse maps (with some some transparency here and there).
  17. My, these last few months of 2005 have disappeared in a flash. This year has been an amazing year in terms of progress. So much has been done, but so much remains. I can not tell you how much the support the fans of the game mean to the people working on the project. Thank you again for your ever present encouragement. Please continue to stand with us as we approach the finish line of this grand adventure. Here are two small thumbnails of newly released screenshots that we hope you enjoy. You'll find the screenshots in our album HERE. [img center]http://www.wildfiregames.com/~art/screenshots/celtic-onslaught-thumb.jpg[/img center] [img center]http://www.wildfiregames.com/~art/screenshots/celtic-onslaught-03-thumb.jpg[/img center] Unfortunately, I'm unable to name one single member of the month for November, December. There has been a tremendous amount of work completed this month by a number of people and there just isn't a clear cut individual. This is a team effort after all, and that showed this month in a big way. Thank you all! Notable staff accomplishments for the month of November and December: Improved elevation painting in the random map generator Updated the Cantabrian Highlands random map with eyecandy and more complex terrain Several new trees Atlas: Terrain texture painting and blending Atlas: Entity placement Implemented auras. (allows us to implement resource collection specifications, hero morale, entity conversion, healing, and much much more!) Converted and updated entities (organization, formatting, attributes, and more) to an improved format Updated documentation for entities to reflect new format Fixed a number of gameplay bugs, such as button interaction problems, crashes when a building or tree was tasked to move, crashes when projectiles hit dead units, immortal units, corpses that you couldn't walk over, problems with animations on ranged units, and training UI functionality. Enhanced the entity order system to make it more flexible and moddable. Several new terrains New helmets Entity documentation Heal action (now obsolete - with the new entity order system... but hey it was an accomplishment!) NU splines (for cinematic camera) End of game hack Nine new ambience sounds for structures created by Avenue Audio Mocked up Ambiences example of how they will be used in game Atlas: Entity/actor placement, movement, rotation, etc Atlas: Toolbar Celtic Structures updated and tweaked Celtic Fortresses (2) Greek Special Buildings (2) Greek Siege Weapons (3) Greek Super Units (4) Greek Ships (3) Greek Heroes (5) Redid the female meshes (3) and animations (2) New animations (15+) Misc. UI artwork Six new history articles: Biography: Lucius Sejanus Battles: Battle of Milvian Bridge Biographies: Diocletian Biographies: Clovis Biographies: Trajan Biographies: Germanicus Caesar Transparency in the renderer was optimized Linux compatibility improved Render Stats updated Minor cleanup in patch rendering Optimization of line of sight (fog of war) Officially eliminated all .png files and replaced with .dds Improvements with .zip files Minimap updating optimization improved Atlas: Improved texture blending Sced (our old editor) has been replaced with Atlas (our new editor) Few fun camera modes added (lock, unit view) Profiler output to an text file
  18. Merry Christmas! Hope you all have a wonderful day with friends and family in this festive time of year
  19. I can understand that Something you have to keep in mind is that RPS dyamics was created years ago when computer had difficulty trying to simulate real warfare. For example, in games like the original AoE (or perhaps even older?) there was only one type of an attack (no peirce, hack, crush, etc...). So in order to have their little 16bit-pixel-sprite-spearman an advantage over a knight was to code in a bonus that says: versus a knight the spearman has a 50% higher attack strength. Well, games (and computers that run those games) have developed to a point that we don't have to use RPS dyanamics as a crutch to try to relate realistic simulation to the players. We can actually simulate most things quite effectively without. And this is why we won't be hardcoding bonuses for units in the game. We instead will use the game as the engine that drive the simulation dictated by the unit statistics (in their entity .xml files).
  20. Amazing how the internet can give a voice to such an array of viewpoints on this little blue ball some call earth. What's fearsome, the video or the comments below it?
  21. Cool, nice list! Thanks Mabuse Zeus (Jeffrey) is out for a bit doing some webprogramming stuff, but I'm sure he'll catch this when he returns
  22. Why thank you We probably won't post a screenshot of the ship because we are still working on issues of scale for ships and we'll wait till our water can do some neat sky reflection effects and bump mapping (which it doesn't at the moment).
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