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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of October: Jan Wassenberg (aka janwas): Jan has always been a sure and steady hand in the programmers department, doing the work that seems to be rarely mentioned in these monthly reports because they are mostly bugfixes and numerous additions to the low level code that is hard for most readers to grasp. Yet, without his hard work we would be frustrated beyond belief. Jan also played a large role in the hiring process for the latest recruitement job. Thanks Jan! We salute you! [line=200][/line] Notable staff accomplishments for the month of October: Implimentation of Line of Sight (including Fog of War, Shroud of Darkness). Optimization of Simulation speed. Atlas: Implimentation of terrain brushs (standard/custom) Atlas: Improved ease of compiling Biographies: Demetrios I Poliorketes, Darius III Codomannus, Seleukos I Nikator Supersized screenshots Improved DXTC compression Established initial XML spec for controlling OpenAL, group, and actor/entity/sound file specific parameters Initiated design for high level computer player AI scripting Continued creation of Greek unit art assets New flora and geology actors Evaluated various defect tracking solutions Set up, tested, customized, and settled on Flyspray Created Doctrine with Mission, Vision, Objectives statements, and FAQ for FPQA department Several low level optimizations Improvement of debug outputs Support for uncompressed .dds files (to replace .png) Made model rendering significantly more flexible from an optimization point of view Overall time spent in the renderer reduced by about 35% in some cases New programmers spent the month getting orientated with the project More documentation in Wiki (especially with Entities) New layout for session creation UI menu in the game (and more options). Coding Convention templates updated and established First official ship for 0 A.D. created 2nd stage of the Celtic structures are completed Few new concepts for the Persians units have been roughed in
  2. same problem here - it doesn't save my session passwords anymore...
  3. The forum has a bug with usernames for some odd reason - Hopefully Tim can correct the problem soon.
  4. Hey long time no see icewyvern Project is going well (check out the news archives if you want to travel back in time). Hope all is going well with you. Have you heard from Render, Nomad, or Aga in the last year? Haven't seen much of those guys either.
  5. Allow me to translate for you. Morgan is putting together a FAQ for the Quality Assurance Testing (the group of people that will be basically alpha/beta testing the game - finding bugs and reporting them to the dev team) If there is anything you would like to know that you think belongs in a Frequently Asked Questions document - now is a good time to ask! Examples (some of Morgans included): * How often is a test build released? * How many hours does it typically take an individual to test a build of the game? * How do I apply to be a tester? * What kind of a computer do I need to test with? * Is there any special equipement/software needed to test? * How many testers will there be? I'm sure you can think of more. So if you have any questions about testing the game, tester, or the process of testing - please ask, so that Morgan can type up the answers in the official testing FAQ.
  6. I just pulled the name of some greek map I had on my computer. I did a google to confirm it's existance and found this: http://www.mlahanas.de/Greeks/Cities/Tanagra.html
  7. Bummer, the team was making some fine progress too. Our very own project "The Last Alliance" could potentially have the same problem that KQIX is having. Currently, the TLA team is praying to dodge the bullet with this: http://wildfiregames.com/tla/legal.html Read over that, perhaps the same might apply to KQIX?
  8. This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of September: Matei Zaharia (aka matei): You see the first five accomplishments in the list just below? Yeah, well, Matei single handedly tackled the first four and helped with the last. This last month he was our "seek and destroy" programmer. Thank you Matei! May many more tasks fall to your sword in the coming months! Accomplishments for the month of September: Expanded some key aspects of the Random Map Generator (classes and constraints) Created two prototype random map scripts Added health bars above entities when selected Groundwork laid for building construction in game There is now water in the game! Organized and trained a group of guys (XML Monkeys, as we affectionately call them) to do in-house XML work Hired Morgan Ramsay as head of FPQA (Quality Assurance) Groundwork for AI Design Two musical scores Preliminary interface soundfx More sound department documentation 20 more terrain textures New WFG website RAW website updated with css and standards-compliance Many bug fixes More technical documentation Resource manager updates (specifically texturing) ASM code and self-tests Many interviews Hired four guys to help out the programming department: Joe Cocovich, Will Dull, Nicolai Hähnle, and Walter Krawec Hired Allen White to the art department Functions for Line of Sight and Fog of War Caged the Camera NASM/Premake Integration More gaia eyecandy actors Atlas updated with Terrain editing, map loading, and camera controls Reorganized actor structure Forums upgraded GUI script updating continues "Foreign Rule in Egypt", "The Battle of Chalons" and "Thracians" Investigated normal mapping Several Roman structures are completed First draft (elevation) of real world maps were created
  9. Thanks Tim! See on the right side under the 'latest images' - the poll doesn't show up anymore. All I see is: What aspect do you feel 0 A.D. should spend the most time on? () 0% Total Votes: 25 Instead I should be seeing this: http://www.wildfiregames.com/forum/index.php?showtopic=8952
  10. Nice work Tim! Here are a few more things I noticed: *Poll *emoticons *looks like some of the specially made BB code isn't working? for example: [img left]http://www.wildfiregames.com/~art/hyborian/CivUnits/Roman.jpg[/img left]
  11. Hmm, I dunno if there is anything we can do to fix that problem - looks like a flash plugin problem to me. It doesn't use the transparency codes that Firefox uses in Windows.
  12. Nice progress Tim! Perhaps it is an option in the forum config?
  13. Just in case you were wondering why the images / poll and other features of the website are currently not working, we have recently updated our content management software for the site. If you see any bugs, please post them here. Hope to get everything back in working order in a few days. Thank you for your patience.
  14. Oh, my I didn't realize how much I would miss that subforum mod you made Tim! I think this has been mentioned, but new forum members have no names for some odd reason...
  15. We mainly upgraded because of security/optimization reasons and also our contract was about to run out in a few days and we wouldn't have access to any future updates. But... here are some of the new features:
  16. That is strange - maybe it is related to the database errors yesterday.
  17. my crazy idea for the day: Would it be possible (or worthwhile for that matter) to 'convert' RMS scripts from other games to be usable in 0 A.D.?
  18. Hey Daniel, good to see you found your way to the forums. We got your application in on the 9th (looked good;)). Hopefully you got a reply back, but currently the plan is to start doing some interviews over the next few weeks. We are still waiting for applications to come in. In reply to your query about AI, yes we plan to fully support AI scripters that would like to do work on the scripts after the release. We plan to have lots of documentation, access to the AI developers right here on the forum to answer questions, and of course the multiple scripts made for release with the game availible for examples. AI vs. AI is something that will be availible to do also. We have some guys from the Age of Kings community that really enjoy doing this in AoK. They have AI tournaments and stuff - if your interested check them out here: http://www.aiscripters.com/ Bolo? Haven't heard of that before. Is that an independant game?
  19. 'Arabs' - as western civilisation defines the term, won't be featured in the game. They don't really make a name for themselves in world history till about 700 A.D. which is about 200 years after the timeline of our game stops. However, some of their predicessors that inhabited the region of the Arabia will (Persians, Carthaginians). Arab champions have their place in history. One of my favorites is Saladin.
  20. Greeting RexTroianus, and welcome to the forums! I just wanted to say thanks for stopping by, and that I'm about ready to head out for the holiday weekend. I'll hopefully get back to you sometime early next week - and be able to look over you images in more detail. Again, welcome
  21. This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of August: Jan Wassenberg (aka janwas): Jan truly is our "code keeper". It isn't easy squashing bugs and making numerous improvements to code - especially when on holiday. Yet, this is something Jan has done and even with a smile on his face. Hats off to you Jan, you are really an inspiration to our project! Accomplishments for the month of August/July: Minimap updates - Interactivity, viewing Basic client side of automatic error reporting Preliminary investigation of rendering water Updated GUI Scripting Reference Interviews and recruitment Rewrote GUI scripts for greater dependence on styles and consistent formatting More documentation on Random Map Scripting Client/server UI, initial game setup screen UI, placeholder profile manager UI Atlas integration Some self tests for code More efficient VFS w4-warning clean Output STL containers in stack traces Updated code to work with VS2005 Atlas updates: camera movement, terrain editing, undo Preliminary Greek tech names finished Major articles by Joshua, including sea combat and the Battle of Raphia Persian concept art continues to be described, examined, and approved Finished Hiring the Audio Team Assigned Tasks More documentation for Sound and their XML files Terrain XML properties implemented Remodelled and Retextured the complete Hellenes Building Set Completed Hellenes Poleis branch Super Unit concept art Began conceptualising building selection sounds Also, if you will notice to your right in the 'latest image section' - you will find a new screenshot! Also, check out the latest concepts if you haven't done so already. Enjoy!
  22. I'm sure if you found a player that was your equal the game could go on for 2-4 hours, it will likely depend on the game mode chosen and how equally you are matched.
  23. We hope it will, it is planned to. But, until it is actually implimented - no guarentees.
  24. Good Comments/Questions Stephen. I'd like to say, we aren't purposely not 'releasing' the game because it is part of some shrew marketing plan. The game is very rudimentary at the moment and barely in a playable state (currently only simple combat, unit training, and resource gathering). Maybe you have seen it mentioned on the site before but nearly the entire team is college students or working adults - investing time into this as hobbyist developers in between fultime work/part time work/classes/homework. I as the project leader of this virtual hobbyist group don't have any control over how the team members invest their time (as much as I would like too). If we were sitting in an office working a 9-5 shift 5 days a week - it would be a totally different story, but unfortunatly we aren't. A year or so ago, we tried throwing more bodies at the project. The problem is - the new guys need to be 'trained' and need assitance to get around the code. In order to do that we pull programmers off what little coding time they have and pray that the time they invest in the new coders will be fruitfull (which in many cases it isn't - they just pick up and leave after they realize how complex and time consuming it is). How many years can the idea of 0AD stand? Probably not to many... with AOE III, Rise of Legends, Rise and Fall all coming out this holiday/spring - our game will already be significantly outdated by comparison. We don't have much experiance in marketing - probably not even as much experiance as you possess in your pinky (I did some googleing to find out more about you). But, as you stated once - until the game is release it is pretty much just vaporware. We enjoy working on this in our freetime though and we are building up our resumes, and perhaps that is the only thing that will matter in the end whenever 0AD is released. We might explore open sourcing the game - we'll see where we stand at the end of the year. Good thoughts
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