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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. Well, I don't know about a 'bunch' but we said we would release a battle screeny
  2. Allow me to refer you to our FAQ. You could think of 0 A.D. having the same foundations of AoK, but we are doing several things drastically different. Some of these might be considered similiar to the old Command and Conquer games, or Rise of Nations, or even Warcraft III. If you could be a bit more specific, I could try to expand on different aspects (as long as I don't give to much information away ). BTW welcome to the forums!
  3. Hey Ben, nice of you to stop by. Things are going pretty good, expecting things to pick up again for a summer push. We still haven't integrated your particle system yet! It is on the todo list though You lost lurking access? I'll have to remidy that...
  4. Hey Tim, I'm getting this forum error.. please have a look. Its not allowing me to use the PM system.
  5. Welcome to the forums! You can check out our FAQ here: http://www.wildfiregames.com/0ad/page.php?p=1696 I wouldn't get your hopes up about any "super fancy" design ideas though. At the core, we are creating a traditional RTS game in the same vein as AoK, C&C, etc... with a few a few elements of strategy that will be unique to our game. Autoque - I've had many a heated discussion about this However without going into the debate we are looking to make it as a game option that you could toggle on or off when you set up your multiplayer game. Balance - Should be the #1 goal of every RTS with its assortments of civs/factions. We are going to do our best in this too. Some civs will benifit certain styles of play (rushing, booming, etc...), but 2 players who knows how to utilize the civ they are playing would be a challenging game for both (of course someone will win eventually). Smurfing - Unfortunately, as we are all students making this game for free as a hobby we currently don't have the funds to set up dedicated match making service for games such as the zone. It is something we would like to do, but its not feasible at the moment. As it stands right now, there really isn't an advantage to smurf as you are just setting up games by IP.
  6. Due to the fact that there was not one clear standout for a member of the month award, there isn't one for this month. However, several staff members did some key things this month: Mark (resource gathering and unit training); Philip (colors and player color tester); Jan (lockless data structures); Bobby (second draft of the Greek Building models). They do deserve some recognition. Accomplishments for the month of April: Hired a new historian - Cory McConnaughy aka Titus_Ultor Several new history articles Civilization profile changes made for simplicity, historical accuracy, and unit recognition First draft of Celtic citizen soldier units completed Implemented resource gathering (wood from trees, fruit from berry bushes, etc) Placeholder switching cursors Created variant actors for rocks and trees Implemented training and spawning of units (spending resources, production queues, progress) Rewrote GUI tab lists and command button code to support unit training Completed list control (listbox), the first draft of the dropdown (combobox) control, and made it possible to interact with the above controls via JavaScript. More progress on multiplayer connection UI Ported TDD docs to a Wiki format ... extrapolated GUI requirements from design Advertised/investigated scripters and a graphics programmer GUI update loop switched to entity selection events (watchAll) over continual ticks, for improved performance Initial implimentation of defining events during animations Created a more flexible type classes structure Function-spawning timers Iteration over properties of XML objects (eg for .. in loops) Moved entity scripts out of inline XML Designed ranged attack approach Implemented colour randomising (different horse skin tints, human hair color, etc) Wrote a player colour testing preview tool entity hierarchal flow visualisation tool created Expanded the Actor Editor tool Utilized random variants of actor properties Resurrected automated builds Completed lockless data structures and memory allocation code Started on JS file access interface Implemented improved JS ordering interface (giving network synchronised orders to entities) Designed user profile/config Discussed source licensing issues and how it relates to the staff Designed Fog of War / Shroud of Darkness implementation I would also like to announce that one of the goals for the month of May is provide a screenshot of a larger scale battle screenshot than you have seen before. Your job is to hold us accountable to that goal.
  7. Hey guys, those are some of the better ideas I've seen in a while Few comments: 1) Learn Javascripting and xmls and you will be amazed at what you can do with modding 2) Republican Rome (the Rome featured in Part I of our game) is a bit different than the impressions you get from movies lately that tend to feature Imperial Rome. (Historians, correct me if I'm wrong but...)Soldiers in the Republican Army were actually Roman Citizens with homes, families, farms, and buisnesses. After the war was over, they would return to their homes. Unlike later on in Rome where there was a career as a soldier, the employing of mercinaries, or forcing of defeated enemies to participate in their army.
  8. Just had to mention that Zero Hour is one of my favorite RTS games of all time. Welcome to the forums! As a modder of Westwood's game engine have you looked into modding Battle for Middle Earth?
  9. Maybe firefox javascript errors? I've noticed sometimes the JS plugin for FF doesn't always work as it should.
  10. Yep, just javascript not 'java'. Those of you who are interested - be prepared to have some sample scripts you have made to show. Like Stuart says if you can fit the a-f scale he gave there, you'd be a good fit in the team. We don't know, unless you fill out an application. Thats kinda what they are for.
  11. I like your second idea, very nice. Breaks up the visual of the website, and it also shares with people a taste of the games we make We could regularily randomize the concept images above like what we do on the 0 A.D. site.
  12. Ok, here are some I found: Far and Away - John Williams Rob Roy - Chieftons Have done several sound tracks Loreena Mckennit - done celtic tracks used on some TV music scores Patriot Games - James Horner Devils Own - James Horner Gangs of New York - ???
  13. I assume your talking about modern 'celtic' music right? Which really should be called Gaelic music... (thats another story, for another time...). I'll see what I can find for you.
  14. Like I say, if we could find someone to develop the plugins for us, we'd definately provide them to modders.
  15. If you don't like it, feel free to make a new one. We'll replace it and stick your name in the news
  16. *moved back because it has more to do with 0 A.D. than an introduction*
  17. Welcome to the forums As it stands now, yes unfortunately you will have to have a copy of 3ds Max R6 to use the plugins. We would like to expand model format to other software packages, but we currently don't have any staff that is capable of doing that. However, if you have a buddy that owns a copy, you can use gmax to make content and after jumping through a few hoops, you can get it to 3ds Max. From there, they could export the files for you.
  18. Found this: I think that must be what it is. Thanks again for the help identifying the picture!
  19. Awesome, thanks Yiuel! Could it perhaps be: Tinian? I found this, and wonder if it might be the same?
  20. ok, I"ll turn on my AIM account
  21. Hey David, just wanted to show you some of the fruits of your labor. Yesterday I got around to fixing the uvmapping for all the weapons. This is how they turned out. They are all in the game now too, just need to make the random actor files for them. They look great - excellent work
  22. Yeah pretty much. Don't forget the hammer too Yeah, that would be great, because we obviously have a problem.
  23. Well, after you ran the optimization (which allowed me to view the members data - before it wouldn't even allow me to do that because it was doing its loop thing) we had a look over the forums. There were a ton of extra posts (which I think was due to people posting while the database was being optimized) and those 2 members Paal_101 and Titus Ultor were completely 'gone' from the forum their posts were still there, but when you when to a thread where they posted you would only see the content of their post and to the left with all the user info/avatar/etc... there was nothing. So, I tried to do a member search for them through the forum. I tried both their member id and their name. Nothing. So, I thought I'd look in phpmyadmin to see if I could track them down there. I went to the members table (now freed up after optimization) and sorted the members by IDs. I knew what their ID should have been, so that wasn't a problem. I searched and I found that their row of data was gone. I also seached for their name, still nothing. I didn't check all 700+ entries, but I assumed that their row must have disappeared in the optimization. So, I pulled up a local copy of the database and inserted a new row with exactly the same information from the local to the web. Thats what I did. Their ID is the same, but, not sure about that hidden id your talking about. That likely is different. optimization is my friend... optimization is my friend... optimization is my friend... K, we'll be sure to do that often Ok, cool. FYI, I haven't ran across any error yet. Well, whatever it was, it was only happened over a brief time - like over 2-3 min. After that, it stopped and hasn't happened since (to my knowledge)
  24. Me need sleepy... I'll have to reply tomorrow. Quick comment though - yeah the auto incrimenting in our database is probably all scrwed up. Not just because of this one instance, but because when we merged our 3 forums into this one last October, we used this conversion tool that established a ID number for critical things (posts, topics, forums) in the secondary (to be merged forum) and added it to the highest number of the primary forum (merged into forum). Sloppy way to do it, but it was the only tool we could find. Yep, pretty sure thats probably what did it. *goes to bed*
  25. Heyyas Matt. Actually I think the corruption did have something to do with those oddities. Reflectiong back on the events - The prior evening I had just altered a member (Saggara) from the historian group to the regular forumer group. I then attempted to change another forumer (Titus Ultor) from regular forumer to the historian group. It wasn't successful, it wouldn't recognize his name or his forum ID number. I thought it might have been just a bad connection with my modem and didn't think much about it, and I sent Tim an email with the error: The next day when you optimized the databases, it had some funky errors. Titus Ultor user id was completely missing from the database. So was Paal_101. So I checked my local backup database and manually entered them back in through phpmyadmin. Perhaps it was something to do with the historian user group... I don't know, but they were gone from the database. Their post count was off, because I manually entered them, and if I put in a number for their post tally it would be a old. But, I fixed that by running the forum recount tool. I'm not sure what the double/triple/quadrupal... (7 was the highest I saw) was. Perhaps maybe because people were posting while the forum was optimizing? Matt: 2 other things: 1) I found where you optimize in the invision admin panel - so thats nice 2) Also, I found the IP of the referer spammer, and you were right, they were all from the same IP. So I denied them. - so hopefully that will stop that problem.
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