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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. Quick query on this topic. How would you guys (non-developers ) establish the limits of what is too random? So random that you have a hard time telling that the units of a particular type are the same unit? Do you notice details like? * Shield Shape * Helmets * Plumes on helmets * Horse color * Faces * Hair color * Weapon color/shape * Clothing color/style * Saddles * ... anything else you can think of... Of those (or something you thought of) what is the most identifying feature? How much do you pay attention to what unit types the units are? Or do you just amass a mob of units and don't care?
  2. Our database was recently corrupted so we had to make a recovery. Unfortunately things aren't quite the same as they were yesterday. If you see any errors (missing members, double posts, etc..) on the forums please post a link here. We'll try to fix them. Thanks.
  3. Not sure if it will be able to be edited in the scenerio editor... but you'll be able to mod them somewhere. @Sam - got your email, and replied last night
  4. AoK is 2d. 0 A.D. is 3d, so its not quite the same. It will be more like modding AoM. Instead of rendering and altering sprites you alter unit textures. As we near completion of the game or shortly after we'll release some texture templates so you people can make their own textures. We'll probably also provide a standard model. You'll be able to animate to your hearts content. The frames of animation (because its 3d) can be as long or as short as you want.
  5. Welcome I'm pretty sure we will never sell the game engine. IF (big if) we did put the game engine in the public's hands, it would probably be in an open source format. But, only after the two games using the engine have been released. If you'd like to purchase one... like you say the Torque RTS kit is a nice way to start off. Good luck with your engine too!
  6. Welcome to the forums Short answer: no, we are still in development Read this thread for a little bit more information: http://www.wildfiregames.com/forum/index.php?showtopic=7862
  7. Hey guys, I know there is a few of here that might be able to read this. I hope. This was taken from some pictures/slides that my grandfather took from World War II. They were with about 10 or so images of bombed out buildings. Some of the charecters are missing too. I'm not sure what they are. Sorry about the quality, thats the best I could scan them.
  8. This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of March: Damian Kastbauer (aka LostChocolateLab): As a new member of the project he jumped into the sound department with an incredible drive. There is so much to be done in terms of sound design and documentation, and he did a fantastic job of surveying the situation and filling the gaps. Damian met and surpassed all our expectations as he took the point position in the design of the sound for our game. Excellent work! Congratulations, this award is well deserved. Two programmers did some great things this month (Philip (random actors) and Jan (optimization)). Both deserve an honorable mention. Accomplishments for the month of March: Security push (check all CRT string functions, replace with safe variants). Made improvements on website security. Optimized bottlenecks (VFS mount much faster, improved texture codecs). Licensing research. Researched the possibility of using OGRE for the graphics module, but decided against it. Player resource pools. Implemented a new method of technical design documentation. Continued to expand entity functionality. Several history articles committed. Hired a new UI programmer. Coordinated and outlined tasks remaining to reach beta. Random Actors implemented (in ScEd, and the game engine). Stand alone actor editor tool created. Sound design document made great advances. In game profiler implemented. Game loading bar put in place. On demand asset loading. Iberian Structures - modeled, textured, and propped. Random map generator coding started. Several texture templates created for units (body, head).
  9. The game is in pre-alpha. This basically means some of the game is functional but there are many features still to be implimented. The game content is in the process of being made (sounds, music, art). Public testing won't be for many months. Keep an eye on the website, we'll be sure to have information up when its open.
  10. As you stated... a license with with a $30,000 price tag is kinda spendy for poor college students Wish we could, but 99% chance it won't happen. Oh, BTW welcome to our little side of the world
  11. Just wanted to make this clear. It was indeed an April Fools joke. TLA and 0 A.D. will not be merging. You can all breathe a big sigh of relief. Everybody now! *sigh* There, now we all feel better.
  12. Well, I suppose there is only a few hours left of this fun day in most of the world, so I'll spill the beans. It is indeed just an April Fools joke. TLA and 0 A.D. will not be merging. You can all breathe a big sigh of relief. Everybody now! *sigh* There, now we all feel better
  13. Due to technical difficulties, we are taking down the 0 A.D. skin for a while (probably till I have time to fix it - which will probably be.. late June ). If for some crazy reason, you like the buggy skin, feel free to use it. On the main forum index you can select it at the very bottom left of the webpage.
  14. Yeah, the 0ad theme in general sucks I'll probably have to remake the entire thing... but that won't happen till June. To many other important things to do [edit] Hmmm, yeah its screwed up pretty bad. I think it would probably be best if I just took it down - say goodbye to the 0ad theme for a few months [/edit]
  15. Ah, I see the blue in the 0ad forum, here is what is causing it: <!--{IBF.POLL}--> <div align="right"> <div class="divpad" style="background-color: #adb9d3"><a href="http://www.wildfiregames.com/forum/index.php?act=usercp&CODE=start_subs&method=topic&tid=7792">Track this topic</a> | <a href="http://www.wildfiregames.com/forum/index.php?act=Forward&f=18&t=7792">Email this topic</a> | <a href="http://www.wildfiregames.com/forum/index.php?act=Print&client=printer&f=18&t=7792">Print this topic</a> </div> Specifically: background-color: #adb9d3
  16. Hmm probably an error of a color that never got changed. If you could track down the ID for that cell, I could change it in the css file. Lorian, yeah Adam hasn't quite got all the icons changed for the TLA theme yet.
  17. Yeah, that forum is part of the content behind the website. We have a special website part of this forum... when we post articles on it, it appears on the 0 A.D. website. Nothing to secret about it
  18. Actually, C++ will be hard coded. So, that will be 'unmoddable'. But, our scripting language (javascript) will allow you to modify functions that are exposed. The stuff your talking about above, is just simple entity modifications which will be very easy for you to tweak in the xml files. For more discussion about scripting, check out this forum: http://www.aiscripters.com/ivb/index.php?showforum=5
  19. oh sorry! I forgot... I'll get on that. Edit-sent
  20. Yeah, they are temporarily down for a while till we get the htaccess file working properly. So are the avatars. Thanks for your patience. We are trying to thwart the leechers
  21. February was an interesting month. There weren't any monumental tasks completed. I decided we would hold off on the member of the month award, in the expectation of some truely outstanding performance in the future. Get ready for March though; it's already shaping up to be a productive month. Accomplishments for the month of February: Recruited two new programmers Matt Green and Grant Bishop. Hired two new sound designers, Damian Kastbauer and Carsten Rojahn. Hired additional RMS scripter, Matei. Further work on GUI scripting; porting optimised coordinate interpretation. Made plans to port Scenario Editor to wxWidgets. Commenced schedule and breakdown of remaining programming tasks. Extended debugging support for linux. mmgr ported to linux. GCC portability changes. Network trace logging. Expanded JS interface for MP session setup. Better session management in the protocol and in the network code. Improved loading speed. Corrected bugs and leaks and warnings and typos. Began implementing parts of the new Atlas scenario editor. Placeholder Death Animations. Carthaginian structures textured and unwrapped. Persian basic structures textured, unwrapped, and propped.
  22. *puts on a $5,000 coat* Some might not think thats such a bad thing Shan, if you want to make more smilies for the civs, feel free to. I'll hook them up in the forums.
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