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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. Congrats man! Sounds like a great present. I wish you all the best on your special day.
  2. Welcome to the forums! I got your email, and replied with a few questions of my own Thanks for getting him sorted out too Randy
  3. Ah, the pieces of the puzzel fit together. Mr. Fischer I presume? Actually I know it's him, he told me this last weekend that he showed a few of his students the project because they are interested in this line of work. And, one of those must be you Mr. Fischer and I went to highschool together back in the day.
  4. Oh, sorry I'll PM that to you.
  5. Ah, good somebody got a hold of you. I think whoever was messenging you was attempting to contact you about the possibility of you assisting in designing the RMS/Trigger scripting language for the game. We are searching for the best and the brightest and you were at the top of the list. Just weren't sure about your interest or availability. I think Jeffery will try to contact you via email. Thanks for the address
  6. Yeah I'll set you up with some information when I return this Sunday/Monday. What is the perfered email I can contact you with?
  7. I think that is a good conclusion to this topic. Consider it closed.
  8. Cause we dont' have a log of the edit history to threads and if a violation of the COC comes up on the forums, the moderators need to be aware if the thread was edited. Hopefully shouldn't be a big deal its a pretty standard feature that is used on most forums.
  9. Neat idea, if you guys want any of the original art for the website to use on the theme, just ask directly what you want. I can probably put together what you need.
  10. Jeffrey Tavares aka Zeusthor, our RMS/Trigger Scripter, is seeking a fellow scripter to assist him in planning and documenting the scripting interface we will later use to generate our random map scripts. We won't be implementing RMS until a future milestone, so actual script development will not be required at this time. The job basically entails that you document how the scripting will work, what RMS/trigger functions are required, and what they are supposed to do. Candidate Requirements: Know the ins and outs of AoK and AoM scripting. Able to create complete random map scripts for those environments. You should be able to provide examples of your work. Knowledge of object-oriented programming (OOP) methodology a big plus. If you think you are capable and up to the task, please send Jeffrey an email at daguru@optonline.net and complete the application form.
  11. Well, we really don't need Chinese... but, I bet there might eventually be some modders out there who could use some Chinese voice acting files. But, the idea would be to make the accent fit the needs. So, you would want to put an accent on it that is as as 'old' as possible. This is why we need help. Take Latin for instance... we know the words, we even have a pronounciation guide (thanks Sukkit), but its very hard to get the correct voice influxions.
  12. Yeah, and to add to what Bobbo said - your goal wouldn't be to actually do the final voice acting files. Your goal is to record something to where our voice actor (CalvinH) can hear and 'voice act' your recordings according your pronounciation.
  13. Yep, feel free. Just give credit where credit is due
  14. The following are the outstanding accomplishments by the 0 A.D. Staff Member(s) for the month of January: John Mena (aka NoMonkey): An inactive member recently returned to the fold, John has taken advantage of his easier schedule to, in a period when our regular graphics programmers have been occupied with RL, really put in some hard hours at WFG. Many programmers did some great things this month (Philip, Jan, Simon... ), but they have won the award multiple times, and we decided to give it to a rookie. Accomplishments for the month of January: Five historical articles written In-game unit descriptions completed and implemented Several greek voice acting files recorded Two new audio tracks composed and mastered Horse has been updated visually with a new mesh, textures, and animations 13 new animations made 50 different shields modeled 60 different helmets modeled Weapon textures finished Nearly all Iberian structure concepts finished Bundle of work on the Input control Memory debugger ported to Linux/glibc Redesigned scripting interfaces for the Networking Subsystem Found and fixed some misc. bugs Library fixes Created a multi-function memory tracker PASAP III (networking) goals underway Preliminary player ownership and control over entities Rewrote GUI coordinate system (again) Built TCP/IP connection frontend Improved minimap; now includes player colour and camera boundary Texture converter created to convert to and from *.dds with a plethora of options Automatic build tool made ScEd modified to use the new player ownership settings PNG flipping problem fixed Template entities created for all buildings and units in the game Atlas UI scripting started RMS design document revision Revised the in-game manual (unit statistic display) Team/Player colour system implemented Surpassed 100K lines of code, in 593 files at 2.5MB Many bugs were terminated, yet more were inevitably made to be destroyed next month
  15. Ah, sorry. the axes should have metal heads, and the mallot could have a wood head. If you have everything done on the texture, I suppose so?
  16. 'fraid not, thats just to long ago!
  17. Sure, you'll be able to test out and more once we get to beta testing. Right now, we as developers are finidng plenty of bugs to fix on our own Stick around and keep an eye out for beta testing (probably a long ways away yet).
  18. Yeah, I've been watching your thread since you started Its an ambitious project! Hmm, were to begin. I guess the biggest thing I would advise you about is to just step back and consider the massive size and complexity of the project your setting out to do. Single civ set conversion (like RaW) is hard, but your talking about doing not just one but 5! Thats huge man. Not only do have you have all that building art, but you could potentially have thousands of slp frames to edit for units. Not to mention the UI graphical changes, and now with philip's new tool - the ability to change units stats. Personally, I don't love AoK that much to make a mod anymore, but... there are those (like yourself) who do. So, here is what I would suggest: Use as much of the origional AoK art as possible (especially the units). Use AoE units when possible (though they are a bit smaller). I would also use modified SWGB art, some would work nicely (like the Naboo) Break up your project in minigoals (probably per civ set), so you can see your achievements and have some feeling of accomplishment. If you do a little dabbling here and a little there, its easy to loose focus and get discouraged by the massive ammount of work yet to be done. Keep your team small, you don't want to spend your time managing people - your time is better spent with a small group of people who know what they are doing and do it quickly. Save walls (construction and deconstruction is a killer) and town center (anchor points are pain in the butt) for last. Don't waste time discussing what you want to do or debating with people what you should do. Concentrate your time on the mod itself. Talk is cheep, take action. Don't make publicized release dates unless you have done 75% of the work. Not sure if this will help you at all, but here is some documents for you that are 4.5 years old! Yikes, time flies. 0adaok.zip
  19. @Titus: jerk? thats a little excessive Thanks for stopping by the website Adder. Pass the word along at HG that we still chuggin away
  20. Probably won't be able to show you the script, but I bet if you ask him nicely... Simon might be able to point you to some tutorials he has found on this subject.
  21. nice axes! And yes, Paul, we can customize the meshes to make them look persian and not like some viking meat cleaver. correct the hoe, farming only
  22. Alright sounds good. Keep working on it as you can. Yeah, probably won't have you doing units ATM because we don't have many sketches that are totally decided on. All the ones that Brendan has done are ok to texture, and a few of the romans and greeks that have been sketched... but a few things have changed even since those. So its best to hold off on unit textures till we have a better idea of what the concepts are. Helmets are helmets, they won't change
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