Jump to content

Wijitmaker

WFG Retired
  • Posts

    9.663
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Wijitmaker

  1. yeah go ahead, then we could have someone download it and upload it
  2. Great detail on the axes, I like it allot! Sorry to come back to the spears, but I was shown a picture by Paul the other day here: http://www.deepeeka.com/store/comersus_vie...?idProduct=3366 I'd like make the shank and head of the pillum a darker metal like that image if possible. Not much left to do on that texture is there? I'll have to get some helmet work sent your way
  3. Ah, sorry I must have missed you... Yeah it'll be shrunk down to 256x256 Maybe have a cinimatic version that will be 512x512. Ok, next... go ahead and work on the bows and axes. Hold off on the dds plugin. Philip is working on a little stand alone program for incoorperating player color usage and dds files.
  4. I don't see any AI scripters? There is 2 AI programmers... but thats totally different than scripting. That is low level AI work that will be programmed in C++ and hardcoaded into the game engine. Scripting is the high level 'scripts' that utilize the low level programming. Scripts will be availible to modders for tweaking. As far as designing the AI goes... I'm not totally sure on this, so if somebody can correct me - feel free to do so. Basically your scripting the entire actions of the computer player. From the start of the game till the very end. They need to know what to build and in what order. They need to know how to attack and defend. They need to know what units to train and when to train them. They need to know what technologies to research and when to research them. They need to know how to use formations, how to explore, how to ambush, how to seige...etc... There needs to be three varying levels of difficulty. There needs to be different types of behavior... boomers, rushers, turtlers... etc... We are basically trying to simulate human players with artificial intelligence scripting. Now, there isn't a how-to guide about how to go about this. This is something that will need to be researched, well thought out, planned, and written down. This is what I mean by 'design'.
  5. Sort of, we don't really have any AI scripters employed at the moment because it needs to be designed first, and nobody has been interested in helping design the AI, they have only been interested in scripting. Actually, AoK scripting knowledge will help because we would like to have our AI scripting friendly and easy to use. AoK was that way, but AoM was not as friendly to modders. And we want to be friendly About the javascript... that one is out of my relm of knowledge... You'll have to get one of the programmers to answer that one for you.
  6. Hmm, I'll have to look into that. Though it looks like somebody fixed the group images. Whoever did that... thanks!
  7. Congradulations! Lets see, the AI scripter position is basically a position for the design and writing of high level AI scripts. If you know the AI scripts in AoK and AoM that modders mod... basically the individuals writting AI scripts will be making those from scratch. Before the actually writing of the scripts can be started though, the AI system needs to be farther in development than it currently is. However, it is going to require much preperation in design. Which possibly could be be started now. Basically it invovles studying other AI scripts in other games then figuring out how they work. Then you would need to decide how best to make high level AI scripts work in our game. You'll need to probably define all the needed functions, conditions, variables, etc... and create a "high level AI design document." This way, the development of the low level AI can be guided by what is needed by the high level AI. Also, this document can be used to assist AI modders when the game is released. The languages the AI scripter would be working with would mainly be Javascript and XML. Hope that helps
  8. Indeed, much better! Consider the pillum done.
  9. Oh, and about your article idea. Sounds good to me. If you have trouble with making it a long nice article, maybe ask around the artists here on staff for more tips and tricks.
  10. OK, lets see.. things are always looking better! Few comments: For the pillum, here this will help: http://www.wildfiregames.com/~art/history/...ages/PILUM.html The things you colored in are supposed to be wood The only thing you'll have to texture on that part will be the two 'bolts' and possible a metal cap that fasten the wood block to the shaft. Also notice above the wood blocks... the shafts of the pillum is all metal. About the grips.. lets not worry about this yet because I'm not sure of this myself. I want to do some animating first and see where the hands end up. So if you could just make the grip layers I can stick those where I need them be later.
  11. A nice research paper on the subject of height: http://www.uni-tuebingen.de/uni/wwl/koepke...womillennia.pdf
  12. Ok, the large movie is up. Small one is next to come.
  13. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of December: Philip Taylor (aka Ykkrosh): For his highly competent and relentless assistance in a wide range of areas this month. No problem too large or small, with great initiative and never a word of complaint, Philip fixed bugs, built tools, and made welcome improvements to such diverse areas as the GUI and editor. A real asset while we've been understaffed during the holiday season. Accomplishments for the month of December: Found and fixed bugs related to the build system, game engine, SpiderMonkey, garbage collection, and pretty much everything else. Cleaned/Optimized source code. Internally renamed the game engine, many name corrections were made replacing the old with the new. Added graphical effects (greyscale, recolouring, etc) to textures in the GUI system. Provided support for icon-sheet textures in the GUI. Implemented tooltips. Made the sky blue. Reorganised build repository. Implemented archive builder. Made Scenario Editor recompilable and improved. Built multiplayer connection / IP hosting screen and message box. Built SP map selection screen. Further refinement of session GUI (particularly status icons). Established build lists (train, construct, research, etc). Revised GUI to take advantage of new improvements like icon sheets, tooltips, and sprite colouring effects. Fixed a raft of bugs and improved the low-level code, including texture flipping. Made various user interface placeholder art, like command buttons, unit icons, etc... Started on in-game Editor GUI (aka Atlas). Made static loading screen and F10 menu. Wrote and released 2D/3D developer article. Hired two new historians. Created and released eight screenshots. Updated DD with some changes to match entity implementation, and initial plan for charge effects. Various mundane admin, management and discussions too random to detail here. Carthaginian structure concepts finished. Iberian concepts started. Created placeholders for all the structures in the game (60+ actors). Created placeholders for all the units in the game (150+ actors). 12 humanoid charecters modeled. All Carthaginian structures modeled. All Persian structures modeled. Hellenistic voice acting started.
  14. Well, just wait a few seconds and post again Its there for a reason... we have had people flood the forums in the past, and its a pain to clean up.
  15. I think its being redone (one of the first fixes for the main WFG page that Tim is planning to do).
  16. Actually there is a practial aspect to it, as it says in one of my history books: Pieces of dirty cloth can be forced into wounds and are difficult to extract, wich could lead to infection and then death.
  17. Well, there is always mods I have discussed doing an official 'historical' mod for those who care (no promises ), but it wouldn't be in the default game we have distribute to the masses. Something like nudity in the game distracts more than it adds - no matter if was historical or not. And yes, like Paul said... from the reading I have done, the woad was more of a Brit than a Gaul thing. Look for the Brit specific units to have a usage of woad
  18. Well, I'll be! Hmm, I couldn't find them on our server. I'll have to upload new files sometime and relink them. Thanks for the notice, I'll post here again when its fixed.
  19. Yes, most (if not all) of the languages in the game are nearly nothing like they were 2000 years ago. But, we just want to do the best we possibly can. You do? Hmm, well even so a person in Wales would prounounce "Fel eich gorchymyn" far better than I would. I wouldn't even know where to start Any chance you have any friends or family you could sit down and have them speak while you record them? It would help immensly for the authenticity of the game. Maybe not 2000 years ago accurate, but as close as a group of hobbiest game developers could probably get. If you can get it in welsh, we could even voice act it and stick that in the game
  20. They are hosted on our own website: http://www.wildfiregames.com/0ad/page.php?p=1494
  21. Check out our FAQ Go to the history section... then go to the question "How historically accurate will 0 A.D. be?"
  22. Tonto_Sanjab, any chance we could borrow you to do some vocal work with the persian words you translated? Our voice actor could use some help with the pronounciation of these words. Listening to the text is a great help. A few requests though: 1) a second or two before and after the recording. 2) say it once at normal speed, and a second time slowly 3) if possible, make a quality recording What you can do is certainly better than nothing, but if possible... reduce background noise as much as possible. This is not the only language we could use assitance with. We need help for the Welsh and the Basque/Spanish.
  23. Looks great I think in the javalins, we'll only need 1 or 2 of the solid metal ones. I'd like one to be nearly black (very dark gray). That would probably be the middle one (including its tip). The one on the right, I'd like to have a ceremonial goldish color. Also do one for the standard spears. Also, the pilum... I think they pilum has solid metal (dark gray/black) for the portion after the taper starts. This would be instead of the wood. But, after you put the hand grips on them, I think you'll be done with the spears.
×
×
  • Create New...