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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. Nice work! Do you think the buildings are reflective of the Persians? I think Mythos did a fine job with the concepts
  2. Have any of you guys tried this for making bibliographies? It looks pretty good, maybe simplify things. I never remember what to captitalize, underline, quote, and in what order. Check it out: http://www.easybib.com/
  3. Congrats on your project, and I wish you the best with it. As far as the copying issue goes: You can't copyright history. Everybody (you, me, and anybody else) has access to history and may use historical research in whatever way they see fit. Take for instance the Greeks you mentioned. Nobody can stop you from using doric columns on your structures just because they are in another game... like AoM or something. If your building and my building both look greek... then thats a good thing. They are both supposed to look greek. What is not a good thing is if - say you make a greek barracks that looks like our greek barracks but is turned 90 degrees and the windows and doors have moved around a bit. That is not a good thing. It will look like you are copying us. If you want your stuff to look unique, make your structure shapes, colors, and textures (not necessarily the facade and archtectural themes that give it the 'greek look') different.
  4. The mod is here: http://aok.heavengames.com/blacksmith/desc.../mods/169.shtml yeah, you can see the old site and forum stuff here: http://www.wildfiregames.com/forum/index.php?showtopic=5238 Erik never took me up on my proposal
  5. Thanks, I forwarded all the goods to Boris. If you don't hear back from him in a few days post here again and I'll take care of it.
  6. Hey Calvin, good to see you around again! In case you didn't notice - we had removed you from the staff list for inactivity a few months ago. In order to get you back on the team, I'll need you to fill out the staff application form (I don't think we got this information from you before?). We have a lot of voice acting that needs to be done, so it would be great if you could rejoin. You'll be working with Boris (aka Vaevictis Music) who is the department head of the sound/voice/music department. Here is a link to the form (disregard the top field): http://www.wildfiregames.com/0ad/appform.php
  7. Such as the Roman propaganda... er... historians would have you believe
  8. WFS was born on February 22, 2001 Here is the link to prove it: http://aok.heavengames.com/cgi-bin/aokcgi/...t&f=4,8439,,all
  9. Ah, sorry about that guys! Try it now, it should be fixed
  10. Hello and welcome to the Celts section of the 0 AD history archive. We hope you enjoy reading our articles. The Celts first appear in history around 600 B.C., already divided in different cultures. It remains a mystery exactly how the Celts just suddenly showed up in much of Central and Western Europe as they did. In 0 AD, we will be focusing on the Gallic and Brythonic Celts, the best known of the Celtic tribes of France and Britain respectively. While the Gallic Celts at least left behind a system of writing and inscriptions much of it is still undecipherable. The majority of modern Celtic knowledge comes from archeological work. We know that much of Celtic culture revolved around warfare. However, this does not mean the Celts lacked a peaceful side. Celtic society differed in many ways from the Mediterranean societies they neighbored, many facets of which shocked said neighbors. The Romans, the most dangerous enemy of all, first encountered the Celts early in their history. It would be the sack of Rome in 387 B.C. by the Gallic Senones under Brennos that fueled the bitter feelings towards the Celts by the Romans. Eventually Rome struck back when the republic began to expand into Gaul in 121. However, the final payback occurred when the Roman war effort against the Gallic Celts was given over to a rising star, Julius Caesar in 58 B.C. Caesar would be the death knell of Celtic Gaul, though to the credit of the Gallic Celts it would take until 52 to fully conquer Gaul. In 55 and 54 B.C., Caesar invaded Britain, the fabled Tin Islands, and fought a short campaign there. Later Claudius launched another Roman invasion in 43 AD. This invasion would lead to the eventual subjugation of much of Britain with Caledonia and Ireland being major exceptions. However, the Celtic influence in Gaul and Britannia would continue to be felt long afterwards. In 0 AD the Celts have many bonuses to match to their historic strengths. These bonuses are: Faster Training: Celtic parents often sent their children out early to train in youth bands. To reflect this early training Celtic units are produced faster. Iron Plows: The Celts invented the iron plow, to reflect this the Celts have better agriculture. Diaoblo Instinctu: Among the Brythonic Celts it was a common practice to paint themselves. To reflect this Celtic units will have increased attack and movement stats. Vae Victis: Said by Brennos at the sack of Rome. Celts get ore or food from every structure destroyed or captured. The Celts, like every other civilization in the game has its fair share of heroes, they are: Britomartus: Gallic chieftain, most famous for being slain by Marcus Marcellus. Brennos: Gallic Chieftain, most famous for the sack of Rome in 390 B.C. Vercingetorix: The most famous Gaul of all, led the last resistance to Caesar. Caradoc: The first British statesman, friendly with Rome later on. Cunobelinus: Brythonic warrior king, led a great revolt against Rome. Boudicca: The Warrior Queen of the Iceni, led one of the last great revolts against Rome in Britain. In conclusion, the Celts were a major people in the timeline of 0 AD. Even though much information on the Celts is not well understood or largely conjecture their culture has left a large impact on the lands they settled in. 5th Century BC Overview of the Celts 3rd Century BC Celts on the Balkans and in Asia Minor The Galatians 1st Century BC The Aedui The Arverni The Sequani Gaulish Celtic 1st Century AD The Catuvellauni The Iceni The Trinovantes 5th Century AD The Irish Miscellanea Ancient Britain Northern Edge - Celtic Weapons Great Celtic Battles Celtic Warfare Common Misconceptions about the Celts
  11. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of October. Michael Hafer aka Mythos Ruler: For his hard work, speed, and solid effort to wrap up the Persian structure concepts. Four down, only 2 left to go! Also excellent work in helping with the concepts for the RMS maps. Mark Thompson aka MarkT: Somehow, Mark has managed to do an exceptional juggling act of university work, server maintainance, and entity coding. The fruit of his labour isn't visible at the moment, but you'll definitely hear about it next month. Behind-the-Scenes news for October Research and code for programmable pipeline support Mipmap LOD bias settings Water code research Enhanced actor functionality Initial implementation of experimental collapsible GUI Completed low-level sound interface via OpenAL Bug-fixes and improvements to resource manager code Created 'Progress Bar' control Made improvements to the GUI's text processor Work on the 'Input' control has started Made GUI block world interactions Did work on using untextured sprites in the GUI Implemented user profiles Completed bits of entity combat scripting Made headway for move to Subversion Revised string class First Carthaginian musical score composed Roll-over unit descriptions nearly complete New experimental 'orb' GUI presented Persian structure concept art completed Skin modifier capabilities added for the 3ds max plugin Forums merged and upgraded Major work done on the new website Design Document 1.8 pronounced complete Special thanks to: * Stuart Walpole for helping polish off the design document * Nathanael Barbettini for his help with the the website * Matt Holmes for the technical support during the forum merger
  12. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of September. Nathanael Barbettini aka CodeOptimist: For his diligence in coding the new 0 A.D. website. For his implementation of some great features we hope you all will enjoy. Jan Wassenberg aka janwas: For his hard hours, commitment, and determination in researching and overcoming unfamiliarities in the field of sound engine development. Matt Holmes aka Calefaction: For making up for lost time with rapid and effective additions to the graphics code, including shadows, materials, and the Mini-Map. Behind-the-Scenes news for September Added a gameplay/AI scripting system. Improvements to the entity extensions (properties) system. Researched new pathfinding solutions. Fixed small bugs and made a few other minor changes. Replaced 'int' with 'float' in a couple of GUI files. Progressed with internationalisation system and localisation tools. Fixed lingering transparency issue. Created initial material system. Began revised Mini-Map object. Extended the Network system to enable remotely moving units. Improved Linux Compatibility. A few minor misc. fixes in misc. engine systems. No progress whatsoever on Jason's Navel/Umbilicus Simulator. Continued work on resource handling code: mostly fixing bugs and documenting. Wrote low-level OpenAL sound interface. Preparations have been made for a relaunch of the website. 10 updated engine builds. Discovery of a new task system method - now testing. Many more random map visualisations being made. Attack animations, and first cavalry in the game. Many, many updates on the design document. Initial game startup screen put in place. Planned for a staff ro(a)ster. Also special thanks to Joshua Gilbert aka Shogun 144 for some great articles he has written this last month, and Boris Hansen aka Vaevictis for his internal PR planning and management.
  13. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of August. Philip Taylor aka Ykkrosh and Jan Wassenberg aka janwas for their excellent accomplishments in improving the low-level code this month, in particular Philip's robust localisation system, and Jan's versatile VFS file handling framework. Simon Brenner aka olsner for successfully implementing the game's world simulation layer (aka The Scary Classes) including multiplayer network support. Aviv Sharon aka Jeru for his patience and willingness to adapt to so many recommendations to the GUI work he was tasked to, and then ending up with a fine product. Also special thanks to Rich Cross aka notpete for his welcome enhancements to the Scenario Editor, and Gustav Larsson aka Gee for his ongoing extension of the GUI engine. I also do not want to forget a few of our department heads who accomplished a tremendous amount of work this last month: Paul Basar, Stuart Walpole and Bobby Ognyanov. Behind-the-Scenes news for August Virtual File System vasty improved (now fully supports packed, loose and mod files). Activated handle manager caching. A localisation system was implemented. Significant improvements were made to the GUI Engine, particularly the text renderer and supporting floating point coordinates. Additional features were added to the Scenario Editor, including a propping and animation interface, terrain flattening, and deleting actors. 17 build updates of the game Updated pmdexp (model format plugin). The font builder tool was improved. Main menu, resource icons and initial statistics were added to the GUI. The network protocol was implemented (remote users can send chat messages and join a shared game). Fixed more bugs than last month. Created more bugs than last month. Integrated music code. Started making arrangements to switch to Subversion version control. Added 32-bit translucent cursors. Improved error logging mechanisms. Significant updates to simulation code. Started on reference documentation for various high-level systems: GUI, entity, networking, camera, console. Random Map visualisation examples have been started PASAP Phase 2 art was completed. Entity and Attribute based design document has been initiated and is well underway. Roll over entity descriptions for the 200+ entities has been started. Over 100 new actors were created. A new music track was composed.
  14. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of July. Mark Thompson aka MarkT: For his work on pathfinding, collision detection, and unit action, command and control that has been instrumental in completing our key gameplay milestones this month. Philip Taylor aka Ykkrosh: For implementing and enhancing Gee's GUI Engine, and fixing a host of warnings, errors and memory leaks. Malte Schwarzkopf aka Fire Giant: For his excellent work ethic in assisting to get the GUI up and running. Joshua Gilbert aka Shogun 144: For his consistency in publishing 3 articles every month. Check out his LATEST! Behind-the-Scenes news for June Public Relations Department was started Added JavaScript interface to the config database Got the in-game GUI to a usable state (a biggy) Created a screenshot system Allowed copy-and-paste between Windows and the game's console Implemented a crash log and testing configuration, to help identify problems in distributed copies of the game Asset exporter, premake and command-line compilation to improve build distribution process Improved font builder tool Added XML binary format to optimize loading performance Preliminary OpenAL audio support Unit control - selection, groups, moving, patrolling, bookmarks Configurable hotkeys Improved Virtual File System Unit selection and unit ordering (a biggy) Special camera features Lots of new/functional JavaScript code Implemented Windows and OpenGL GUI cursors Improved Linux compatibility Further optimization of simulation and pathfinding code Created bugs Fixed bugs Updated versions of test units created An indexed, expandable and collapsible, comprehensive "living" Design Document Preliminary Odysseus converter Several Roman structures modeled and textured Several Celtic structures modeled and textured Persian theme established Also a big thanks to a few of our department heads who accomplished quite a bit in this last month: Stuart Walpole and Bobby Ognyanov.
  15. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of June. Philip Taylor (aka Ykkrosh): For making an insane amount of progress in his first month at WFG. Wrote a font builder tool, integrated a GUI Javascript event handler, experimented with skyboxes and camera controls, and assisted Jan Wassenberg and Simon Brenner with making a host of compatibility and stability improvements to the low-level engine code. Boris Hansen (aka Vaevictis_Music): For making three exceptional music contributions in this last month. Also, taking it upon his shoulders to do some administrative duties in the WFG community. His intuitive wisdom and keen insights are always appreciated. Behind-the-Scenes news for June Two new graphics programmers joined the programming team Font builder tool was completed Several history articles written Nearly all the celtic structures have been modeled Much work has been done on FSM (unit level AI) Integrated javascript with the GUI Persian concept art has been started The Odysseus tool is making great progress, should be done this next month Online asset manager tool was created Several music tracks have been made/perfected Bugtracker software has been hooked up Did our first round of benchmarking tests Storyline written for a suprise has been completed Integrated console File auto reload Timer and smooth filter for elapsed time Xerces integrated with VFS Initial config database implementation 100+ bugfixes
  16. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of May. Rich Cross aka notpete - For being a source of extraordinary graphical wizardry. This month he brought us the attachment system, animated unit models, dynamic shadows, unit picking, a host of improvements to ScEd and the graphics engine. Jan Wassenberg aka janwas - For not only tirelessly ploughing through a list of low-level programming tasks of approximately equal length to the Berlin Wall, but for his commitment to stamping out compiler warnings, memory leaks, and establishing DLL standardisation. Also a source of great ideas for improvements to the agenda, prioritisation, etc. Mark Thompson aka MarkT - For taking Rich's units and making them "dance" (not literally, but maybe later). Added entity management, waypoint movement, basic pathfinding and collision detection, provided a linefix solution, and helped out Jan a whole lot with his fixes. Alan Kemp aka Alan - For implementing and thoroughly documenting a Javascript host interface, soon to be the backbone of 0 A.D.'s scripted logic. Bobby Ognyanov aka CheeZy - For creating a beautiful set of terrain textures, and an accompanying set of terrain sprites. Behind-the-Scenes news for May RPS dynamics documented Several Concept images were sketched ScEd has been updated to version 0.0.7.2 New member Chad Heim joined the Programming Department Details of the Schedule were completed Master art list was created 3ds Max template was updated to version 2.0 Much low-level code was updated and/or initialised Animation implemented Propping implemented Shadows implemented Pathfinding implemented Waypointing implemented Scripting implemented and documented Design Document v1.8 advancing nearer to completion
  17. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of April. Gustav Larsson & Simon Brenner: For the incredible number of man hours they have clocked up this month revising the Technical Design Document and programming schedule. Also thanks to Simon for completing the leviathanic task of merging the ScEd graphics code into the engine. Mark Thompson: For his implementation of our developer code review and backup CVS repositories using cygwin. Shan Sherrill: For his creation of two masterful desktop images and six new coloured title art images that you can see featured in the history sections of the website. We are also going to do something new. Every month we'll post the news of the summary of the past month that you could also find in our Community Crier. Many members this month had unexpected things come up in real life, that took time away from their 'hobby' here at WFG. We also lost several 0 A.D. staff members due to real life issues. We want to thank all of you for the time you commited to the project and hope you can come back soon and join our ranks yet again. Paul was promoted to head historian Nathanael was promoted to newsy Moved completely off our old server ScnEd has been updated to version 0.0.6.1 New member Matt Holmes joined the programming department Schedule was completed HR department was initiated PASAP Greek buildings have been completed One of a series of desktop images has been completed Several lists for asset management and organization were completed All programmers updated to use a common programming platform TDD revisions and updating have begun Several new articles up on the website relating to history Greek CS unit concepts were completed Several Roman structure concepts were completed ScnEd integration with game engine Particle module is making great progress
  18. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of February. Alan Kemp (Alan): For the many hours he put into developing an AI sim testbed, including pathfinder, entity system, and embedded Javascript host. Michael Reiland (mreiland) & Simon Brenner (olsner): For their hard work on researching and developing the error-handling foundation, including SmartPointers, queueing and threading. Even though we don't usually make mention of the accomplishments of Department Heads, I thought it would be appropriate to mention these men: Stuart Walpole (Acumen): For doing the work of three men. He did some excellent work in updating the website's FAQ, updates to the Design Document, and spent many hours toiling as the Manager of the Programming Department. Ken Wood (Phoenix_TheRealDeal): For excellent research in the flora, non-flora, and fauna gaia objects in the ancient world. Bobby Ognyanov (CheeZy): For great advancements in the Scenario/Map/Object editor design document. Nearly completing it, and gathering some excellent ideas that will hopefully make our editor both powerful and intuitive. Dave Loeser (Dak Lozar): For the great improvements he has made to the Programming Department since coming aboard as our new Lead Programmer. This included establishing revamped coding conventions and preliminary development of an advanced code review procedure (including CVS branches with Mark Thompson, and a revamped task system). Also for his willingness to help out wherever necessary, from researching and testing third-party audio libraries to picking up the reins on the error framework.
  19. The following are the outstanding accomplishments by the 0 A.D. Staff Members for the month of December. Gustav (Gee) - Made an extraordinary number of improvements to the GUI Engine, and set an excellent example in keeping us updated on his progress. Mark (MarkT) - Made tremendous progress on the entity editor and task scheduler class, and contributed in various different areas. Jeffrey (Zeusthor) & Steve B (svede) - Kick-started scripting development with a lot of preliminary research into our alternatives and requirements. Paul (Paal_101) - Wrote some great history articles, helped advise for the Roman unit appearance in text for concepts. Michael (Mythos_Ruler) - Did a great job with sketching for the Hellenic Buildings and is almost done with them. Bobby (Cheezy) - Making excellent progress in the design document for the Scenario Editor, assembling the WFG "Core Group" for RTS community interation, and doing some fine work with terrain textures. Shan (Hyborian) - Nearly completing all the Roman unit concepts in under a month! :arrow: Though we don't give out this award to department heads, I'd like to make special mention of all the work Stuart (Acumen) did this last month in the Programming Department, Design Department, and Web Department.
  20. Amazing, an entire year has passed since the last time we reflected on the work of an entire year. The year 2003 was a great year for the 0 A.D. project. Here are just a few of the big news items from 2003: We made some great additions to the 0 A.D. staff Game Design Document has been 90% streamlined/finalised Technical Design Document has steadily grown Civilisation Profiles have been completed Building Concepts are near completion The collection of unit concepts is growing every week Basic unit models and animal models were completed Several great score of music were written New temporary website was put in place New task system was created New forum network was implemented Numerous History Articles were put in place The decision was made to go full 3d vs a 2d/3d hybrid engine Programming of the game officially started in August and has been running very smoothly Version Control System was implimented for the code Animation and the Tools required for the Object Editor were created Lots and lots of art has been created, including all the shield textures for the game (200+) GUI and Menus have been designed That's incredibly brief overview of all the work that has been done over the last year, but those are the highlights. Great work team, I can't wait to do the recap for the year 2004 when we can put the words "Beta Release" on that list. Cheers to 2003 and here's to 2004.
  21. Alrighty, they should be fixed now.
  22. what is missing? not sure I follow... I need a screenshot or something
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