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Everything posted by Wijitmaker
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Who's the most veteran member here?
Wijitmaker replied to rohirwine's topic in Introductions & Off-Topic Discussion
Who is the most veteran member on the forum boards? Non-member would be: friedd0g (used to be known as Smonz), he co-founded WFS with Dire_Wolf) Active member: Me This migh be a fun little trip down memory lane: You got questions? I got answers -
Like Alex said, we aren't quite ready to tackle the Persain sounds yet. Actually, we are just making our first attempts at voice acting with the Greeks. The persians could soon follow. Would you be availible in a few weeks once we get the Greeks done?
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Hey Ykkrosh, I get a chance to tell you in person. Beautiful work man! That tool should go a long ways to helping the AoK modding community. Especially for large projects like the "Battle for Middle Earth" mod: http://www.vanacreative.com/bome/ I'm not sure if it would be of any use to you, but I have the old source code for Mod Pack Studio v3 that never came out. I was doing beta testing for J_C_A; but he dropped off the face of the earth, and the project was never completed. If you have any interest in the code, I could forward that to you. Oh, and if your ever bored and looking for a project, let me know - we could always use a coder that likes to get his hands dirty and the dedication and drive to see a project through.
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I think they are 2 different ones
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Yeah, with lea-nerdo Have you guys seen this one? http://www.apple.com/trailers/wb/alexander/ I also heard rumor of Vin-Deisel doing one with Hannibal (the Carthaginian - no the cannible )
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I thought I'd share this with you guys here at 0ad because the concept of 0ad has its roots in AoK. And infact, you could probably accurately say that the pre-0ad was in fact WFS's very own mod for AoK ( http://www.wildfiregames.com/raw/ ). This is a stat editor that has previously only been availible to SWGB and now works with AoK. Both games use the same engine. Pretty cool stuff! Weird thing is, if we had this tool 4 years ago, 0 A.D. as we know it probably wouldn't be a stand alone game like it is now, but instead a mod for AoK. So I guess its a good thing that it only came out till just now http://aok.heavengames.com/cgi-bin/aokcgi/...t&f=9,33863,,10 The file: http://games.build-a.com/swgb/files/GeniEd2.exe
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game polys Which in 3dmax are refered to as tri's or faces. A 3dmax quad/polygon refers to two 'game polys'/tri's/faces. Confusing? Yes One of the many ways to count is to: make a clone, convert the object to a mesh, go to sub object mode, and select all the faces (with ignore backfacing turned off), and it will give you the count your looking for.
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That is quite interesting piece of historical warfare Nick! Thanks for passing the link on to us. Time will tell if it makes the game or not.
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Didn't find any reason to close the thread, so I reopened it. Closed threads look bad, because it implies something bad occured. Nothing bad occured, therefore re-opened.
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Humanoid Bodies ≈ 350 Animal Bodies ≈ 450 Humanoid and Building Props ≈ 20 World Objects ≈ 150 Buildings ≈ 400
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Sorry akya, if you were using mathmatica I could help, but I don't have maple.
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I used to play basketball, so this caught my eye. Remember that old movie back in the 90's about basketball and how whitemen can't jump. Well, generally that is true... but check out this guy. Here is a kid from canada who just happens to join the college program here where I attend at EWU. He has hops! Thats for sure! Check it out http://www.uweb.ucsb.edu/~jheyward/dunkcontest.wmv His name is Henry Bekkering, and he is 6' 6", 210 lbs, from Taber, Alberta. I think he is only 18 years old too.
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However, in theory... with our modding capabilities, you could practically make your own game over top of 0 A.D.. Being that 0 A.D. is absolutely free, you don't pay a dime. You also don't have to do any hard core programming either
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stag driving? please no! perish the thought! Here is a fun quote from May 19th, 2001: Happy Birthday Man
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Yeah I saw it too, I told Stuart, I could have done without seeing so much of Acheles' skin A shame I know absolutly nothing about the mythology and legend behind the story... oh well It was entertaining, but I pretty much agree with your setiments Bobbo.
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There was an interview I did at Christmas, but the site that hosted it and asked the questions died. I suppose that means we could host it on our website now?
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Maker = Topknot Demos = just some old stuff he was doing while playing around with blitz basic code Easter Egg = Its been a few years, but I think it was a building - when you clicked on it it played a sound or something... I forget
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Hmm, well I was looking around my HD, and I don't have any of the old blitz source code, except for one terrain editor. I have quite a few old compiled demos, but thats the only source code I have. You might be able to contact the maker, but I don't know if he is online anymore.
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Yeah that was from a prototype engine, it was programmed in blitz basic... you still want it?
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Which screenshots are you refering too?
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What about Bob?
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Yeah those are pretty much the best ones IMHO. The Grail is more 'fatasy', The Pendragon is mainly a battle book, and Avalon could be read totally independantly. I liked the Atlantis connection too. I also appreciated all the history he researched and how he interweaved it into the legend of Arthur. Cool stuff I haven't read them in about 5 years, its about time to re-read them again The deal is, we are doing an Arthurian based campaign for part II of the game. If you would be interested - you could help perfect the current storyline we have now? The guy who wrote the first draft based it largely on Bernard Cornwell's books. It would be kind of nice to have a story that is our own. I also have a few history articles I've been working on that I need to get completed - "Authorian Britian" and "The late Roman Empire". Julia Ormond I guess its a personal preference, but the whole lancelot story really annoys me. Yes, its a pivital part of Monmouth's story... but I just don't like it. I guess perfer putting Arthur and Gwen on a moral pedistal I'm also a big fan of the "True" king Arthur vs. the "Legendary" king Arthur. The history of the british isles from 400-600 AD has always facinated me lol, thats exactly what I want. No glitz, no glamour - just history and an epic story!
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Ah, another arthur fan - can't ever have enough of you I'm a big fan myself but based on another author (Stephen R. Lawhead). Hopefully we'll have a nice campaign for you in Part II. BTW looking forward to the new Arthur film? http://www.murphsplace.com/owen/arthur/arthur.html I sure am!
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It's Stuart's birthday today! Congrats on the quarter century mark there man Have a great day, and don't work to hard!
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Rock Paper Scissors
Wijitmaker replied to Wijitmaker's topic in Game Development & Technical Discussion
I think there is a little confusion on what exactly this RPS stuff does. I don't view RPS as the greatest deciding factor of combat in the game. The RPS stuff is mainly to give the game symetry. It gives a function and pupose to every unit. As far as one unit being 'effective' vs. another unit... I think there are two other MAJOR factors that really outweigh or be a counter balance to RPS dynamics. That would be the techs researched and the ranking of the units. Example... say you have an infantry swordsman and you you know that your bonused vs. infantry spearman. Your both at the basic level with no techs researched. Chances are you'll win. Say you take that same basic swordsman and attack an advanced spearman, there is no way you'll win - he'll kick your butt. The only chance you got is to research a few more millitary techs and after you do that you have a chance at evening the playing field so you with your teched up basic swordsman could make a fighting chance vs a relitively unteched advanced unit. RPS doesn't mean your invicible vs. certain units and it doesn't mean you have the silver bullet. It does mean you have an upper hand on an even playing field and you the AI will used that knowledge to attack in a more efficient manner that will gain you as the human player the most 'bang for your buck' when your not their to watch and command every move. So take the slinger for example... these guys are pretty weeny anyway. Relitively little to no armour and as they gain rank, it will probably only effect their attack strength and accuracy. Pretty fragile dudes. The support units and siege weapons are the same way (except the ram has impervious pierce armour). The Cavalry Archer and Cavalry javelinist will probably be weakened generally by the overall armount of armour that they will have (definatly less than a cavalry spearman - also probably less than a cavalry swordsman). Cavalry archers in part I of the game might as well be a SU because they are so rare (I think only the Persians have them?) And the cavalry javelinist will be probably be one of the lowest hit point units of all the cavlary units. Another thing to point out is that we are only going to give slight bonuses... example say a 5% attack bonus vs. that classification at the basic and say a 15% bonus at the advanced and maybe a 25% bonus at the elite. Looking at number examples... it would be something like: sword_infantry_b attack: 5.00 sword_infantry_a attack: 8.00 sword_infantyr_u attack: 12.00 Thats the attack it would have vs. any unit on the map except for the the infantry spearman and infantry javelinist. When in combate with its RPS partner the stats change. In those cases it would be (using the percentages above): sword_infantry_b attack: 5.25 sword_infantry_a attack: 9.2 sword_infantyr_u attack: 15 Note that the bonus increase in strength as the unit advances, but also see that the unit is still going to cause damage on other units that aren't its RPS partner. I hope that explains things a little better that I should have explained in the first post. Does that help things sit better?