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plumo

WFG Retired
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Everything posted by plumo

  1. What about something related to the Mauryans? Next alpha they will probably be fully playable so...
  2. @Brynn I'll send you pm tomorrow to discuss this
  3. I hope to do a release video for next alpha (12) to create more hype/buzz
  4. When we reach beta status, I think we should all try to meet and throw in a conference
  5. 0 A.D. Weekly Report #6 (Week 35) Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might be an interesting read. If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community! Feature Spotlight! This week's report will be a bit different from the others as we are in 'feature freeze'. We are trying to make alpha XI as stable as possible, so instead of adding new, untested features we are focusing on fixing bugs. If you want to read about these fixes though, check out the log of latest code revisions. After whining for a whole week, I finally persuaded Myconid to reveal some of the things he has been working on lately. Adding AO (ambient occlusion), normal mapping, parallax mapping, 'swaying trees' and smooth Line of Sight was clearly only the beginning. Currently he is also implementing Bloom, HDR and Distance fog. His pièce de résistance will be the Post-processing Manager, which will apply effects to the entire rendered image instead of individual models (which he has been doing so far). Myconid was so generous to send me two screenshots showing some of his latest work. Can you spot the effects and enhancements? The winner gets a free copy of the game! Check back next Monday for more development news!
  6. There will be people It will be published tomorrow (it will be slightly different because we are in feature freeze and there is less to report) We'll reveal some new things that are being worked on graphically .
  7. @Lion.Kanzen I think later this month or early September if there are some release blocking bugs that are hard to fix...
  8. I would vote against kickstarting 0 A.D.
  9. @Zoot I knew you were joking but I put a warning anyhow, just to be on the safe side. I updated the gif, thanks! @iap I'll try to get you a reply from wraitii.
  10. 0 A.D. Weekly Report #5 (Week 34) Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might be an interesting read. If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community! Feature Spotlight Community member Zoot posted this GIF showing Shield_Bearer's mapping effects on the Iberian buildings. People who are affected by Epileptic seizures should refrain from watching this as it contains fast moving images (probably we are exaggerating, but we care about you!). Art & Programming & Sound It's official: feature freeze is in effect! No big changes are allowed, only small tweaks to templates, art, or small code changes. During this phase the hunt for bugs is on! When they are squashed, we enter the commit freeze phase. The code remains untouched, so we can create installers for the various operating systems (Windows, OS X and Linux). To quote Borat Sagdiyev, I'm so excite! We are very excited as well about stwf's new sound manager, which will bring sound to Mac users! This week stwf and historic_bruno committed the sound manager to the main data branch (using svn), and fixed some related bugs. Pureon has been working on a new building for the Brythonic Celts: the crannog! This fortress is unique, as it is built on a small artificial island. And while it doesn't create units, it allows a major garrison to fire arrows at enemies! This week, Enrique committed the updated theatron and gymnasion for the Athenians. Currently he is diversifying the Hellenic civ centre (as both Athenians, Spartans and Macedonions will use this) and creating new models (syssition, farmstead and library). Myconid's mapping enhancements (normal, parallax) have been added last week. This week he has mostly been fixing bugs. Amish - who isn't Amish because he clearly uses a computer - has updated the Carthaginians buildings with Ambient Occlusion. Deiz committed a fix from yacka that prevents domestic animals to be manually deleted/killed, worked a bit more on the walls and fixed some other things. Mythos_Ruler added normal maps and specular lighting for the Persian city tile terrain, and updated some tooltips. Quantumstate added support for putting technologies in folders and added camera movement speed modifier keys. Gen.Kenobi kept working on his rocks, adding very high quality parallax effects. Wraitii kept working on his new bot, Qbot XP. After some optimizations the RAM usage should be lower as well. Zaggy1024 updated the Roman normal maps and added normal mapping to the Broch (Brythonic fortress). Check back next Monday for more development news!
  11. Well, you can always help looking for historical references, ancient names, ...
  12. For those who love medieval music (trust me, you should) http://www.youtube.com/watch?v=-CJ2oLBxF7c
  13. 0 A.D. Weekly Report #4 (Week 33) Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might be an interesting read. If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community! Art & Programming & Sound Note:This week's report will be a bit shorter than the previous reports. Alpha XI is very close to being released (late August - early September). Not many new features have been added this week as we are approaching the 'feature freeze'-phase. It gives us some time to test the game and remove as many bugs as we can find. Myconid's post-processing effects made it into the game! The new features have been tested throughout the week and many bugs have been fixed. It will take some time before the artists let their models take full advantage of all the new possibilities (see previous weekly reports), but the results will be spectacular! Luckily, some effects don't require additional work. So enjoy a breeze through the trees and the smooth LOS (line of sight)! Omri Lahav never stops remastering existing tracks and recording new ones. Lately he has been experimenting with taiko drums and percussion, to create the most exhilarating battle music. In short: expect a lot of new music in Alpha XI ! Deiz added a 'Stop' button to the GUI for immediately halting units, improved gate closing behaviour when locked or when no enemies nearby and continued quantumstate's work on team/private chat for multiplayer games. General Kenobi has been updating his Scandinavian rock formations. Pureon has recently finished his amazing Brythonic Broch model, the new fortress for the Britons. I have very strong evidence (a personal message in fact) that this is not the last new building model for the Britons! Quantumstate added support for multiplayer chat, which Deiz continued, and support for cropped images in the GUI game setup (so playing in different resolutions won't affect map preview sizes). stwf kept working on the new Sound Manager, which we really want to include in the next alpha release! Wraitii kept working on Qbot XP - a new bot that will provide a greater challenge than its predecessor. How do we know for sure it is a greater challenge? Easy: Put Qbot and Qbot XP in a 1vs1 battle a couple of times and compare the results. Let's say Qbot XP came, saw and conquered. Zaggy1024 has been updating Roman buildings with Myconid's post-processing effects (specular maps, normal maps). Check back next Monday for more development news!
  14. What about the following: In the original Age of Empires (Rise of Rome expansion) you could research Logistics : "Barracks units (except Slingers) only count as half units toward your population, so you can essentially exceed the population limit by building Barracks units." If we do the same for women, they become much more valuable overall.
  15. I'm getting the same error when playing Gallic Fields (there is also a corral in your base). Assertion failed: "0 && (L"Can't find a usable technique")" Location: ShaderManager.cpp:474 (CShaderManager::NewEffect)
  16. We don't mention everything in the weekly report
  17. I removed it momentarily. I'll check how to make it smaller.
  18. We'll get a new homepage quite soon
  19. 0 A.D. Weekly Report #3 (week 32) Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might be an interesting read. If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community! Team news! Last Saturday 6 team members (Enrique, Pureon, Feneur, fcxSanya, bstempi and Mythos_Ruler) participated in a staff multiplayer match. There is no better way to balance the game and to settle small disputes! In the near future we'll start with matches between departments, if the fear for the art department team can be overcome. Art & Programming Deiz kept the pace high this week. The icons of technologies being researched are now displayed in the upper right corner of the screen (check out the screenshot below) and player names are now displayed in the summary screen. Add to this at least 10 bug fixes and improvements... Enrique has finished the Hellenic dock and a scaffold object, which will probably be used as construction scaffolding (WIP). Now he is giving the Hellenic theatron a new lick-a-paint. Fexor has been working on improving the wall system. Gen.Kenobi committed a whole batch of new rocks. Myconid's graphical improvements are in an advanced state, and are being tested thoroughly. Thanks also to community members like zoot, who provide detailed feedback on myconid's work. A new graphical feature that we haven't mentioned yet are windy trees. We will post an image/video of that soon! Mythos_Ruler has been updating some maps and doing some balance work. Pureon has been working on the technology tree and its icons. Unique technologies will be added later, many generic (common for most factions) technologies are already ingame. He has also been working on banners and other artwork for the new website, which is coming along nicely. Spahbod implemented some basic cheats this week. He is also working on colour selection in the game setup screen. stwf has been working on the new Sound Manager. Historic_bruno, wraitii and dvangennip have been testing the latest version extensively, as it is very high on our priority list (and on your wishlist, if you are using a Mac OS!). Wraitii has also been working on merging his AI bot Marilyn with Qbot, the bot developed by quantumstate. This new bot, Qbot Experimental (Qbot XP) will provide more of a challenge. In addition he changed the minimap to display shallow water. Check back next monday for more development news!
  20. @feneur Completely aware! I was just daydreaming aloud
  21. I really loved the way Knights and Merchants ( old RTS game) handled construction. Basically around every 10 % of the construction shows a new visual of the building. The main difference with games like Age of Empires, tropico or the settlers is that they actually showed the framework of the building getting constructed first! For me this is an amazing feature. Imagine: first the wooden beams , then the rest.
  22. Before you do that, make sure you actually want to see something in Antwerp Belgium has some nice cities though (I guess you have heard of Bruges)
  23. @TheArchive I was jokingly referring to the cheats in the original age of empires ( although I'd like to see them ingame as well!) pow was a baby on a tricycle, and e=mc2 trooper was a kind of trooper/soldier.
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