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plumo

WFG Retired
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  1. 0 A.D. Development Report #9 (21/10/2012 - 21/11/2012) 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! Screenshot of the Month! This strategic land bridge was named after the nearby Greek city. Need I say more? Click the image to see a larger version. Art & Programming & Sound Wraitii added enhanced water rendering, shore foam and waves for your viewing pleasure! He has also updated the water settings for most scenarios. leper added diplomacy to the game! Is your ally eating up your CPU's power? Declare war! He also added resource icons in the in-game tooltips (patch by regular contributor zoot). quantumstate added unit training hotkeys (patch from mammadori), some more mediterranean textures and a tutorial scenario: 'intruductory tutorial'. stwf kept working on the Sound Manager. Hurricane Sandy cut off his electricity for more than a week but now he's back in business. Shield_Bearer added the Roman bireme (= an ancient oared warship). He is also working on new human models together with Kopesh and Enrique! Omri_Lahav added yet another new track to our ever-expanding soundtrack: Calm Before the Storm. Enrique kept working on the Mauryan Indians, a new civilization which will be fully playable in two alpha releases' time. Lately he committed the Mauryan fortress among with some more textures. He has also added rubble (when you destroy a building) for most buildings! fcxSanya reimplented training limits for heroes! Only one hero per player so choose wisely! Spahbod added a new map: 'Corinthian Isthmus'. Zaggy1024 animated yet another animal! Please welcome in all its glory: the peacock! historic_bruno updated some lists with contributors, and fixed Atlas and Collada dylib loading on OS X, for non-bundled binaries and a build error on MSVC (for most people this reads as: two bugs were fixed). Mythos_Ruler added normal/parallax mapping for Iberian & Roman gates, an attack animation for females and some weapons and shields for the Mauryan Indians. Last but not least: Myconid. Last week we decided to drop the fixed function renderer (which is barely used nowadays and was holding our graphics back). A road map was published internally with a list of planned graphical improvements. If Myconid can implement all of these (which he is capable of), then 0 A.D. will set the new graphical standard for open-source games. One of our newest asquisitions, Ludo38, has been making box art and wallpapers. Strictly speaking not part of the team (yet!) is Lordgood who has modeled and textured a few buildings for the Mauryan Indians. See you in a couple of weeks with the latest development news!
  2. What we also could do is give the Celts early access to a blacksmith or blacksmithing upgrades.... ( a bit like the norse in Age of Mythology whilst playing with Thor as main deity/god)
  3. I just tried the Belgian Bog map. This is my system: Windows 7 64, i5-2500K, 8 GB ram, GTX 560 Ti (with latest beta drivers, 310,XX) When I reveal map (no AI player selected) and I completely zoom out in the middle of the map (with the lakes), I get around 15-16 FPS (with all effects enabled). Without refraction, this becomes 18-19 FPS. If I turn off all water effects I get around 30 FPS.
  4. @Wraitii I'll check asap thanks. ( I'll also report my fps)
  5. I just checked the Belgian Bog. Can someone remove the waves and make the water a bit more murky? Thanks
  6. That would be cool Also: could you write a very short summary of your new water shader? I'm not that technical
  7. @wraitii Some before and after screenshots would be fabulous for next week's report
  8. It would be a shame not to induct you to the team, considering the quality of your videos! Welcome! Whenever you are finished with the second tutorial and you want to do something else, I can always use videos for the reports .
  9. I love the turn-based campaign map. 0 A.D. is an RTS game so more stressful
  10. The only instant buy game series in the world for me.
  11. I'll update the report tonight , need to go to work now.
  12. 0 A.D. Development Report #8 (Week 40 - 42) 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! Welcome aboard, Ludo38! Ludo has been contributing some great graphics recently and spreading the word about 0 A.D. He has accepted to join to Web Design Team. Another contributor that deserves her (!) minute in the spotlight is BrynnOfCastlegate (or just 'Brynn'). Brynn recently started making tutorial videos and other promotional material. Check out her first tutorial ! Screenshot of the Week A real-time post-processing filter FOSS - by Martins Upitis - applied by Zaggy1024. Note that this has in no way been Photoshopped. It is a screen capture taken directly from our 'Atlas' world editor. This is just one of many new effects and filters that are supported now in 0 A.D.! All credit goes to myconid for his amazing Postprocessing Manager! Art & Programming & Sound The day has finally come! Myconid has committed his Postprocessing Manager to the main code branch (some even claim the only code branch...). Main features are Distance Fog, Brightness & Contrast ("fake HDR"), super-fast Bloom and fast Depth-of-Field. All these effects and enhancements can be tweaked to your liking! Mythos_Ruler has mainly been working on technologies. You want to increase your citizen's wood gathering rate? Research 'Iron Axes' at the mill! You want to give your workers a moderate movement speed bonus? Research 'Shoes' at the Black Market...(No wait... that was in C&C:Generals). Mythos_Ruler also created a sandbox scenario for the Macedonians, among some balancing. (Call it coincidence but he always seems to be 'rebalancing' stats prior to a staff battle...) Quantumstate has been restructuring the code behind technologies. Talking about optimizing: he was able to lower the CPU usage of the CCmpRangeManager by 80%! This benefit won't be spectacularly noticeable as this is only a small part of the game, but the CPU usage is such a bottleneck that we are considering to spend the remaining Pledgie budget on a bronze statue in his likeness. We think the community would concur (for the record: your money is not being wasted; all money goes to the development of 0 A.D.). Spahbod has added two random maps: Nomad and Syria. He has also added a couple of map previews. Last but not least he revamped the match setup GUI even further: it is now possible to set a population cap (i.e. a limit on how many units a player can have) and to select the amount of starting resources. Enrique has made a night version of the Belgian Bog map, among with new shield textures for the Mauryan Indians. Lion_Kanzen also contributed shields for the Mauryan Indians. Zaggy1024 has been toying around a bit with Myconid's Postprocessing Manager, mainly improving the quality and performance of Depth-of-Field effect. historic_bruno applied a fix where water would not be animated in the editor (Atlas) and incorrectly animated while the game is paused. He also implemented rubble and debris (visible when a building is destroyed). OmriLahav has been working on a new generic track and a new early (=will play during early game stages) Celtic track. Yves added a splashscreen that appears on startup and informs the player about the status of the game (bugs, missing features). See you in two weeks with the latest development news!
  13. Expect the new report this Weekend.
  14. It says: You are not allowed to use that image extension on this community.
  15. When I put the original Image between spoilers, the forum warned me that this was impossible so I used a link.
  16. Thanks for reporting, fabio, I'll try to find a second, public screenshot.
  17. 0 A.D. Weekly Report #7 (Week 38+39) 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! Weekly (?) Report It has been almost a month since last report, due to the feature and commit freeze leading to the release of Alpha 11. Progress (read: commits) is again speeding up, so the weekly report is back! Screenshot of the Week Enrique brought the Hanging Gardens of Babylon back to life. Judge for yourself! Art & Programming Enrique has been putting the final touches on the Persian wonder. He also committed some new buildings for the Hellenic factions (a library for the Macedonians and the syssition for the Spartans). Now he is working on Mauryan building modules. Pureon has been working on new icons and a new, yet unrevealed building for the Britons. He is also brushing up on his jQuery skills to build an interactive faction map. Last but not least he committed some new GUI tile backgrounds. Myconid has been helping Enrique with shaders for the water & waterfalls for the Persian wonder. In addition he kept working on the Post-processing Manager, which will allow us to customize the graphical effects. Spahbod recently added new options to the match setup screen. Now you can set a population cap and choose the amount of resources that you start with. Stwf kept working on improving the sound manager, including a new threaded sound manager and proper distance roll off. Mythos_Ruler has done some work on the Persians. Historic_bruno implemented vision/range? and health/max? tech modification. This will support additional technologies. He also applied some patches like Fcollada build fix by pcpa, a GNU/kFreeBSD build fix by vincent and a 'force attack' hotkey to destroy enemy farms f.e., by quonter. Quantumstated fixed some formatting in Attack.js, and added a fix to avoid a technology from being queued multiple times. Sound Omri Lahav is looking for French horn players and people who are fluent in ancient languages. Did we mention he recently decided to compose a couple of unique tracks for every faction ingame? Check back next week for more development news!
  18. Nice work! Also: for randomly generated maps, is it already possible to change the amount of resources on the map? For example meagre, normal and rich (amount of mines, wildlife,...) It would be cool if there was a changeable parameter.
  19. @fabio There will be. It has been a while because there was not much interesting to report during feature freeze and commit freeze (fixing bugs...). Expect a new report this week at the latest.
  20. Hey Alexandros, welcome! Someone from the Art Department will contact you soon (keep checking this thread). Regards.
  21. @hidralisco Try playing with maximum 1 AI player ( and preferably without enemy/friendly AI players, against a friend via the internet) Also: avoid island maps.
  22. ALT-tabbing can give errors , as far as I know.
  23. Original AOE ftw ! http://www.gamegiresun.cc.cc/img/product/2010/201006/20100625/326858_0_Age_Of_Empires_2_Gold_Edition_.jpg
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