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Aeros

WFG Retired
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Everything posted by Aeros

  1. Making a world map out of a random map script would be impossible or atleast very hard. But we could blur the line between RMS and Scenario, and make a scenario that functions like an RMS or make a RMS that functions like a scenario.
  2. It's a joke, Centurion Nice ideas I know I'll be trying my hand at a world map eventually (I do with every RTS game I design for), that'll be my test for the 0AD editor to see what it's capable of If it can make a scenario seem like an RMS, then I've done my job well.
  3. lol adam.... Yeah I'm surprised someone managed to pull one of the alarms today when the fire alarm handles are usually covered in gum so that they either won't move or you can't even put your hand on them. But it was funny none the less. Me and some friends were planning to ditch in the confusion, but then we realized no one actually gave a crap about the fire alarms going off, thus there was no confusion.
  4. well, Rise of the Vikings sounds better than Viking Mod so yeah, it's good
  5. The best campaign ever made. It's for Age of Empires 2: The Titans Expansion, by Ingo Van Theil who has been designing since the days of AoE (1998). He didn't design for AoM because he wasn't digging the mythological theme, you're really limmited to designing myth/fantasy based things in a game like that.
  6. hehe, well alot of these games in total take 5 years to make. AoM got started right after Age of Kings did, or atleast, the preliminary work on the engine and design did. Most of you know that HL2 has been 5, nearly 6 years in the works, Doom3 also took many years. I'm not trying to compare 0AD to these excellent games (that kind of relation is for the fans to decide), but games take a long while to get organized and rolling. You can sure say that we've gone a heck of a long way with 0AD, the years of planning, conceptualizing and getting the team and management together. In the long run, actually building the game technically is one of the final steps, and already we've done some amazing progress for a group of unproffesional hobyists. We sure as heck plan on finishing 0AD, however long it takes.
  7. it took Ingo 2 years to make Ulio, and it might be the best scenario ever made
  8. One of these days I'm going to boycott school, and I won't do it quietly.
  9. @Curu: Oh you mean to attatch them as a prop for a building? Nah you can have as many prop points as you want. But the more you have the bigger the load will be in CPU and Ram. You can make 1 box, and then just make 3 prop points and attatch that box there and save yourself from having ot make 3 different boxes We re-use ALOT of material in the game through prop points, it's really great. Another cool thing is that all the art we use to decorate buildings (which are added on through props) will also be placable individually in the editor. Would it surprise you to know that all the building art for a civilization is contained in 1 to 2 512x512 textures? Prop textures are included in 1-2 256x256 textures, that's where we have things like door and window textures, which are added on through props. Like I said, we re-use alot of material and are very efficient with the resources we have. @Argalius: Maximum texture size: It's so big that we don't know what the maximum size is yet. Most of are textures are between 32x32 and 512x512, it would be rare to see a 1024x1024 texture, though you can definatley have one. The biggest textures we've used were 2048x2048 to test some skyboxes, we've had no trouble with that.
  10. I'm pretty sure Yuiel is in Canada, unless he's only been pretending to live in Canada all this time
  11. How about equiping all WarLord GamingCafe computers with the 0AD Beta when the time comes We'll probably let you do that Just no distributing.
  12. You mean like clicking on a building and being able to click the individual units on the building? No, that probably won't happen. Filage: We can't say yet however for a few things we use our own original formats, and some of our scripts are converted to binary so that the engine can load/use them faster. Any tools you need to decode files will be distributed with the game.
  13. I think they tried too hard to make the video come off as casual and entertaining so that people would pay attention
  14. I love this video! It's an employee work safety instructional video http://media.hugi.is/hahradi/fyndnar/STAPL...DERERSTEA-1.wmv It's abit borring in the begining but the action picks up after 1-2 minutes P.S. Everyone is dead by the time the movie is over. PPS: Chad told me to warn you not to watch the movie if you don't like looking at the secret surprise ingrediant that is used in great abundance in the video.
  15. http://media.ebaumsworld.com/afroninja.mpg
  16. Welcome to the forums By the way, How's ZeZar? I haven't seen him here in a long time.
  17. There is an interface inwhich you specify all the necissary data for the unit. After making your model, texture, and (possibly) animation, I guess it'll take maybe 5-10 minutes to set it up in-game.
  18. We'll obviously be trying to avoid that. From the way we do our attatchment points (we call them prop points, and we call attatchments "props"), I don't think we'll get anything weird like that, though we have yet to find out. the heka gigantes, you're right, that was a kick-@#$% attack the way it moved the terrain
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