Jump to content

Aeros

WFG Retired
  • Posts

    3.401
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Aeros

  1. Its not super critical whether its exactly taking up the entire tile, this can be disagreed on but what I do to my structures is I leave a tiny bit of slack between the boundary and the building's walls, enough room for a unit to take half a step in if it were next to it. This is to discourage clipping that might occur if a unit is too close to the building.

    I never ran into this in-game, rather I just do it as a precaution incase we have some animations or props on units that'll clip through the building's walls if the unit is pathfinding right around the building where an aspect of its animation could intersect with the structure . Also when we decorate the building with props - just imagine if there where barrels or crates put along the side of the building outside of its boundary - a little bit of spacing will discourage the more obvious situations of clipping that could occur - but the structure should still be within arm's reach of a unit.

    Here, this may help as reference and visual, I don't know if you have this dummy human model as a scale referance either.

    pimped_out_rome_mc.gif

    hele_ma-v3.jpg

    Like notice that just because a building is 3x3 tiles doesn't mean it needs to be a rigid square hugging that tile exactly - the tiles are just collision constrains for the engine, they take up a certain amount of tiles that units won't be able to move through. Also you want to make the building look like it fits into the game world naturally, strewing a bunch of props around helps tie it into the terrain and make it not look like its an exact square footprint, or that everything stops right after that boundary. Make the building look natural firstly, then constrain it to the tile boundary keeping in mind how things might clip and how much slack is needed for embelishment objects around the building.

    Short version: Good so far! Scale it down 2-3% to create some slack for props and to discourage units clipping through it if they are too close.

  2. The closed beta and internal QA will elect as many people as we have the resources and time to manage, and will slowly add more as we find need or resources for them.

    We'll try and have this grow and grow until a good grip of people are playing the game, and then eventually will make it a public beta - 0ad 0.9 or the public beta will actually be the first release of the game, which we plan to polish up and fish out all the bugs in the comming months until it reaches version 1.0. The beta for us is going to be a very long phase, and a mostly internal one until the game becomes stable enough for the public. There is no bigger turn-off than buggy or unstable software.

    This is a very rough plan right now and is likely to change when we are actually there. Testing and fixing bugs for this will likely be a cumbersome phase since they will be plentiful and we don't have the massive resources like a physical studio with a publisher behind it to really do this efficiently in large scale.

  3. Yeah I was thinking of doing something like this a few months ago, we've held off for now since we don't know just how accurate its going to be. Design and tasks are in flux constantly, but eventually we'll have some way of denoting progress. We used to have some of our revision (build) history on the site but that got taken down after a server move and some complications... Its not a bad idea to get it back once some of our resources free up.

  4. Strange that I can see them fine then, not to mention you can zoom in to see many more details.

    A shot like this with alot of floral contrast doesn't represent the typical scenary you will be playing in, theres no reason for alarm.

  5. In the future we'll be launching something called the Design Group / Wildfire Design where you can do just that, along with other things and still be an internal member.

    I dont know when we'll do this though as we're short on manpower and time at the moment, but as the game progresses we plan on inviting a group of modders, story tellers, and scenario designers to create a new community. atleast, we like the idea so far but getting it to happen is alot of work.. We'll see how things go.

  6. The raffle to win a yearlong subscription to Ancient Warfare Magazine is now over. The editors of the magazine and Wildfire Games courteously present the following 5 forumers with a free yearlong subscription!

    Jonathan Bennett, aka Caesar

    Marcos Schroeckenthaler aka Lysimachus

    Carl Cunningham, aka wayspooled

    Maxim Bardin, aka MAXDARK

    Vit Pelcak, aka Belisarivs

    Congratulate the winners in the announcement thread Here. We here at WFG are natural enthusiasts about ancient cultures and their history and are impressed with the depth of information found in the magazine. Its an analogue to the kind of detail we seek with 0 A.D. and makes for a great warm up to the kind of setting found in our game.

    About "Ancient Warfare" Magazine: It is a bi-monthly publication, originating from The Netherlands, EU. Most U.S. and Australian subscribers receive their copy of the magazine at the end of every other month. European subscribers receive theirs about a week sooner. The focus of the magazine is the ancient warfare of the western world (Rome, Greece, the Celts, et al). In the future some issues will have themes focusing on the near east and other areas of ancient combat. The articles are well-researched, feature amazing reconstruction artowrk and best of all, its very accessible and easy to read!

  7. The raffle for is now officially over, we're happy it was such a hit with our small community and saw a vast turnout of many "lurkers" finally registering to our boards, we'd like to welcome them all to our little community, and now, WILDFIRE GAMES in conjunction with the editors of Ancient Warfare happily present the following forumers with a YEARLONG subscription to Ancient Warfare Magazine!

    Jonathan Bennett, aka Caesar

    Marcos Schroeckenthaler aka Lysimachus

    Carl Cunningham, aka wayspooled

    Maxim Bardin, aka MAXDARK

    Vit Pelcak, aka Belisarivs

    Private messages have been sent to the winners notifying them with the next step they need to do in getting their subscription. Be sure to drop back and tell us what you think of it once you read it! We here at Wildfire Games are thoroughly impressed with the depth and information found in the magazine, its an analogue to the detail we strive to succeed in with 0 A.D.

  8. The scenario design stuff and campaigns will occur later in our development process, but yes Alex we'll eventually start a little sub-team called the Design group which will be using our tools (both editor and modding tools) and basically working with them in their early states. We'll have people just do fun screenshots for awhile and gauge how they're doing and progress some of them into members of the team, eventually assembling a small group of map designers. This will likely start taking place in mid-late alpha with campaign design starting alongside the beta.

    Yeah we definately should update that list above to include the scenario design role - basically you can apply with anything that you think you can bring to WFG or 0AD, the positions listed above are just general suggestions of what roles are among the team, though there are many many more.

  9. Yeah, read up alot about that explosion and saw some specials on it...really nasty. There were hundreds of people around the proximity when the first explosion occured, firefighters and other personel and the like... there was some photos and you could see a massive tanker truck thrown like it was a stick about a mile away from the explosion. After the first one some reporters said they could see everyone still down there just running in the wilderness as fast as they could to get away from it, since more explosions followed as the fires reached more rocket fuel.

    "

    Recently a "Husband Super Store" opened where women could go to choose a husband from among many men. It was laid out in five floors, with the men increasing in positive attributes as you ascended. The only rule was, once you opened the door to any floor, you HAD to choose a man from that floor. If you went up a floor, you couldn't go back down except to leave the place, never to return.

    A couple of girlfriends went to the shopping centre to find some husbands...

    First floor

    The door had a sign saying, "These men have jobs and love kids." The women read the sign and said, "Well, that's better than not having a job or not loving kids, but I wonder what's further up?" So up they went.

    Second floor

    The sign read, "These men have high paying jobs, love kids, and are extremely good looking." "Hmmm," said the ladies, "But, I wonder what's further up?"

    Third floor

    This sign read, "These men have high paying jobs, are extremely good looking, love kids and help with the housework." "Wow," said the women, "Very tempting." But there was another floor, so further up they went.

    Fourth floor

    This door had a sign saying "These men have high paying jobs, love kids, are extremely good looking, help with the housework and have a strong romantic streak." "Oh, mercy me," they cried, "Just think what must be awaiting us further on! So up to the fifth floor they went.

    Fifth floor

    The sign on that door said,

    This floor is empty and exists only to prove that women are @#$%ing impossible to please.

    The exit is to your left, we hope you fall down the stairs.

    "

  10. "October marked the tenth anniversary of Age of Empires. Age of Empires was released in fall of 1997, and became an instant classic. Players battled it out in the Stone, Bronze and Iron ages playing civilizations such as the Egyptians and Greeks. As many would expect, Ensemble Studios, the developers of the Age of Empires series for the last 10 years, celebrated with interviews of long-time employees, a contest, and a private party.

    AgeCommunity interviewed many of the original developers of Age of Empires. Bruce Shelley, Harter Ryan, Tony Goodman, Thonny Namuonglo, and Dave Pottinger whom were all on the original team for Age of Empires. Their ideas and programming skills brought together one of the most famous Real Time Strategy games of all time."

    You can read the interviews here:

    http://www.agecommunity.com/aoeinterviews.aspx

    Interesting stuff to see how the company started out of nothing - its inspiring on my end to say the least :) Some things they said about their early days are strikingly relatable here at WFG, just something about that "figuring it out as you go" process (y)

  11. I will begin with some very creative art by a french photographer, Alexandre Duret-Lutz.

    http://artjob.ru/2007/10/18/print:page,1,s..._duretlutz.html

    Theres about 52 pictures like this. After some discussion I'm still not quite sure how the trick is made, but it involves either a christmas ornament reflection, or half of a glass sphere with the camera pointing down after being hung over some object.

    More examples of entertainment, Aeros approved.

    The chinese Thousand-Hand Guanyin Dance

    Animator vs Animation II

    CHUCK NORRIS FACTS

    There is no theory of evolution. Just a list of animals Chuck Norris allows to live.

    Chuck Norris does not sleep. He waits.

    There is no chin under Chuck Norris' Beard. There is only another fist.

    Chuck Norris once roundhouse kicked someone so hard that his foot broke the speed of light, went back in time, and killed Amelia Earhart while she was flying over the Pacific Ocean.

    Most people have 23 pairs of chromosomes. Chuck Norris has 72... and they're all poisonous

    If you spell Chuck Norris in Scrabble, you win. Forever.

    In the Bible, Jesus turned water into wine. But then Chuck Norris turned that wine into beer

    There are no steroids in baseball. Just players Chuck Norris has breathed on.

    Chuck Norris once ate a whole cake before his friends could tell him there was a stripper in it.

    There are no races, only countries of people Chuck Norris has beaten to different shades of black and blue.

    When Chuck Norris falls in water, Chuck Norris doesn't get wet. Water gets Chuck Norris.

    When Chuck Norris has sex with a man, it won't be because he is gay. It will be because he has run out of women.

    Chuck Norris doesn't actually write books, the words assemble themselves out of fear.

    It takes Chuck Norris 20 minutes to watch 60 Minutes

    Chuck Norris doesn't believe in Germany.

    Chuck Norris played Russian Roulette with a fully loaded gun and won.

    Chuck Norris is responsible for China's over-population. He hosted a Karate tournament in Beijing and all women within 1,000 miles became pregnant instantly.

    When Chuck Norris does a pushup, he isn't lifting himself up, he's pushing the Earth down.

    Chuck Norris cannot love, he can only not kill.

    Chuck Norris invented the internet… just so he had a place to store his porn.

    When God said, "let there be light", Chuck Norris said, "say 'please'."

    Chuck Norris uses a night light. Not because Chuck Norris is afraid of the dark, but the dark is afraid of Chuck Norris.

    When Bruce Banner gets mad, he turns into the Hulk. When the Hulk gets mad, he turns into Chuck Norris.

  12. I hereby enact a central hub where anyone is welcome to post any random entertainment that isn't necissarily worthy of its own thread. We know its out there, and I know you see loads of it every day - so why not share some of it?

    Here we can post anything entertaining. Jokes, funny pics, youtube links, anything you get a kick out of.

    Share it!

  13. Area 42 was AzN's modding site that we hosted. I twas active around 2003-2004 and is independant of WFG - AzN managed it along with EO (Enrique Orduno) as a place for them to put out their modding articles and tools for EE and AoM. It hasn't been updated since late 2004 I believe.

    It evaporated along with the EE communty and AzN/EO have moved on to other things, I manage to see them online maybe once a year, but you can get into contact with them, they might help you out.

  14. Hobbyist can be misleading, that gives almost a passive light on what we really are.

    We're a community thats doing this for fun, our members have been as young as 15 and as old as 55 and take a huge spectrum of roles. Each member applies his skill to a particular element of the game, one that allows them to do the style of work that they enjoy doing. you decide what you want to do when you join, and you can either take the helm and task yourself - many of us longterm members are so well synced with what needs to be done on the game that we know what tasks to do without needing a department head to give us one.

    Artists, programmers, historians, sound engineers, producers, game designers, webmasters, and musicians - we all come together learning here and improving our skills doing our best to make a game to our liking, we don't adopt deadlines and the style that we function in and make things happen is truly a unique thing. We've incorporated the same resources that a physical developing studio would have through an array of powerful but simple technologies present in the internet to make our "studio" a virtual community. We have weekly meetings, version control systems (for syncing the game's files across the team), bugtrackers, design documents on a wikipedia, thousands of threads about every aspect of the game, file servers and FTP, and the most important element - our development forums and the accompanying task manager system.

    Its been 6 years in the making, it was only 3 years ago that the team and design vision of the game was established and development began.

    Its a community here, and we're currently devising plans to hugely expand it.

  15. As I understand you guys are building also an ultimate editor tool for this game right ?

    Yes, and if I remember correctly, you are the top designer in the AoM community, and by my book one of the most talented and integral that the entire scenario designing community has seen, I'll say you top even a few classics from the AoK golden age that inspired me to do what I do. And Oscar (thought he took off too?) is second only to you.

    And I would be CheeZy, who's dissapeared happily into this project since I left HG in 2004, albeit recently renamed under a new name.

    From the thread you linked -

    for the people that don't know what 0 A.D. is this game is a "remake" of AoE 1 with better graphic, gameplay and game concepts

    I need to clarify this as misinformation, we are not looking to remake anything, nor is AoE I pertaining to the time frame of 0 A.D. - AoE was about tribes (10,000BC) expanding through the ages and waging wars up until the iron age. We're following a vision started in 2001 to show classical civilizations at the height of their empires, replicating their cultures down to the unique tactics and traits their warriors display during battle.

    0 A.D. (zero Ae-Dee) depicts a golden age of classical civilizations from 500B.C. (part 1 - 6 civs) to 500 A.D. (part 2 - 6 more civs). Combat was a glorious and highly respected art, it was down to the integrity and skill of the individual soldier and the determination and ferocity that their leaders portrayed. War then was an art, for many there was no better way to die. This is a huge contrast to how war was in later times, like in the middle ages when soldiers were hired, not mustered, and the outcome of battles was decided by technology and how cheaply you can use it - a trait followed up until today where machines strike from a safe distance and all traces of the system of valor and honor our ancestors believed in are gone.

    Or to put it simply, the ancients took their entire culture with them to the battlefield. Today, and since the feudal age, we bring only our technology.

    This should suffice to express the inspiration behind 0 A.D., and explain the basis for our historical thoroughness and interest. Our game design vision is focused on portraying the unique and cultural system of empire building, allowing the player to get a glimpse into the rich cultural art and logic portrayed by these ancient tribal systems.

    Its now my personal / scholarly opinion if I may say so, when I say that this golden age of combat portrayed the last and the most colorful displays of tribal culture at its zenith. It was the end of the order that pulled life together out of prehistory, and the completion of the painting of life that ancient man had been creating since pre-history. Its the events that take place in our game, in 0 A.D., that put into the action the events that brought about this change. 0 A.D. is a fictitious time, yet a factual concept of when the tribes ended their isolation and civilization first met. 0 A.D. is the clashing and clanging zenith of tribal mankind displaying for the last time the ways prehistoric life, simultaneously ending them and giving way to empire, religion, government and the first mechanics of life that modern humans live by today. That is the transitionary epoch of 0 A.D - a year which did not exist, but a concept of time that is both beginning and end.

    So..we're not remaking AoE1 :(

    About your understandings of our editor, it was a massive undertaking for me to write the technical design document for this editor, complete with concepts and many diagrams, as well as integrate and weave it with the extensive modding support we want the game to have. I actually would like to get in contact with you to tell you some more about it, as well as tell you about a system we're currently putting into WFG to make this place and it's projects into a community, where people inside and out of the development team can influence the development of the game as a whole.

  16. Everyone who wishes to join WFG must do so by making an application allowing us to get to know the applicant better. We're currently transitioning our application system from a form/emailed based one to something on the forum, an instructions thread will be up soon, but if you would like you can follow the format on the site and post it over in the application forum that Erik linked you above.

    We usually do not make the first contact with people unless we are friends or have already known eachother, since we do not, we encourage you to make an application, Trutch :(

×
×
  • Create New...