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  1. Sorry av93 but I'm off-touch with the current plans about it. Units and animations are in SVN now. Please use the following thread to report any bugs/errors with them:
  2. I agree, words are often chosen too harsh and using quarrel is one such example and I regret having used it. It is appreciated to call it disagreement and I like that we are able to speak about this openly. What I meant with the team join was i no way material so I did not want to insult the team of poisoned preferences or unfair team consideration, I rather thought about feelings and some meta sphere, which of course is not scientifically evident and I understand what you mean and fully agree, because interest and passion is crucial to not fall deep in a world where things just too often not turn out as one may desire or imagine. Not that I propose anarchy, it is no less controllable as can be seen in the world even in democratic systems which is why aristocracy or intellectual rule is often lightly/at first view considered as preferable by a minority which may also lead to instability too (because the majority feels abused/put aside/overlooked, the typical problem). => So there may be no ideal solution at our hands other than to inform freely and openly and objectively such that the majority elects / chooses sensible candidates (difficult) and more importantly objective, multi-faceted decisions in our democratic system. And a democracy elects leaders. And to find potential objective and wise leaders is the major problem ever since Ancient times and likely way before. While you may not have been elected, your leadership and decisions base on a consensus and you be honored for that. That said I still have the opinion that - especially for soft / wise leaders it is important to not promote oneself and part of this is to not try to make one different to be consistent. In the real life of course being a soft leaders risks that sharks come by and replace you but this endeavor, 0 A.D., is no such project as an intellectual part is significant here and a majority of intellectuals can be expected to not overthrow soft leaders when their reasoning is objective and honest.) A conclusion may be that no such hierarchies are required at all in open source projects, because objectivity is the rule that finally prevails, which is consistent with your elaboration about review. While opinion diversity is desirable, it is therefore questionable though when the truth is that hardliners have it a bit easier to dominate such decisions. This is why there is a constitution that protects basic rights and fanatic or hardline - just that the constitution has to be made and the team is who creates it where hardliners have an easier standing again. The circle closes. It can be seen what I want to say, that while opinion diversity and majority rule is desirable it relies on being informed and discussion and basic rights (which are difficult to define, but openly it may be possible as long it is entirely transparent and interest is shown such that many opinions and a lot of reason, argumentation and experience and thus wisdom is taken into account) which is time consuming and can lead to parties blocking each other and even antipathies. For me I do - and did even during the disagreements-phase - respect opinion, feedback, improvements, review, suggestions and even reckless overrule by team members as I have shown during the mod manager where sanderd17 and leper missed no opportunity to downgrade my undertakings which afaik I never labelled as perfect, good or whatever. I also have given in when I made a mistake, was too harsh or similar. The question is just the dominant, resolute and hard line, i.e. the subjective self-confidence some people use to communicate infallibility. And in such an environment without constitution and even with class society (team leaders, team, self proclaimed council managers, common modders, simple users) there is no place for world citizens that put their own welfare back to help others. Which is why I reject such a system as I have consistently declared ever since and I won't shy away because it is not about me, I'm not important, I am just a human that wants to make this world a better place for the goodhearted beings. If I'm bashed, hated or disrespected or harmed in other ways - I do not care as long as those that are selflessly worth what Dumbledore and elvish sayings often try to explain are fine, I hope this clarifies my worries and continued critics. Hate me but do not hate those that still consider me as a partner and talk to me openly. To me time plays no role. My affairs are settled I have time and do not need or want money or might and will fight peacefully for a better world till the last moment. Therefore there is no ETA (:= estimated time of arrival) for 0 B.C. Time Machine nor for other world development projects. The quest is where to spend my time and I will do it objectively, i.e. where it appears that the time is having the most benefit for the goodhearted beings in the overall world. It's up to you which side you take and it is up to us what we make out of this world. So let's make it epic! (and excuse my long writing)
  3. Progress Update May 2016 In this progress update we tell you a sample of what we have been up to since the last Alpha release. We have added new Seleucid buildings, more work has been done on animations for the new unit models and last but not least we’d like to tell you what Omri Lahav, our composer has been up to. A screenshot showing the new Seleucid wonder in-game New buildings and a new team member LordGood has been creating several new buildings for the Seleucids, meaning we should be able to officially release them in the next Alpha. The Seleucid Market We have a new team member: Niek, known as niektb. He is new to the team, but not new to the project as he has been part of the community for several years. During that time he has gotten to know the project and has contributed both art, some code and maps, and most importantly he is an important part of the modding community. And that will hopefully continue, which means he can be a useful link between the main game development and the mod development. We hope that his journey will serve as inspiration for others, being a part of a modding team is a great learning experience. Several buildings which have previously just been available in the editor are now possible to use in normal gameplay. They range from the Briton’s Crannog which is both a Civic Center and a dock, to the Persian Ishtar Gate, which increase the resistance to being captured for nearby buildings. More accurate experience Citizen Soldiers now gain experience (XP) per every hit they do rather than just when they kill another unit. This means that experience is more evenly distributed between the units. Previously one soldier might have dealt almost all the damage but another could still have gotten the XP just because it was the last soldier to hit the enemy before it died. New animations Our Art Lead, Enrique, has been busy creating new animations for the new unit models: From left to right: Walking female citizen, A unit mining, Walking with cape, Chopping wood with a shield on the back. There are still a lot of animations to create, so it is not likely that we will start to use the new models for a while yet. Every new animation created brings that day closer though, so it’s certainly encouraging to have more of them done. Fixes and improvements Sander (sanderd17) and Lancelot (wraitii) have changed the game engine so the simulation can set actor variants. This should allow things like showing damage on units and buildings, or defining winter maps that load actors with snowy textures as opposed to normal snow-free textures. The engine part is more or less done, but it will take a lot of work by artists before it will be visible in the game. New balancing of champions and siege changes the gameplay to make siege engines more important, as buildings can’t be destroyed effectively by champions any more. The timeout for the wonder victory can be set arbitrarily, previously it was set to 10 minutes, but now you can set it to anything from 1 minute to 120 minutes. Apart from that there has been work done on technologies and civilization bonuses, the in-game menus and more. For an in-depth list see the Alpha 21 highlights page on our wiki which is updated regularly as new features are added to the development version. Omri has released a personal album And some news from our composer Omri Lahav: He has been busy creating his first personal album, which you can check out at his Bandcamp page: We highly recommend you check it out. He has also just moved to the U.S. so he will most likely not have time to create music for 0 A.D. for a little while yet. He has mentioned that he’s starting to get inspired though, so hopefully it will not take too long. As a final note: We have disabled the contact form on the Contact us page as we haven’t received any emails from it for a while and have been unable to find the cause. You can of course still contact us in all the other ways: via the forums, IRC, and the email address listed on the Contact page. If you have sent a message to us via the contact form and not received a reply, please contact us in another way as we have most likely not seen it.
  4. I am deeply honored to become the new Project Leader after Erik, who has been an incredible source of motivation since I first started to contribute to 0 A.D. As a programmer of the game, you should expect my first objectives to be related to the technical side of things. I would like to improve the environment of the programming team, in order to make the development less difficult and stressful; and I also plan to focus my programming activity on the libraries we use, and on communicating with the teams who create those. If we improve that environment, we can recruit new people and have more workforce to push the game towards Beta. However, I also want to be an actual leader for the project and its community as a whole, so feel free to contact me if you think something is needed in some area. I will be far more active in the forums than before, and I'm eager to discuss with you all! Finally, I would like to thank everyone for being part of such a great community. The game would be nowhere near its current state without you, and we can accomplish even more great things together!
  5. Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 21 "Ulysses", the twenty-first alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features new game modes, plenty of new maps, the official introduction of the final civilization: The Seleucid Empire and more! Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No "freemium" model, no in-game advertising, no catch. Top New Gameplay Features In This Release Herocide/Regicide: You start with a hero and are defeated when he or she dies. Wonder Victory: Now you can change the time from when the wonder is built to when you win. Either set it to 0 so you win as soon as the wonder is built or to anywhere between 1 and 120 minutes for a chance for the opponents to destroy it before the match is won. Last Man Standing: Only one player can win the game. Form temporary alliances to eliminate common competitors. But be careful: as the remaining players struggle for victory, allies are forced to turn against you. This mode can be played with every victory condition. New buildings and champions The Persian Hall and Hellenic Royal Stoa can train new Infantry Champions in town and city phase. The Briton Crannog acts as a civic center and dock, providing economic stability on both land and water. Romans and Persians benefit from the new Temple of Vesta and Gate of Ishtar, making buildings harder to capture. The Temple of Vesta, Thracian Black Cloak Champions and the Crannog Patrolling: When clicking the button or pressing the hotkey (P + Right Click), units move along the path you set for them and attack enemy units they encounter along the way, then return to the beginning and continue doing so until you give them another order. Tech Cost Modifiers and Team Bonuses: The costs of technologies can now be modified by Auras and Technologies, demonstrated by faster and cheaper research when a Library was built. Players get a bonus if they are on a team with a player of a certain civilization. For example allies of Iberians have 20% cheaper skirmishers, allies of Seleucids have 20% cheaper civic centers. Stackable Auras: Capturing further Wonders, Libraries or Theatrons increases the building bonus proportionally. Losing a wonder means losing the population bonus, capturing a wonder means further increasing the maximum population, making the Wonder a crucial part of the empire. New Balancing: The aim of the new balancing is to stop players from destroying buildings with infantry and cavalry, enforce the use of siege engines, reduce the spamming of champions by making them more expensive and slower to train. With the addition of town phase champions and the lessening of attack damage of defensive buildings, early attacks are more feasible. Capturing of buildings is only feasible if they are heavily damaged or left unguarded. More details are found in the Balancing section of the changelog. Upgrading System: Buildings and units can now be upgraded. For example the new Sentry Towers can be upgraded to Defense Towers. Sentry Towers New Maps Alpha 21 adds no less than eleven random map scripts and two skirmish maps. Nine of these random maps teleport players to actual geographical regions: Amazon, Mediterranean, Red Sea, Marmara, Pompeii , Bahrain, Howe Sound, Ngorongoro and Rouen. The Mediterranean Rouen Red Sea Howe Sound On the random map Caledonian Meadows, wide grasslands, deep forests and seas lie between opposing teams which are yet connected by paths. The map demonstrates realistic terrain generation, distributing resources by height. Caledonian Meadows The Skirmish map Dueling Cliffs uses the new height limit, that was introduced in Alpha 19: Dueling Cliffs New Models The Seleucid faction was completed by adding the models for the Colonnade, Barracks, Wonder, Market, Corral, Blacksmith, Dock, Library, Military Colony and City Walls. Seleucid buildings (from the top left): Walls, Wonder, Market, Military Colony, Blacksmith, Corral, Library, and the Dock New Fields and Oak trees beautify the landscape. The Gaul Fortress, Tavern and the Ptolemaic Military Colony received new models as well. New fields, the Gaul Fortress, taverns on the left and right, and Sentry Towers, Defense Towers, and the new oak trees in the background. User Interface The new Objectives dialog reveals the chosen matchsettings in running games: Objectives Dialog New Tooltips lift some secrets, like the loot that attackers are rewarded with when killing enemy units or destroying their buildings, the garrisoning- and arrow limit of buildings, healing statistics and assigned hotkeys: Loot Tooltips Resources of allies are now visible in the tooltip of the top panel and in the summary screen after having researched cartography: Allied Resource Tooltips Finally a Multiplayer Pause Screen indicates who took a break: Pause Screen An in-game chat history dialog and acoustical chat notifications ease communication: Chat History More Multiplayer Lobby Match Details help to coordinate upcoming matches: Multiplayer Lobby Match Details Under the hood The Javascript engine was updated to Spider Monkey 38. Windows binaries can now use more than 2GB of RAM, which should fix crashing on Windows. The game now supports hosting on arbitrary UDP ports, which can be useful if your ISP blocks the default port. And many more smaller additions and bug fixes, if you want to read a more detailed list see the full Alpha 21 Changelog. Getting Support Please see the "Get Support" page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute! We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why "Ulysses"? We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...). "Ulysses" is the Latinized name for the Greek mythological figure Odysseus. This name is relevant for the release because we added the Herocide game mode, and Odysseus is one of the most well known heroes of all time. For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter V. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)!
  6. Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 20 Timosthenes”, the twentieth Alpha version of 0 A.D., a free, open-source game of ancient warfare. This Alpha features 10 new maps, core functionality for a cinematic in-game camera, the ability to share dropsites with your allies, and more! The skirmish map “Golden Island”, new in Alpha 20 Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch. New Gameplay Features in This Release New Random Maps: “Ambush”, “Empire“, “Flood”, “Frontier“, “Hell’s Pass“, “Island Stronghold“, “Lions Den” and “Stronghold“. New Skirmish maps: A 4-player skirmish map named “Forest Battle” and a 2-player skirmish map named “Golden Island“. Use allied drop sites: After researching a technology you can use your ally’s storehouses, farmsteads, docks, CCs, but not Mauryan elephants, to drop off resources your units have gathered. The ally needs to allow it for each drop site, so it can’t be used to “steal” all the resources in the area. Murder Holes: Research a technology to let towers attack units standing underneath the tower. New technologies for fishing: Research technologies to improve the gathering efficiency of your ships. Loot resources that killed enemies carried: Now you will automatically get the resources that were carried by units killed by your armies, in other words: kill wood workers to get wood, farmers to get food, etc. This is in addition to the normal loot you get when killing units. The “Ambush” random map added in Alpha 20 Graphics and User Interface Improvements to game options menu: New graphics quality setting, which allows you to easily change the quality of graphics from within the game (previously you had to use config files), as well as some cleanups and bug fixes. Higher quality graphical effects enabled by default on higher-end computers. If your computer should be able to handle higher quality graphical effects they are now enabled by default. You can of course change to a lower setting manually if you want to improve performance or prefer not to use them for some other reason. Idle worker button is now disabled when there are no idle workers, so you don’t have to press it just to check whether or not you have any idle workers. Credits screen: Check out who contributed to the game, everyone from managers to programmers, from artists to donators, from translators to composers. We have tried to include everyone, but many have contributed over the years, so if you have contributed but don’t see your name in the list please let us know. New trees and variations: There has been new models and textures for the acacia tree, Aleppo pine, oaks, dead oaks, generic dead trees. Plenty of improvements for observer mode and replays: Among other things you can now watch the match from the perspective of a player, see the Summary screen during the match, and now the fog of war is shown in observer mode. Matches also support up to 16 observers now. More information about players in a multiplayer match: Show who lags or has a network timeout. New Seleucid barracks: Under the Hood Cinematic camera for rendering cut scenes: The ground-work has been done to make it possible to control the camera for cut scenes. There is still some work needed to make it easy to use (for now camera paths has to be set by entering coordinates), but it’s a solid foundation to build on for the future. Plus many smaller changes, for a list of all the interesting ones, please read through the changelog. Getting Support Please see the “Get Support” page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute! We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why “Timosthenes”? We name our releases according to development status (“Alpha” or “Beta”), successive release number (1, 2, 3, …) and a word relating to the ancient world, in alphabetical order (“Argonaut” for A, “Bellerophon” for B, …). “Timosthenes” relates to 0 A.D. as it is the name of an Ancient Greek cartographer, and this release adds a lot of new maps. For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter U. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!
  7. sorry for my English. I mean, this website is not familiar for gamers... And just known by 0 ad fans. If modders upload / send many topics in fb, maybe many people will know about this game and it's development
  8. (a bit late answer, but better late than never) I'm not sure whether an open-source game without plans to generate any income can be considered a startup, but in any case the linked page says "Your startup qualifies if it is less than 5 years old, is privately held, and earns less than $1M annually."; 0 A.D. is more than 5 years old (the project can be considered to be in development since 2001 or 2003 based on different considerations according to this page: https://play0ad.com/about/the-story-of-0-a-d/) and Wildfire Games is not a private held company; the last requirement is satisfied, but it's joined by 'and' with the other two, so it doesn't help.
  9. Took a bit longer than we had hoped, but now that forums are back online. Please report any bugs you may encounter
  10. The biggest reason is probably that we have a dedicated server (which means that it is just the Wildfire Games content on that server, we don't have to compete with a lot of other sites). This does cost a bit more, but it does give us a lot of freedom and capabilities. Both in that we can do things like have it host some automated tools for the development (I'll leave it to those who knows more about that to explain it in more detail), and use it to host the downloads ourselves (and don't have to rely on other sites like SourceForge). And of course that the web site and forums takes less time to load and interact with which is nice for everyone who uses it. We could probably have gotten it a little bit cheaper, but as with most things: you get what you pay for.
  11. If you get errors, it's best to copy paste them into a separate report (like a new thread). See http://trac.wildfiregames.com/wiki/GameDataPaths on where to find the different logs per OS (note that logs are overwritten when a new game is started, so it's important to copy the logs immediately after your game with errors)
  12. yes. You need report first, and open a topic in forum or create a ticket, later the devs, ask for some files allocated in your PC like system_info etc.
  13. The development version is for developers and modders. If you just switch to SVN because you want to download only the differences between Alpha releases, then you end up downloading much more.
  14. If you only want to patch you should get development version (SVN).
  15. The best way to support the development is to help out if you are able to. Even if you are not a programmer or 3D modeler there are still things you can do. Everything from helping out with translating the game, to improve the documentation, to telling people about the game. And most importantly to play the game If you want to support in a financial way, please see http://play0ad.com/community/donate/ for more information on ways to do so.
  16. First an advertisment and then some info. Fortunately for him, but unfortunately for us, our current Sound Lead, Matt Sherman, has become too busy with real life work to lead the Sound Department. Thus we're looking for a new person to fill this position, see below for what qualities we're looking for. A note first however: a huge part of being part of a project like this is communication, so you should be prepared that quite some time will be spent on reading/replying in forums, reading emails, PMs etc. Please see the Application form for more info on how to apply for this and other positions. To try and improve the forum experience we've removed a few forums and added a few new ones: The General Chat forum is now the only forum for topics which are not related to 0 A.D. or Wildfire Games. We've added a new Scenario Design/Map making forum where you can showcase your maps/screenshots as well as discuss how to improve your map making skills. As the game is still in development there's a risk for bugs, if you find them please report them in the Bug reports forum There's also a new Spread 0 A.D. forum where you can discuss how to get the word out to others about the game.
  17. Wildfire Games, an international group of volunteer game developers, proudly announces the release of "0 A.D. Alpha 18 Rhododactylos", the eighteenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features improved performance, an in-game technology tree, a new map type ("Nomad") and more! Easy Download and InstallDownload and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No "freemium" model, no in-game advertising, no catch. Top New Gameplay Features in This Release Nomad Game Mode: Players start with only some citizen soldiers and female citizens, and no civil center, and must build a base from scratch. In-Game Technology Tree: Allows players to see which faction can research what technologies, when and for how many resources. The default AI, Petra, now supports saved games. Toggle groups of units between marching in formation and breaking formation. New Seleucid buildings The new buildings are the house, storehouse, farmstead, towers and temple. The Civic Center is a placeholder for now and will be updated before the Seleucids are finished. Performance Improvements and Other Changes Under the Hood ​SpiderMonkey upgraded to ​v31: The Javascript engine SpiderMonkey has been upgraded to version 31. This greatly improves performance and reduces memory usage a bit. We have also adapted our code to support new and advanced memory management techniques and features of SpiderMonkey such as Exact Stack Rooting, Moving GC and Generational GC. In addition, this version of SpiderMonkey includes a new and improved version of the performance profiling tool called "Tracelogger", which has helped us identifying and fixing different problems and further improving performance. C++11 upgrade: C++ is the main programming language used for our Engine and we now support the C++11 standard, which was finalized by the ISO committee in 2011. It took a while until the standard was supported well enough by the third party tools we are using, mainly C++ compilers. Last but not least, we dropped support for older C++ compilers in order to move to the new version. As a consequence, we have also been able to remove some workarounds for bugs and missing features in these old compilers. C++11 brings many new and useful features our programmers can use and it was a requirement for the SpiderMonkey 31 upgrade. More Efficient Fogging and Visibility Calculations: These calculations keep track of what each player knows about all objects in the world. For example, you might see a tree with half of its resources remaining in the Fog of War. Another player might have more recent information because of scouting and knows that this tree has already been collected completely. This kind of information is now stored and processed more efficiently, which improves performance a lot. New Wildfire Games Server: The new Wildfire Games server hosts different services such as the multiplayer lobby, our IRC bot, the website and also the newly implemented autobuilder. The autobuilder builds 0 A.D. from source code for artists, players and other people who should not have to build it manually, and can now check itself with automated tests. (The payments for the hosting plan and server license are made possible thanks to our donors!) Selected other improvements: Several AI optimizations, reduced lag when selecting units, and more.Improvements to the Atlas Editor Right-Click Rotations of Multiple Objects: Normal behavior: Rotate objects in circle, Ctrl+Right-click: Rotate each of the objects individually in place, Shift+Right-click: Keep rotation but move in circle. Atlas now checks for unsaved changes when closing a map. Atlas now shows when objects are placed in invalid locations by highlighting them in red. Show template names of selected objects. Copy and paste added to Edit menu. Numerous bug fixes.Getting SupportPlease see the "Get Support" page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute!We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why "Rhododactylos"?We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...). "Rhododactylos" means "rosy fingered" in Greek and is one of the poetical epithets of Eos, the ancient Greek goddess of the dawn. According to the legend, she would rise every morning from her home at the edge of the ocean and open the gates of heaven for the sun to rise with her "rosy fingers" or "rosy forearms". (Thanks, ltms!) For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter S. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)! Subscribe to 0 A.D. Development News Contact info for press, bloggers, etc.: aviv@wildfireLATINgames.com without the capitalized name of a language spoken in ancient Rome.
  18. Wildfire Games proudly announces the release of a third pre-alpha version of 0 A.D., a free, open-source game of ancient warfare. Like previous releases, it's not a playable release yet, but slowly yet surely we're getting there, so as one longtime developer remarked, "it's feeling more like a proper game than I can ever remember," if only because now you can play 0 A.D. over a network with your friends! This release includes multiplayer support, improved GUI, improved pathfinding and more. Easy Download and Install Download and installation instructions are available for Windows, OS X and Linux. Play With Your Friends This is the first version of 0 A.D. in a long time that has multiplayer capabilities. We tested them this Saturday (July 10th, 2010) in an international multiplayer game with five participants from the US, the UK, Sweden and Israel, and it worked pretty much without a hitch. You're invited to recreate the same experience with our special map designed for multiplayer, "techdemo-mp". All you need is an IP address and maybe to know your way around a router or a firewall. If you run into any crashes or major bugs, you're invited to report them in the multiplayer thread at the 0 A.D. development forum so we can fix the game in later versions. New Features To recap, some of the changes since the last pre-alpha include: Added multiplayer support. GUI: Redesigned session GUI; Redesigned game setup GUI; Changed GUI fonts; Improved text rendering performance; Added fullscreen toggle; Added resizable windows; Added session GUI when playtesting inside the scenario editor; Added on-screen warning/error display. Pathfinding: Added terrain passability constraints; Added terrain movement costs; Added floating units. Bug fixes: Fixed animation speeds; Fixed projectile synchronisation; Fixed rendering bugs; Fixed gameplay bugs; Fixed CPU detection; Fixed GUI text input bugs. Added ambient sounds. Added hotloading of actor XML files. Improved shadow rendering. Various other changes and bug fixes and optimizations - see the SVN log. An overview of the gameplay feature status is on our wiki. There is still a lot of work to be done, though: Check out our planned feature list for the alpha version if you're interested. If you want to be part of this effort too, you're welcome to get involved! Long Time, No Siege Wildfire Games will continue releasing new versions of 0 A.D. periodically. Watch our news feed to keep updated, or follow us by e-mail, RSS, Facebook or Twitter. And you're always welcome to join the 0 A.D. community on our forums.
  19. I am excited about the type and quantity ot the development changes occurring in this next cycle for release in A19. These change will require extensive QA and we really need people to help make the release as stable as possible. So I am calling for all people interested in testing to contact me and I will be glad to help get you started and help keep the team focused. I know this is a daunting task and I want to help facilitate getting tasks assigned and collecting data that is relevant and will help give the developers the focused feedback that is needed to solve problems as efficiently as possible I will be happy to help with task organization and tracking as needed. If you are interested at forming a real QA team that will make significant impact please sign up here. QA is paramount to having a successful alpha 19. Cheers, Chakakhan
  20. Was that problem reported? If you have an older integrated Intel GPU, it might have been a certain crash that was fixed for A18. But please report the problem if it still occurs.
  21. I imagine pathfinding will be the topic of the next developer report. Hopefully.
  22. Nice report plumo , somebody know about pathfinder rework or any progress related?
  23. Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 17 Quercus”, the seventeenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features a major gameplay rebalance, units on walls, trigger support, improved mod support and more! Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D.completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch. Top New Gameplay Features in This Release Major Core Combat Rebalance: Now, if you send only one unit type to battle, it fares poorly against regiments of the same size that mix more than one type, e.g. melee and ranged units. Technologies as a whole have been made more expensive and unrelated technologies have been “unpaired”. Some stats have been adjusted to make training some units viable. Buildings are now a bit easier to destroy. Temporarily, we have removed formations, and we plan to re-implement them again in a more balanced way.Naval Map Support: The computer opponent now uses transport ships to colonize other islands and attack enemy bases, but naval combat (i.e. ships against ships) is not yet implemented.Improved Fog of War: The Fog of War is the part of the terrain that has been scouted already but is not in vision range of your units or allied units. Buildings and changes to resources such as trees or metal mines are now also hidden in the Fog of War, and not just units. Hence, players now need to scout more often to find unclaimed resources on the map, hidden enemy outposts and more.Units On Walls: Units can be garrisoned in wall segments, and appear on the walls at predefined prop points. (Importantly, while the units can attack and be attacked individually, they cannot walk around on the wall.)Multiplayer Lobby Profiles: Users can now view profiles of other players from within the lobby. Profiles contain user statistics such as rating, games won and lost, highest rating, and ranking that can be accessed on-demand.New Maps: Siwa Oasis (skirmish map) and Schwarzwald (random map). Scenario and Mod Design Triggers: A “trigger” makes an action occur in the game if a specified event takes place. For example: If you build an outpost within a certain area (event), your enemy’s walls are destroyed (action); Alternatively, if a timer runs out (event), an army spawns on the border of the map and marches towards your city (action); Or, if a certain building is destroyed (event), the player who owns it loses the game (action). The new trigger system is perhaps the most important feature that was missing to make narrative campaigns and scenarios possible. Triggers also make it easier to design custom victory conditions, or even multiplayer maps with unique gameplay aspects. Events and actions are easily extensible with some Javascript knowledge and offer a huge set of new possibilities for creative map designers.Two new maps make use of the trigger system in Alpha 17: Survival of the Fittest: Each player has one female citizen in the middle of the map where treasures spawn from time to time. The main bases are on isolated spots with no resources and some buildings are restricted. Enemy attack forces spawn regularly and attack your main base. The goal is to survive as long as possible by collecting treasures, recruiting troops and defending your base. (Map type: Random; Map Filter: Standard) Treasure Islands: Search treasures on small islands and on the water. Collect more treasures than your opponent to win. You can use fishing boats to garrison infantry and send them to other islands. Trade ships can be used to collect floating treasures, but you need to advance to Town Phase before they can be built. (Map type: Scenario; Map Filter: Naval Maps) Mod Selector and Improved Mod Support: The new Mod Selector allows users to enable or disable mods, save them or just restart into them to test them out. This way, it is a lot easier to test and play mods. This can be reached at: Main Menu -> Tools & Options -> Mod Selection. Also, modders can now easily make small changes to the game without having to copy and modify many files.Performance Improvements Several parts of the game and the engine have been improved for better performance. Comparing with Alpha 16, you’ll notice significantly higher framerates at the beginning of the game. There are also some improvements observable later in the game, but also additional overhead from new features. Improvements have been made in these areas: Simulation: Dynamic message subscriptions;Rendering: Optimise silhouette rendering, new unit renderer, optimisation for non-animated units;AI: Building placement code, handling of unreachable targets (i.e. for builder or gatherers), Defense — finding defending units;Scripting: Using new Javascript Map objects at some places.Graphics and User Interface Improved Culling for Shadows and Reflections: This fixes ugly pop-in effects for shadows and reflections while scrolling.Improved Water Rendering.Improved CJK text input using the Windows IME.Music: Omri has created a new and improved version of Honour Bound — the 0 A.D. main theme.Miscellaneous: Hellenistic ranged siege animations added; Carthaginian ballista added; Iberian barracks replaced; Rotary mill added; Ptolemaic blacksmith modified; Gaul farmstead modified; Ptolemy I hero for the Ptolemies; Snow wolf modified; Iberian wonder added; New Iberian tower models added (see screenshots above).Getting Support Please see the “Get Support” page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute! We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited toregister on our forums and start participating! Map Design Contest Do you want to try your hand at creating new maps? Especially now that triggers have been added? Then you get some extra motivation from the Council of Modders who are now hosting a map making contest. They do encourage you to make use of triggers and graphical mods as triggers and better mod support are important features in this release. The deadline is 30th November. Why "Quercus"? We name our releases according to development status (“Alpha” or “Beta”), successive release number (1, 2, 3, …) and a word relating to the ancient world, in alphabetical order (“Argonaut” for A, “Bellerophon” for B, …). “Quercus” is Latin for “oak tree”. The name relates to 0 A.D. as it could refer to the oak leaves used in the corona civica, a military honor given to a citizen who saved the life of other citizens or soldiers whilst in battle. Recipients were allowed to enter the Roman Senate, and were required to wear them at public gatherings. (Thanks, Jonathan L.!) This name suits this version well because of the many bugfixes and optimizations in Alpha 17 that make the game stabler and more mature, like an old oak tree. Also, the increased support for mods allows the game to easily diverge into more varieties of gameplay, like branches growing from a tree trunk. (Thanks, ltms!). For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter R. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)! Subscribe to 0 A.D. Development News Contact info for press, bloggers, etc.: aviv@wildfireLATINgames.com without the capitalized name of a language spoken in ancient Rome.
  24. It's actually a pretty low priority. Some things we can't do at all at this point in development as work on the engine was begun before multi-threaded CPUs became common and it's too late to rewrite the entire engine, but in many cases it's because some things are harder to do multithreaded while in development as it's harder to find bugs etc. And some things are really hard to do well as multithreaded as they might need to access the same information at the same time.
  25. Hello everyone! I'm gonna give my feedback on alpha 17. First, I must congratulate the team of 0ad for the whole work they've been delivering to us since the last few years. I've been playing this game since alpha 14 naukratis, but I never intervened on the forum since I only got an ID yesterday, in order to download the excellent mod "rise of the east". As far as I'm concerned, I do not feel any need to complain nor do I feel I have a debt towards the development team since I'm an anonym player (exclusively playing in single mode I must say), and since it is a free rts game provided by people doing this on their free time. So no demands here, but a simple opinion. I must say that this release seems to be the least solid, if you compare it to the two last releases. Indeed, alpha 15 osiris implemented the ptolemaic civ, with new maps and new designs. Alpha 16 patanjali completed this civ, added special formations (syntagma, tortuga for the romans), and added the seleucid civ. What does alpha 17 bring to us? Formations have been cancelled, I don't know why, because they worked perfectly for me (though it is true that some blocks of units used to break formations when selected in aggressive stance), the system of upgrade for citizen units has been cancelled as well (It's a pity because I liked it a lot), and no new graphics for the seleucids have been implemented, and as far as I'm concerned, I was not particularly in wait of a new design for some iberic buildings. In addition, no strategic choice has to be made in the forge anymore. I must say I'm kind of disappointed, and it is not the possibilty to put a garrison on the walls that can compensate for all these losses. So in my opinion, it is a transition release that could have been perfected before being released. I'm looking forward alpha 18 to see what improvements will be added, but for the time being, I think I will revert back to alpha 16, because I enjoy it a lot more. I'm sure there's a logical or practical reason behind every choice that has been made, but as I'm not involved in the developpement, I don't know these reasons (It's also the first time I use the forum, so maybe all the issues have already been discussed). P.S: I apologize for my english, for it is not my mother language.
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