plumo Posted February 22, 2013 Report Share Posted February 22, 2013 0 A.D. Development Report #11Wildfire 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 provide 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!!!! We are in need of (skilled) programmers. Are you one of them? Redirect yourself to this thread. Your contributions are crucial !!!Feature of the Month: Building ConstructionProgramming & Art & SoundOur one-man-orchestra, Omri Lahav has been busy lately, very busy. Not only has he finished a new track for the Celts, the Hellenes and Mauryans will also receive some new tracks very soon. As always, when a track is released you can check it out on Bandcamp.historic_bruno added building previews that rise during construction (screenshot above) and a build script for OS X dependencies & bundles , making it easier for developers to work on 0 AD using OS X.Aside from tens of bug fixes, historic_bruno also took care of textures not loading. Remember when you start a game and everything looks grey for some time? This should be a thing of the past now.Pureon has committed the Mauryan headgear/faces and a siege onager. Long time, no siege! Currently he's tackling the Mauryan farmstead.Enrique has been working on the Mauryan elephant units and the Mauryan Market.Leper committed a lot of patches: player notification when receiving a tribute (by alpha123), template fixes (by qwertz/kosmo), tribute stats are added to the summary screen (by alpha123). He's also added user mod support and fixed a number of bigger and smaller bugs.stwf has posted a patch with a rework of the sound manager. This is currently being tested and will hopefully be implemented soon.Gen.Kenobi added normal, parallax and specular maps for all Mauryan buildings and ships.Spahbod added a new random map, Kerala.éminence grise Philip tinkered a bit with stats collecting (Windows 8 supported), he also fixed some static analysis warnings.Battle detection was implemented by zoot! For example: when a battle is raging, the game will change the music from peaceful to battle music. This is only one example of the benefits of battle detection. More on this later.ndragu committed a Mauryan warship.Yves' Javascript debugger attracted the attention of mmayfield45, who created a web-GUI. Mythos_Ruler committed a lot of balance changes.See you in a couple of weeks with the latest development news! Quote Link to comment Share on other sites More sharing options...
feneur Posted February 22, 2013 Report Share Posted February 22, 2013 Just realized one thing I didn't in the preview you posted in the staff forums: in this particular case (and some before as well for that matter) Omri actually isn't a one-man orchestra all the way through as the percussion was done by another contributor. I don't know if/how that contributor wants to be credited though, so I'll leave that for Omri to be more specific about Quote Link to comment Share on other sites More sharing options...
lilstewie Posted February 22, 2013 Report Share Posted February 22, 2013 (edited) Love the scaffolding.Kerala is my ancestral land. So yay. Edited February 22, 2013 by lilstewie 1 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted February 22, 2013 Report Share Posted February 22, 2013 Aside from tens of bug fixes, historic_bruno also took care of textures not loading. Remember when you start a game and everything looks grey for some time? This should be a thing of the past now.A clarification on this: "grey" unloaded textures will still be seen if a loading texture isn't cached, but it fixes the most noticeable ugliness related to terrain blending right after map load (it would appear like jagged black/grey lines all over the terrain). For releases, we pre-cache all the textures, so grey textures are much less common, but the initial terrain blending was still a problem since A11. Hopefully nobody sees that anymore Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2013 Report Share Posted February 22, 2013 (edited) The Battle Detection is a good Start for alert players a enemy Rush.Love the scaffolding. In Castle/forts must be Implemented, is too nice see the Building Rise.The Oneger is cool, thanks to Pureon again.With Leper Mod Support, is not necessary anymore Modify the pyroginesis.exe? Edited February 22, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
forekko Posted February 23, 2013 Report Share Posted February 23, 2013 Russian translation has been completed now Quote Link to comment Share on other sites More sharing options...
Not a Spartan Posted February 23, 2013 Report Share Posted February 23, 2013 Oooh, scaffolding! Lovely. I assume they only appear around certain buildings for now? If they're going to appear often some simple variation (wood colour shades, placement) would be visually nice.Speaking of editor errors, the P-51 Easter Egg produces a constant error message in Pyrogenesis- something about GetCurrentSpeed. Quote Link to comment Share on other sites More sharing options...
Pureon Posted February 23, 2013 Report Share Posted February 23, 2013 Speaking of editor errors, the P-51 Easter Egg produces a constant error message in Pyrogenesis- something about GetCurrentSpeed.I can't replicate that in the latest development version. What version are you using? Quote Link to comment Share on other sites More sharing options...
kosmo Posted February 23, 2013 Report Share Posted February 23, 2013 I had the same errors with alpha12 Quote Link to comment Share on other sites More sharing options...
Not a Spartan Posted February 23, 2013 Report Share Posted February 23, 2013 Yep, alpha 12. Maybe this was since fixed? It goes 'Error calling component script function GetCurrentSpeed'. Quote Link to comment Share on other sites More sharing options...
Pureon Posted February 23, 2013 Report Share Posted February 23, 2013 It's not happening now, so it could have been fixed since. Thanks for letting us know. Quote Link to comment Share on other sites More sharing options...
leper Posted February 23, 2013 Report Share Posted February 23, 2013 Speaking of editor errors, the P-51 Easter Egg produces a constant error message in Pyrogenesis- something about GetCurrentSpeed.This was fixed in r13031, so it will work without throwing lots of error messages in Alpha 13. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 24, 2013 Report Share Posted February 24, 2013 Yep, alpha 12. Maybe this was since fixed? It goes 'Error calling component script function GetCurrentSpeed'. you use the Releases or SVN? Quote Link to comment Share on other sites More sharing options...
feneur Posted February 24, 2013 Report Share Posted February 24, 2013 you use the Releases or SVN?Please read all posts to a topic before replying. In the posts after the one you reply to it is mentioned that the issue is fixed in SVN, and that he uses Alpha 12 is clear from the post that you quote. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 24, 2013 Report Share Posted February 24, 2013 (edited) Please read all posts to a topic before replying. In the posts after the one you reply to it is mentioned that the issue is fixed in SVN, and that he uses Alpha 12 is clear from the post that you quote. Yes I read but, I was only suggesting to him to look into trac events or invite to use SVN to experiment the changes.. Edited February 25, 2013 by Geek377 Quote Link to comment Share on other sites More sharing options...
greenlaser Posted February 24, 2013 Report Share Posted February 24, 2013 (edited) this looks good! that's exactly what I was think; building construction/destruction Edited February 28, 2013 by greenlaser Quote Link to comment Share on other sites More sharing options...
OmriLahav Posted February 24, 2013 Report Share Posted February 24, 2013 Just realized one thing I didn't in the preview you posted in the staff forums: in this particular case (and some before as well for that matter) Omri actually isn't a one-man orchestra all the way through as the percussion was done by another contributor. I don't know if/how that contributor wants to be credited though, so I'll leave that for Omri to be more specific about That's true, the percussion was played by Jeff Willet, credit is due Quote Link to comment Share on other sites More sharing options...
plumo Posted February 28, 2013 Author Report Share Posted February 28, 2013 I think I'll make a separate blog post about your latest musical contributions. It will also be a good time to credit all your musicians (like Jeff) . Whenever someone is around, ask if you can make a photo. Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 28, 2013 Report Share Posted February 28, 2013 I should've posted this earlier, but... I translated the report to (Brasilian) Portuguese and our friend Aurium edited it. Here's the final version:http://softwarelivre.org/0ad/noticias/0-a.d.-relatorio-de-desenvolvimento-11 Quote Link to comment Share on other sites More sharing options...
Burzum Posted February 28, 2013 Report Share Posted February 28, 2013 (edited) Lion.Kanzen mentioned a onager?I'm surprised the Romans don't have one... The Roman also need to be able to make siege towers... Glorious Rome could make anything. But those things in particular Edited February 28, 2013 by Burzum Quote Link to comment Share on other sites More sharing options...
zoot Posted February 28, 2013 Report Share Posted February 28, 2013 The game is set in the 500 BC to 1 BC timeframe. Quote Link to comment Share on other sites More sharing options...
lamps Posted March 1, 2013 Report Share Posted March 1, 2013 Great music, Omri. Quote Link to comment Share on other sites More sharing options...
Burzum Posted March 1, 2013 Report Share Posted March 1, 2013 (edited) The game is set in the 500 BC to 1 BC timeframe.In which time the Romans were the best besiegers in Europe.Onagers, sieg towers were very much present in that time.Onagers in round about 50 BCENot to be confused with the mangonel.The Onager Edited March 1, 2013 by Burzum Quote Link to comment Share on other sites More sharing options...
zoot Posted March 1, 2013 Report Share Posted March 1, 2013 Onagers, sieg towers were very much present in that time.Do you have any sources for this? All sources I've seen says they did not get them until the Imperial era. Quote Link to comment Share on other sites More sharing options...
Pureon Posted March 1, 2013 Report Share Posted March 1, 2013 0 A.D. already has an onager which can be viewed in Atlas editor and placed into custom scenarios. The default Roman Republic faction won't construct onagers in Part 1 of 0 A.D. because they weren't widely (if at all) used by the Romans until the second or third century A.D. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.