Light Style© by Fisana

Jump to content


Photo

0 A.D. Development Report #11


  • Please log in to reply
30 replies to this topic

#1 plumo

plumo

    Centurio

  • 0 A.D. Art Team
  • 974 posts

Posted 22 February 2013 - 08:53 PM

0 A.D. Development Report #11

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 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 Construction

Posted Image

Programming & Art & Sound

Our 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!
  • 0
B. Guns [aka Plumo]
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com

#2 feneur

feneur

    Cartographer of imaginary worlds

  • 0 A.D. Project Leader
  • 7,777 posts

Posted 22 February 2013 - 08:58 PM

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 :)
  • 0

Erik Johansson [ aka feneur ]

Wildfire Games
Contact me: feneur@wildfiregames.com



Support Wildfire Games!


#3 lilstewie

lilstewie

    Triplicarius

  • Community Members
  • PipPipPipPip
  • 524 posts

Posted 22 February 2013 - 09:05 PM

Love the scaffolding.

Kerala is my ancestral land. :) So yay.

Edited by lilstewie, 22 February 2013 - 09:09 PM.

  • 1
Posted ImagePosted Image

#4 historic_bruno

historic_bruno

    Primus Pilus

  • WFG Programming Team
  • 2,388 posts

Posted 22 February 2013 - 09:22 PM

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 ;)
  • 0
Ben Brian [ aka historic_bruno ]

Wildfire Games Programmer
Contact me: ben [at] wildfiregames [dot] com

#5 Lion.Kanzen

Lion.Kanzen

    Fallen Soldier

  • Council of Modders - Moderators
  • PipPipPipPipPipPipPipPip
  • 6,540 posts

Posted 22 February 2013 - 10:21 PM

  • 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 by Lion.Kanzen, 22 February 2013 - 10:21 PM.

  • 0
Retired from COM.

#6 forekko

forekko

    Tiro

  • Community Members
  • 4 posts

Posted 23 February 2013 - 09:37 AM

Russian translation has been completed now :)
  • 0

#7 Not a Spartan

Not a Spartan

    Discens

  • Community Members
  • Pip
  • 36 posts

Posted 23 February 2013 - 04:54 PM

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.
  • 0

#8 Pureon

Pureon

    Primus Pilus

  • 0 A.D. Art Team
  • 3,573 posts

Posted 23 February 2013 - 05:19 PM

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?
  • 0

Pureon
0 A.D. Part time Designer / Texturer / 3D Artist
Contact email:
pureon{@}wildfiregames.com


#9 kosmo

kosmo

    Discens

  • Community Members
  • Pip
  • 89 posts

Posted 23 February 2013 - 05:48 PM

I had the same errors with alpha12
  • 0

#10 Not a Spartan

Not a Spartan

    Discens

  • Community Members
  • Pip
  • 36 posts

Posted 23 February 2013 - 05:55 PM

Yep, alpha 12. Maybe this was since fixed? It goes 'Error calling component script function GetCurrentSpeed'.
  • 0

#11 Pureon

Pureon

    Primus Pilus

  • 0 A.D. Art Team
  • 3,573 posts

Posted 23 February 2013 - 06:20 PM

It's not happening now, so it could have been fixed since. Thanks for letting us know.
  • 0

Pureon
0 A.D. Part time Designer / Texturer / 3D Artist
Contact email:
pureon{@}wildfiregames.com


#12 leper

leper

    Triplicarius

  • WFG Programming Team
  • 547 posts

Posted 23 February 2013 - 06:33 PM

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.
  • 0
Georg Kilzer [ aka leper ]
Wildfire Games Programmer
Contact me: leper@wildfiregames.com

Support Wildfire Games!

#13 Lion.Kanzen

Lion.Kanzen

    Fallen Soldier

  • Council of Modders - Moderators
  • PipPipPipPipPipPipPipPip
  • 6,540 posts

Posted 24 February 2013 - 03:13 AM

Yep, alpha 12. Maybe this was since fixed? It goes 'Error calling component script function GetCurrentSpeed'.

you use the Releases or SVN?
  • 0
Retired from COM.

#14 feneur

feneur

    Cartographer of imaginary worlds

  • 0 A.D. Project Leader
  • 7,777 posts

Posted 24 February 2013 - 03:24 AM

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.
  • 0

Erik Johansson [ aka feneur ]

Wildfire Games
Contact me: feneur@wildfiregames.com



Support Wildfire Games!


#15 Lion.Kanzen

Lion.Kanzen

    Fallen Soldier

  • Council of Modders - Moderators
  • PipPipPipPipPipPipPipPip
  • 6,540 posts

Posted 24 February 2013 - 03:31 AM

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 by Geek377, 25 February 2013 - 11:43 PM.

  • 0
Retired from COM.

#16 greenlaser

greenlaser

    Discens

  • Community Members
  • Pip
  • 36 posts

Posted 24 February 2013 - 09:25 AM

this looks good! that's exactly what I was think; building construction/destruction

Edited by greenlaser, 28 February 2013 - 06:32 PM.

  • 0

#17 OmriLahav

OmriLahav

    Centurio

  • 0 A.D. Department Leader
  • 644 posts

Posted 24 February 2013 - 11:27 AM

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 :)
  • 0
Omri Lahav

Wildfire Games 0 A.D. Music Lead, Composer and orchestrator
Contact me:
Web: http://OmriLahav.com / http://facebook.com/LahavStudios
E-mail: OmriMusic(@)Hotmail.com
Skype: OmriLahav1

#18 plumo

plumo

    Centurio

  • 0 A.D. Art Team
  • 974 posts

Posted 28 February 2013 - 08:08 AM

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.
  • 0
B. Guns [aka Plumo]
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com

#19 Pedro Falc„o

Pedro Falc„o

    Centurio

  • Community Members
  • PipPipPipPipPip
  • 651 posts

Posted 28 February 2013 - 11:49 AM

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
  • 0
Pedro Falc„o
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';


Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate

#20 Burzum

Burzum

    Discens

  • Community Members
  • Pip
  • 96 posts

Posted 28 February 2013 - 08:09 PM

Lion.Kanzen mentioned a onager?

I'm surprised the Romans don't have one... :declare:

The Roman also need to be able to make siege towers... :acute:

Glorious Rome could make anything. But those things in particular ;)

Edited by Burzum, 28 February 2013 - 08:16 PM.

  • 0

Posted Image