Archive for the ‘Games’ Category

Happy New Year!

Friday, January 1st, 2016
Happy New Year!

Championship 2015 results

Thursday, December 31st, 2015

I wish you all and your families a happy new year.
The TORCS Endurance World Championship 2015 is done,
the winner is this time the Hymie Tech Team owned by
Andrew Sumner, good to have you back, Andrew. This is his second title after 2007,
congratulations. Especially remarkable is the fact that he is the first to win a championship with a
car4-trb1 car. Another premiere was the first race ever on the reworked dirt-2 track. A certain track section got a name from Andrew, the “Meat Grinder”, could not be better;-)

There is another record to mention, my Berniw Racing Team passed this season the mark of 100 official races
and covered almost 100000 km racing distance. What a ride, started back in 2004!

I would like to share a quote from Andrews review of race 2: “This was an enthralling and fascinating race to watch, as good as any real-life event and one of the best TRB races I can ever remember.”. Andrew published very cool race reviews, don’t miss these:

Race 10
Race 9
Race 8
Race 7
Race 6
No review for race 5
Race 4
Race 3
Race 2
Race 1

Enjoy, Bernhard.

New Release: 0 A.D. Alpha 19 Syllepsis

Thursday, November 26th, 2015

Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 19 Syllepsis”, the nineteenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features building and siege engine capture, a new pathfinder, visual replay 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.

New Gameplay Features in This Release

  • Building and Siege Engine Capture: Non-siege units can now capture buildings and siege engines. When you hover your mouse over an entity that can be captured, two crossed flags appear so you can issue a “capture” order. If you do, you will start gaining some of that entity’s “capture points” at a certain rate. (On screen, you will see your color taking up a greater proportion of the width of the entity’s capture bar.) Once you gain all of these points, you capture the entity, and it is yours! (Note: You can still specify a regular attack on buildings and siege engines by holding CTRL when right-clicking on a target.) There is currently no animation for the units which are capturing, that will be added in a later version.
  • New Victory Modes: “Conquest Structures” (destroy or capture all enemy structures to win) and “Conquest Units” (destroy all enemy units to win).
  • Ceasefire Game Mode: The game can be set so that all players are completely unable to attack their enemies for a predetermined time at the start of a game.
  • Attack Coordination: Players can request allies (including bots) to attack a specific enemy by clicking a button next to the player name in the diplomacy window. Also, Petra AI now supports attack coordination.
  • Petra AI now warns its allies when it needs a tribute and lets them know when it advances to a new phase.
  • The Ptolemaic lighthouse now has its special feature implemented: It reveals the shore on the entire map.
  • New Skirmish Maps: Tuscan Acropolis (for 4 players; map preview), Northern Island (for 2 players; map preview), and Alpine Mountains (for 3 players; map preview).

Graphics and User Interface

  • Increased Maximum Map Height: The engine now supports an eight times greater range of terrain heights, allowing for the creation of maps with more diverse and impressive landscapes.
  • Visual Replay: Re-run a game and understand what took place in real time.
  • Aura Visualization: Units affected by an aura are now marked with an icon when the aura giver is selected.
  • New animals: New mastiff and wolfhound units have been added as well as a new rhinoceros.
  • The Roman units now have voices in Latin. Voice actors and people with knowledge in ancient languages are invited to contribute more voices to the game!

Under the Hood

  • New Pathfinder: The pathfinder is the component of the game engine that picks a route for a unit to move along from its current location to its target location, so that it does not collide with other units or with structures or with impassable terrain. The new pathfinder improves performance, but at the same time, it also introduces some new bugs. We have done as much as we could to ensure it was bug-free, but please report anything unusual!
  • XML Validation: In 0 A.D., the behavior of units, buildings and other world objects is defined by their components, such as cost, health and more. All of these are described in XML files. The “grammar” of the XML files is now checked for correctness before being used by the game engine, which helps prevent technical problems.
  • The generic Hellenic and Celtic factions have been removed.
  • Linux users, please be advised that SDL2 is now enabled by default on Linux.

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 “Syllepsis”?

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, …).

“Syllepsis” relates to 0 A.D. as it means “capture” in Greek, and refers to the building and siege engine capture feature implemented in this version (Thanks, bouke!).

For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter T. 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@wildfireATHENSgames.com without the capitalized name of a Greek city.

0 A.D. Financial Report, November 2015

Wednesday, November 25th, 2015

In the interest of transparency, the Wildfire Games team would like to report on the finances of the project as of 2015-11-25.

0 A.D. has funds in three places:

  1. Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”);
  2. A private account in the US, under the name of former project leader, Jason Bishop (Wijitmaker). This account is a legacy of the time before we became affiliated with SPI;
  3. Flattr, a Sweden-based microdonation provider.

SPI Earmark for 0 A.D.

As of 2015-10-31, the 0 A.D. earmark is USD 34,410.05.

  • Web hosting costs about USD 85-90 per month, or USD 1,000 a year, and are paid directly from these funds.
  • Some of these funds (approximately USD 5,200) will soon go towards reimbursing Erik Johansson (feneur) who has bought the perks we promised our donors.
  • We know donors have been waiting for their perks for a long time. We sincerely apologize for the long delay in perk fulfillment.

Other Accounts

In our “legacy” US bank account, we have USD 332.82.

On Flattr, we have EUR 619.75 available, which are approximately USD 662.27.

Total

In total, we have approximately 35,405.14 USD in all three accounts.

Concluding Remarks

The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”), Adarash (“MishFTW”) and Aviv (“Jeru”). We welcome your comments and suggestions on the forums.

Perk delivery for the fundraiser

Monday, October 19th, 2015

Update on the fundraiser we had in 2013

Thank you for your patience, this has taken a lot longer than we hoped for, and we are sorry for this. We are also sorry for the lack of updates, but wanted to wait until we were absolutely sure the perks were going out soon before we contacted you again so we wouldn’t make any false promises. Now we have ordered things and they will soon be sent to the shipping agency (the first have already arrived) which will package things and send them out to you.

If you have moved since the survey we sent last year, please send an email to fundraiser@wildfiregames.com as soon as possible so we can make sure the perks reach you.

Please reply as soon as possible, after everything has reached the shipping agency we want to have it sent out as soon as possible. After the first of November we will send things out, if you for some reason don’t see this until after that date and have moved the package might have trouble reaching you. Unfortunately there isn’t much we can do about it, apart from trying to make sure everyone notices this. If you know someone who has contributed, but who might have missed this, please let them know.

If your perk level includes Ancient Warfare Magazine subscriptions you should have gotten an email from feneur@gmail.com. If you never got it, please contact us as soon as possible so we can get those taken care of as well.

Some quick questions and answers:
If I haven’t moved, will I have to do anything? No, but you might get your perks sooner if you do: things are sent out either when we get an email or when the time limit has been met.

What has happened with the money donated? Some of it went to covering the fees from Indiegogo and SPI (SPI manages our money). Some of it covers the perks, and some of it will be spent directly on the development on the game.

What happened to Michael and Jorma? Michael sadly left the team last summer since the fundraiser did not raise enough money to employ him full-time and since he no longer had time to work on the game in his free time. Jorma was unable to work for us when we did not raise enough money to employ him full-time.

So, how will you use the money now? As it is not as much money as we hoped it will be harder to find someone who is able to set aside time to work on the game, especially since the person should already be familiar with the game code to make the most of the time. We will definitely not spend the money on something else though, and will keep you posted as soon as something has been decided.

Web Server Going Down For Rebuild Monday May 18th @ 6pm CDT

Monday, May 18th, 2015
Hello all, you probably rarely hear from me, but I am the hosting provider for this website.  I wanted to let everyone on here know that our primary server is going to be going down for a complete rebuild tomorrow Monday May 18th, 2015 @ 6pm CDT.  This downtime is expected to last at least 4 hours.  However, depending how things get shuffled around, this site may be moving to the alternate server which would reduce the downtime significantly.  If this site is on the list to be transferred, I will keep you all posted.

Discontinuation of the Alpha 15 Multiplayer Lobby

Saturday, May 9th, 2015

The Alpha 15 Osiris multiplayer lobby is now discontinued. Users of Alpha 15 are advised to upgrade to the latest version.

The only distribution bundling Alpha 15 is Ubuntu 14.04 LTS, for which Alpha 16 is available in backports, and the latest version is available in our PPA.

Alpha 15 was released December 2013 with the subsequent Alpha 16 being out for a year now. The Alpha 15 lobby isn’t used very often anymore; the bot told users to upgrade to a newer version and we haven’t seen more than one player at once for more than a month. The Alpha 15 lobby bot also has an occasional issue causing it to terminate. Due to the inactivity, obsolescence, and amount of extra work required to sustain it, we have decided to discontinue the Alpha 15 Multiplayer lobby. By giving up support for our archaic Alpha 15 bot we are able to streamline some things on the lobby server as we do not need any special cases for the Alpha 15 bot anymore. Multiplayer via the Host/Join dialog is still possible for those who do not wish to upgrade.

New Release: 0 A.D. Alpha 18 Rhododactylos

Saturday, March 14th, 2015

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 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

  • 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 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 “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.

Championship 2015 is ready to sign in

Sunday, February 1st, 2015

The TORCS Endurance World Championship 2015 is ready to sign, to prepare the season there are as well test races available. If you want to get an impression of the past championships, have a look at the 2012 Championship roundup video or the 2014 footage.
As a starting point for your robot you can download the last years competitors here. I hope to meet you on the track.

Enjoy, Bernhard.

Championship 2014 Results and Videos

Thursday, January 1st, 2015

I wish you all and your families all the best for 2015, happy new year.

The TORCS Endurance World Championship 2014 is done, the winner is the DanDroid Team owned by Daniel Schellhammer. He took the crown for the third time in a row, congratulations.

There are videos covering all the races, if you spot funny/interesting/exciting moments just post the time index with a comment in the videos comment section, then I can later produce a “best of” video.

Race 10
Race 9
Race 8
Race 7
Race 6
Race 5
Race 4
Race 3
Race 2
Race 1

Enjoy, Bernhard