Archive for the ‘Games’ Category

Requesting donations

Sunday, March 24th, 2013

As you may have noticed occasionally, the server that this forum is running has at times been resource constrained. We are using it for automatically building snapshots and releases, for tracking bugs, this forum, the games server, and several other tasks. So far the costs for running this server has been paid by a member of the team. We need to move to a better server, but this costs more money than one person should pay on their own.

We are therefore looking for people to help us out with this. Server rental expenses are recurring on a monthly basis, so if you could donate a small amount of money each month to help us run this show, we would be much appreciative. You can also donate once, if you want. The more money we get, the bigger and faster server we can afford. We will keep a list of donors, income and expenses updated publicly. Regular donors may get a special forum badge if we can find someone to draw one. You may of course be anonymous, if you want.

To help out in this manner, please go to http://donations.wz2100.net and click on the shiny new PayPal buttons.

Don’t feel bad if you can’t contribute monetarily, though. We know that not everyone has money to spare.

If you have any questions, please feel free to PM the Staff account.

(17 comments)

Music Blog #5

Friday, March 22nd, 2013

Alpha 9 introduced the Roman Republic into the game. As I was looking forward to working on the Romans since I first joined the team, needless to say I was excited! However finding the proper sound proved to be challenging, and several options were thoroughly examined before finally deciding to go with a mandolin, an English horn and pizzicato strings. This combination of sounds resulted in two tracks: “Juno Protect You”, and “Elysian Fields”.

Also, early peace tracks were added for two civilizations: The Celts got “Highland Mist” with live fiddle performed by Shir-Ran Yinon, and the Iberians got “An old Warhorse goes to Pasture”, with live guitar, fife and percussion played by me.

“The Road Ahead” was remixed, and now features live violin and viola by Shir-Ran Yinon (besides the solo parts, about 40 separate viola channels were recorded to create the vast string section sound!), as well as a flawless flute solo by Marta Mc’Cave.

Alpha 10 included “You are Victorious!”, the first victory track in the game (and a polite nod to AoE!), as well as the Hellenic tribes’ early peace track, “In the Shadow of Olympus” – based on the Greek bouzouki!
This is actually an instrument I have never played before, and borrowed from a friend solely for creating this score!

Thanks for listening, stay tuned for more 0 A.D. music!
- Omri Lahav


Tracks mentioned in this post:





Addons is now live!

Monday, March 18th, 2013

Today, after some unfortunate delays, we now are ready to go live with the new addons section.

We would like to thank all the hard work that forum members Duha, NoQ & Fastdeath accomplished in helping us make the new addons site a reality.
We would also like to thank the following members, Berg, effigy, Shadow Wolf TJC, karamel, aubergine for all the testing & feedback that they have provided.

Everyone who wants to add new content, or to vote for the content on the site must first register using their forum credentials.

  • You do not need to be logged in to be able to download things.

If you decided that you wish to upload your addon to the site, then you must follow these simple instructions: Addons

Remember, the addons site is for the FINAL versions of your addon, please upload it to the Addon discussions area for general debugging and feedback.

  • No addon should have any errors/warnings in the logs, so always check your logs!
  • The moderators are NOT beta testers! Don’t waste their time.
  • Once you upload something, then you can’t access it again until a moderator approves it.
  • You can report addons that have issues via the report button, only moderators will see it.
  • While not mandatory at this time, it is highly suggested that you have a forum thread for your addon, so we have a good way to communicate with the author about possible issues.

Lastly, please be patient with the moderators that we have, they are doing this on their own time, like the rest of the developers.

–Warzone 2100 dev team

(38 comments)

Music Blog #4

Thursday, March 14th, 2013

I’m taking a break from the regular blog progression to address a recent question I received – regarding the instruments I own that were used to create the sounds of 0 A.D. :

All these blogs make me wonder: Just how many instruments does Omri have? He seems to own 5-6 instruments for every civilization!

Let’s start with admitting that I have a problem… I am an instrument hoarder, I have around 40 different ones in my studio… Let’s take a look at the instruments that were used to create each civilization’s distinct sound:

Celtic Tribes: The sounds of Celtica are based on a duo of D tin whistle and low D tin whistle, along with an Irish bouzouki, a Bodhràn (traditional Irish drum), a rain stick, and a fender acoustic guitar. Some tracks also feature a Celtic harp (sampled) and a fiddle played live by Shir-Ran Yinon!

Hellenic Tribes: The Hellenic sound was created using a Greek bouzouki and a flute (played by Marta Mc’Cave!), as well as large frame drums, a djembe, a harp (sampled) and horns. The Greek bouzouki is so prominent, some of the Hellenic pieces are based entirely on it!

Persia: The sound of Persia consists of several stringed instruments – a handmade Oud, (traditional middle-eastern instrument with 11 strings and no frets), a handmade Saz (Turkish instrument with 6 strings), and a slightly more modern – home made fretless acoustic bass guitar.
As well as some percussion sounds – an African djembe, a Syrian darbuka, and a pair of bamboo shakers.

Rome: The primary sound in the music of Rome is a mandolin, as well as the wind chimes which were recorded on my porch!

Iberia: The voice of Iberia is centered around the Spanish guitar, as well as a Fife, a tambourine and a shaker.

Carthage: For Carthage I brought in percussion artist Dror Parker to play frame drum, darbuka, riq and toms. He recorded those in freestyle, and I then built the music around his work. While the Duduk is sampled, the bamboo flute was played live.

Mauryan Indians: Sadly, I do not (yet) own a sitar, so I came up with a replacement and used my homemade fretless guitar. I also recorded a snake charmer that was actually bought in India, finger cymbals, and a homemade rice shaker.

On the next post we’ll go back to the chronicles of making this score :)

Thanks for listening, stay tuned for more 0 A.D. music!
- Omri Lahav.

Featured Contributor: Pureon

Tuesday, March 12th, 2013

It’s time again to take a closer look at one of the contributors to 0 A.D. This time we’ve chosen to feature Pureon, one of the most versatile contributors we have, but I’ll let him elaborate on that below. Let’s just say that it was an easy decision to feature him, and that we are very grateful that he’s part of the Wildfire Games team and community.

Tell us a bit about yourself

Prior to joining the 0 A.D. team I participated in online community projects for games such as AOE3 and Supreme Commander, however my experience of RTS games started with the classics AOE1 and Total Annihilation. My enthusiasm for creating user generated content for the early generation of RTS games helped define what degree I studied at university and therefore my current employment in the creative industry.

Some AoE3 units I created in 2006:

Posted Image Posted Image

A couple of Supreme Commander units from 2009:

Posted Image Posted Image

What have you found most interesting about contributing to 0 A.D.?

I first heard about 0 A.D. about 6 years ago, and at the time it looked good but no alpha releases were available to play or mod so it slipped my mind until 2010. That’s when I heard it had switched from closed development to opensource and had released a playable alpha. I was hooked. Why work on mods for commercial games when I can use my skills to shape a ‘real game’.

The variety of tasks I’ve been able to contribute to allows me to acquire new skills and keeps me motivated. Some of these tasks include 3D modeling, unit animations, map making, texturing units, designing the new website, managing the sound department, creating the trailer videos, and illustration (icons). Once triggers and a few other key features are implemented I’d really like to work on some scenarios for 0 A.D., just like I did for AoE 1,2 and 3.

Some random 0 A.D. stuff I’ve created:

Posted Image Posted Image

Posted Image Posted Image

Anything you want to add?

Some Nostalgia:

Posted Image

Music Blog #3

Sunday, March 10th, 2013

Alpha 8 introduced the mighty Persians!

Looking to create a distinct sound, I picked up my oud, saz, acoustic bass, darbuka, djembe and bamboo shakers, and just started recording different combinations and ideas.From one session of recording my own improvisations came two new tracks: “Eastern Dreams“, and “Sands of Time“. Parts have been refined and some orchestral work was thrown in, and the unique voice of Persia was ready to go into the game! A8 also saw the addition of the first generic peace track, “The Road Ahead” – which was (deliberately) long, with several changing moods. On November 2011, I was awarded WFG’s ‘Member of the Month’, for which I am still very honored and thankful!

Thanks for listening, stay tuned for more 0 A.D. music!
- Omri Lahav


Tracks mentioned in this post:


Music Blog #2

Wednesday, March 6th, 2013

As we progressed to Alpha 7, the Main Menu was redesigned by the team, and the music changed accordingly with a track titled “Honor Bound”.
(By the way I’d like to take a second here and thank all the team members for suggesting track titles!) Two new introductions to the game were the defeat track: “Dried Tears”, and the Carthaginian civilization – complete with two new tracks: “Peaks of Atlas” and “Mediterranean Waves”.
Percussion artist Dror Parker came in to record riq, frame drum, darbuka and tom parts, and I then built the music around his inspiring work!
Other then these distinct percussive sounds, Carthage was portrayed with a duduk and wooden flute.
Last but not least for Alpha 7, my three original A5 tracks were remixed and remastered, and flutist Marta Mc’cave came in to record the flute part on the Hellenic track, “Forging a City-State”.
Her improvisation over it was so awesome, that I added a whole segment to the piece based on it – and it is thanks to her mastery of the flute that this track is so alive, and remains one of my favorites today!

Thanks for listening, stay tuned for more 0 A.D. music!
- Omri Lahav


Tracks mentioned in this post:





Music Blog # 1

Saturday, March 2nd, 2013

Welcome to The Greek Theater, official 0 A.D. music blog!

This blog will chronicle the making of 0 A.D.’s music, since I assumed the role of composer and music department lead for Wildfire Games!

It is most appropriate to begin with a brief thank you to Aviv (Jeru on the forums) for recruiting me to WFG in the first place.

It was March 2011, and around the release of Alpha 5, Edetania:

Being both a (casual) gamer and a (professional) musician, I knew exactly what I want to hear in game – I had no interest in creating a period score, nor do I posses enough knowledge of the actual music of 0 A.D.

I decided the score had to be first and foremost – game music, and it must be compelling in that context!

In the interest of maintaining continuity, and ensuring each civilization in the game had it’s own, unique sound – I decided to completely rewrite the score, one piece at a time.

The first three tracks that came to be are “Celtic Pride“, “Forging a City-State“, and “Harsh Lands, Rugged People“: peace tracks for the Celts, Hellenes and Iberians respectively.

Given that these pieces had to feel relevant and integral to a massive war game – I chose to fully orchestrate them.

A simple yet effective device to identify the various civilizations was instrumentation:

On top of the orchestra, the Celts were portrayed with tin-whistles, highland pipes, a bodhràn and a fiddle, the Hellenes with a harp, bouzouki and flute, and the Iberians with a classical guitar (true, it did not exist around 0 A.D., but within the context of modern game music – it worked for me).

 

Thanks for listening, stay tuned for more 0 A.D. music!

- Omri Lahav


Tracks mentioned in this post:

0 A.D. Joins Software in the Public Interest, Can Receive Tax-Deductible Donations

Tuesday, January 29th, 2013

Wildfire Games, an international group of volunteer game developers, has successfully applied to make 0 A.D. an associated project at an organization called Software in the Public Interest, Inc. (SPI).

SPI is a non-profit corporation based in the USA, that acts as a fiscal sponsor to many open source projects, including Debian, Drupal and LibreOffice. This means SPI can accept donations and hold funds for the development of these projects, sign contracts on behalf of the developers, provide legal advice when they might need it and more.

Importantly, if you live in the United States, you can donate to 0 A.D. through SPI and deduct it from your taxes. (Europeans can donate to SPI through a non-profit association based in Germany, named ffis e.V., which has partnered with SPI.)

Wildfire Games has been developing 0 A.D. as a standalone game since 2003. We are always looking for ways to improve the speed and quality of development. That’s why we have recently re-considered many aspects of how our project is run, including setting up new and better ways to get funds. This is the first step in this direction.

To be sure, this partnership does not change things from the perspectives of developers, artists, or users. 0 A.D. will remain a free, open-source project run by the community, and SPI will not intervene in our decisions. The only role that will change is that of the project lead, currently Erik Johansson (also known as feneur), who now has the extra responsibility as the project liaison to SPI. This means Erik is the only person authorized to tell SPI how we want to use funds that were earmarked for 0 A.D.

0 A.D. was accepted as an SPI Associated Project by the Board on December 13th, 2012. Through this cooperation, we hope to both strengthen 0 A.D. as a project, and propagate free, open-source software everywhere.

We welcome your donations through SPI and will be phasing out the previous donation systems over the next few days. Edit: After further deliberation, the existing donation systems will remain in place in parallel to the new system. However, donors are advised that their donations are only tax-deductible if transferred via SPI.

Donating to 0 A.D. via SPI (U.S. Dollars Only)

Please find full instructions for donation on the SPI donations page.

If you have a credit card, you can donate via Click & Pledge directly to 0 A.D..

Donate Now

Donating in Europe

If you wish to donate to 0 A.D. through a European bank account, to save international money transfer costs, this can be done through the German non-profit organization, ffis e.V., following these instructions.

3.1.0 has been released!

Tuesday, January 15th, 2013

Today, we finally release Warzone 2100 version 3.1.0!
It is available at our usual location: https://sourceforge.net/projects/warzon … ses/3.1.0/

This release has been very long in coming, and brings along over 2 1/2 years worth of bug fixes and improvements.
While our small team of developers pushes ahead with continuing to improve Warzone 2100, you can expect quicker releases than it took to get 3.1.0 out the door.
Special thanks goes out to our developer Cyp, for bringing us perfectly synced multiplayer games, something that no other version of Warzone 2100 has ever had.

We wish to thank all the people that made this release possible, with all the helpful feedback, and the bug reporters to help us help you with a more bug free game, and the mod community for bringing helpful utilities like flaME, the map editor made by Flail13 and Berg for updating and converting many models that we use in game, along with MaNGusT, Jorzi and the rest of the Art Revolution members for continuing to improve textures and models that we use (or will use) for the game, and NoQ, for all the help he does, his maps and the new devious AI he has created, and a big thanks to all the translators whom have localized this game to enable a wider audience, and finally, we also want to thank the many other people who have contributed to Warzone 2100!

Important Note for Mac Users: This release supports intel (both 32bit and 64bit) on 10.5+; this will be the last major release to support 10.5.

Note: Unfortunately, this release is a bit late because of technical difficulties with the server, and the compiler.

Special note:
We now have Warzone 2100 portable builds available with and without videos!

(84 comments)