Archive for the ‘News’ Category

FlightGear v2.10 Release Candidates

Tuesday, February 5th, 2013

February, 17, 2013: FlightGear v2.10 is official released.  Please proceed to the download page and download the full official release!  All the files shown here are old news.  Please move along, nothing more to see here. :-)

This is the place to find the v2.10.0 release candidates as they become available.  We would really love for everyone to download these “test” releases and give them a try.  The target date for the official FlightGear v2.10.0 release is February 17.

Download FlightGear v2.10 Release Candidates:

(Release candidates can be updated frequently and the mirror system can take some time to update, so if a download link doesn’t work, please try another mirror.  If none of the mirrors work, try refreshing this page to get a new set of mirror suggestions.  Or try again in an hour or two.)

Download v2.10 Aircraft:

  • Download the newest versions of all the aircraft at the v2.10 Aircraft Download Page.  These are also have “release candidate” status and could be subject to changes before the official release.

Download v2.10 Scenery:

  • The FlightGear scenery is continuously being improved.  The newest available scenery works with both v2.8 and v2.10.  We update the scenery packages with any new models or changes every few weeks.  Get the latest scenery through the usual means from the Scenery Download Page.

Source Code

What’s New?

Comments or Questions?

  • If you have comments or questions regarding the release candidates, please go to the FlightGear forum.


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: … 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!


We Won Second Place!

Sunday, December 23rd, 2012

0 A.D. has just won second place in IndieDB’s Player’s Choice for Upcoming Indie of the Year contest for 2012.

Thanks so much to all the wonderful fans who voted for us! This is a huge vote of confidence in the project, and a huge encouragement for the developers.

With your help, we hope to make an even larger splash in 2013.

And of course, congratulations to the winner, Path of Exile, which like 0 A.D., is entirely free of charge to download and play. Hats off!

Indie of the Year Awards

New Release: 0 A.D. Alpha 12 Loucetios

Sunday, December 16th, 2012

Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 12 Loucetios”, the twelfth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features diplomacy, packing siege engines, super fancy water 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.

Posted Image

Posted Image
Posted Image
Posted Image

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.

Please Vote for Us in the Indie of the Year 2012 Contest!

If you care about 0 A.D., please vote for us in the second round of the Indie of the Year 2012 contest.

Under “Upcoming games of 2012″, under “Real Time Strategy”, you need to click the word “VOTE” on the left of “0 A.D.”

Voting continues until December 21st. Thanks in advance, from all of us in Wildfire Games.

Top New Gameplay Features in This Release:

  • Diplomacy: Determine if you and another human player are allies, enemies or neutral to each other, and change this relationship in mid-game as you see fit. If you downgrade the relationship, the change is automatically mutual (i.e., by turning someone into your enemy, you automatically become their enemy); But if you try to upgrade relations, as in forging an alliance, you need the other side to explicitly agree. (As of Alpha 12, AI players will not react to diplomacy changes at all. We hope to add this in the future.) (See screenshot below.)
  • Packing Siege Engines: Certain siege engines need to be in a “packed” state to be moved from place to place, and in a stationary “unpacked” state to be able to fire. Moving a siege engine between these states is called “packing” and “unpacking”, and takes time, during which the siege engine can neither move nor fire. (This is important for both realism and balance, as siege engines can inflict lots of damage.)
  • Formation Order Queueing: Allows giving units several tasks to carry out in order, e.g.: (1) Build a house here, then (2) move near to the other player’s territory, (3) build a army camp there and then (4) attack the fortress first and then (5) go straight for the civic center. All these orders can be given in one sequence by pressing “shift” and right-clicking the relevant parts of the map in order.
  • Heroes are back, but now each player can have only up to one living hero at any time.
  • Slaughter Attack: All domestic animals are killed with melee weapons, even by otherwise ranged units. This speeds up meat harvesting.
  • Unit Training Hotkeys: If you select a building that can train units, and then hit “Z”, it is as if you clicked the first unit training button on the left on the GUI; “X” for the second button from the left, “C” for the third, etc., up to the letter “M”.
  • New Match Setup Options: Choose the population cap and the amount of resources players will start out with.
  • Five New Random Maps: Nomad, Syria, Corinthian Isthmus, Belgian Uplands, and English Channel.

Posted Image

Graphics and User Interface Improvements:

  • Improved Water Rendering: The new, “super-fancy” water includes the white foam of waves crashing onto the shore, it can be much wavier, and it casts surface and underwater shadows.
  • Post-Processing Manager: Recent changes enable features such as distance fog, bloom and more. (See screenshots below. Top left is default. Effects on bottom right exaggerated for demonstration purposes.) No less importantly, the post-processing manager is extremely moddable, so from now on, developers can very easily add new visual effects to 0 A.D. using existing code from other projects. For an example, see the Bokeh Depth of Field effect shown below.
  • Rubble appears when you destroy a building (see screenshots below).
  • We have also added icons to the tooltips, instead of names of resources like “Food” and “Wood” and time units like “seconds” (see screenshot below).

Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

Music and Sound:

  • New song: “Calm Before the Storm”, meant to be played in menu screens.
  • Recent changes to the audio improve the way music sounds, and ensure it is heard in stereo.

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 “Loucetios”?

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, …).

Loucetios was a Gallic god related to storms and lightning, that was identified with the Roman god of war, Mars. He is often found accompanied by the goddess Nemetona, as part of a divine couple.

For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter M. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!

Happy Holiday Season!

Just for fun, we’ve made up this character, who is like Santa Claus, except he is skinnier, he wears thick glasses and has a penchant for hiding in large crowds.

Posted Image

Can you find him in this winter-themed screenshot?

Posted Image

Long Time, No Siege

Wildfire Games will keep releasing new versions of 0 A.D. from time to time. Watch our news feed to get updates, 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.

Posted ImagePosted ImagePosted ImagePosted ImagePosted Image

Contact info for press, bloggers, etc.: without the name of Homer’s ancient Greek epic written in all caps.

Interview with Cheerful Ghost

Friday, December 14th, 2012

We have just conducted an interview with Jon from Cheerful Ghost. Nothing really new for people who have been following the project closely, but it covers all the basics for newcomers.

jdodson: Do you want to believe in the Loch Ness Monster?

Aviv: It would be interesting if what people saw was actually a relic of an ancient civilization in Loch Ness.

Read the whole thing.

Please Vote for Us Again in IOTY 2012!

Friday, December 14th, 2012

Just a few days ago, we made it once more to the top 100 indie games on Indie DB!

Thanks for your support, but we need your help to vote for us one more time to win a top prize.

Please vote for us in the second round of the Indie of the Year contest.

Under “Upcoming games of 2012″, under “Real Time Strategy”, you need to click the word “VOTE” on the left of “0 A.D.”

Thanks in advance, and may the odds be ever in 0 A.D.’s favor.

Welcome to the New 0 A.D. Website!

Saturday, December 8th, 2012

Wildfire Games proudly presents the new 0 A.D. website, a new showcase for the game and FOSS project we have all grown to love.

You’ll notice that the content has been redone, the design better reflects the interface within the game 0 A.D., and it is easier to get to download the version of 0 A.D. that is right for you.

New Address

The new website is available on

Please point your RSS readers to the new website if needed.

(The old website will remain at for posterity and so as not to break any links to old pages. We’ll put up a notice soon.)

New Features

A new game manual, with video tutorials, is available on the new website, to help newbies negotiate the complexities of an RTS game. (Thanks, BrynnOfCastlegate!)

Also, the global navigation on the top right corner will help surfers navigate between the main website, intended for a broad audience, and the forums and development wiki, which are usually for hardcore fans and developers.

For the more technically inclined readers, the current website runs on WordPress and conforms to modern web standards, which is important and a big step forward from our older website.


A huge round of applause goes to the team members who made this thing happen:

  • Geek377
  • Brian Stempin (bstempi)
  • GerbilOFDoom
  • Ludovic Celle (Ludo38)
  • Michael Hafer (Mythos_Ruler), and
  • Pureon

Please enjoy and give feedback on the new website on our forums!

Indie of the Year 2012

Saturday, December 1st, 2012

It’s that time of year again.

Posted Image

For those unfamiliar with the event, each year ModDB and IndieDB hold a contest for the best mods and indie games of the year.

In previous years we have been nominated for the Editor’s Choice: Best Upcoming Indie (2008), won third place for Indie Game of the Year (2009) and received an Honorable Mention for Players’ Choice: Best Upcoming Indie (2010).

We’ve come a long way this year too. Just think about it: A year ago we had no Romans in the game, and Hellenes and Celts were grouped into one faction each. There were no technologies or civilization phases, no trading system, and none of the amazing newly implemented graphical effects like specularity, ambient occlusion, etc.

As always, we want to win! More publicity means more players and probably more developers joining development, which is always great.

The nominations for the Top 100 have just begun, and will be ongoing until December 11th.

Please vote for us!

Thanks in advance, from all of us on the 0 A.D. development team, also known as Wildfire Games.

Packing Siege: Work In Progress

Monday, November 26th, 2012

Packing siege is one of the many requested and long-planned features for 0 A.D.  Currently, siege engines in 0 A.D. can move and attack freely like a human unit, which isn’t very realistic. In the real world, siege engines would have to be transported to and constructed on the battle field. We will add the concept of “packing”, where a siege engine is either packed or unpacked. If packed, it can move but can’t attack, whereas if unpacked, it can attack but can’t move. Packing or unpacking will incur a delay, during which the engine will be unable to attack or move. This will enhance the realism of the game, but also add to the strategy of using siege engines — the player will need to carefully consider where and when to deploy them.

Fellow 0 A.D. developer and artist Pureon has been working with me to add this feature. The plan is to have at least packed and unpacked models of the siege engines, many of which have already been added to SVN. In the future, we might add transition animations of the engines packing and unpacking, as well as appropriate sounds.

Here is a rough demo of how siege packing might look in 0 A.D.:

Some of the challenges encountered so far:

  • Add auto-pack and auto-unpack: when a packed engine is ordered to attack, it should move into range and unpack; when an unpacked engine is ordered to move, it should pack, then move into position.
  • Make sure they continue to work with formations.
  • Make sure order queuing works as expected while packing.
  • Determine how or if we’ll want to use animations.
  • Any considerations for the AIs?