Developer (and artist? and sound?) recruiting
Moderator: Oberlus
Re: Developer (and artist? and sound?) recruiting
I couldn't find matching posts in other forums, but based on the signature link, which I have removed, I think this is a spam post.
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- Space Krill
- Posts: 1
- Joined: Wed Apr 20, 2011 9:48 am
Re: Developer (and artist? and sound?) recruiting
Hello guys, I am also willing to help. I have some experience with C/C++, Python and other programming languages, not in gamedev though. Also some background in AI algorithms (mainly genetic algorithms but also some neural networks and ant colony optimisation) and i believe that also might be of help. Will start familiarizing myself with the code and will try to help as much as I can.
Re: Developer (and artist? and sound?) recruiting
Cool. Welcome to FreeOrion.alexpetrov wrote:Hello guys, I am also willing to help. I have some experience with C/C++, Python and other programming languages, not in gamedev though. Also some background in AI algorithms (mainly genetic algorithms but also some neural networks and ant colony optimisation) and i believe that also might be of help. Will start familiarizing myself with the code and will try to help as much as I can.
http://www.freeorion.org/index.php/How_to_Help
Warning: Antarans in dimensional portal are closer than they appear.
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- Space Kraken
- Posts: 143
- Joined: Sat Jun 11, 2011 1:27 am
- Location: Modesto, CA USA
Re: Developer (and artist? and sound?) recruiting
I wana help too! I made my first contribution here with a little intro .
viewtopic.php?f=11&t=5487
Do we still need sound effects?
viewtopic.php?f=11&t=5487
Do we still need sound effects?
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Developer (and artist? and sound?) recruiting
Yes. There are a variety of sound files present in the data directory now, but I suspect or feel they aren't all very good. Particularly for combat, many of the sounds are too complicated, such as having a swoosh and explosion, which should be two separate sounds, and most of them are too long.Dart00_Tech wrote:Do we still need sound effects?
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- Space Kraken
- Posts: 143
- Joined: Sat Jun 11, 2011 1:27 am
- Location: Modesto, CA USA
Re: Developer (and artist? and sound?) recruiting
Ok..ill take a look at the sounds and see if i can modify or remaster some or all of them....I also wana do some more voice overs to add to my pool. do we have a robotic species?
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Developer (and artist? and sound?) recruiting
Some have been suggested.Dart00_Tech wrote:do we have a robotic species?
Re: Developer (and artist? and sound?) recruiting
Since tzlaine continues to be busy, and as a result of this not much is happening in the Ogre based combat system, it might be worth a shot to post an update to FreeOrion`s old recruitment post on Ogre Forums. So some time ago I asked one of the Ogre moderators about their policy towards updating recruitment posts and got the following reply:
Anyway, if an update would be released what should this update contain? Maybe some screenshots or even a video of the most recent Ogre work that tzlaine and pd have done with text describing the current Ogre situation in FreeOrion, and perhaps a link to the 0.4 design pad to show that there is already a plan that the combat engine should follow?
Here is a link to the original recruitment post:
http://www.ogre3d.org/forums/viewtopic.php?t=42147
However I am not exactly sure if every FreeOrion minor release should be announced, especially if there is no new Ogre stuff.jacmoe wrote:Feel free to post regular updates to the topic.
It's a good idea to generate interest.
By updating the topic you show that you're alive.
Cheers
Jacob
Anyway, if an update would be released what should this update contain? Maybe some screenshots or even a video of the most recent Ogre work that tzlaine and pd have done with text describing the current Ogre situation in FreeOrion, and perhaps a link to the 0.4 design pad to show that there is already a plan that the combat engine should follow?
Here is a link to the original recruitment post:
http://www.ogre3d.org/forums/viewtopic.php?t=42147
Re: Developer (and artist? and sound?) recruiting
You could certainly provide a link to the gameplay video or to the specific ogre part of it like this: http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s
You could also include some of the images from here viewtopic.php?f=26&t=2278 and here viewtopic.php?f=26&t=2419&start=15
Some performance testing: http://www.optisch-edel.de/fo/performance.jpg
Fake two point lighting(using just one light source): http://www.optisch-edel.de/fo/2pointlighting_fix.jpg
The mockups to illustrate combat might also be of interest:
http://www.optisch-edel.de/fo/hbk/8.jpg
http://www.optisch-edel.de/fo/hbk/mood3.jpg
http://www.optisch-edel.de/fo/hbk/mood4.jpg
Everything Geoff talks about in this post is definitely helpful in understanding combat.
Would be great to get this going again.
Oh yeah, make sure to mention it's capital ship combat. I think there are far too few games about this.
You could also include some of the images from here viewtopic.php?f=26&t=2278 and here viewtopic.php?f=26&t=2419&start=15
Some performance testing: http://www.optisch-edel.de/fo/performance.jpg
Fake two point lighting(using just one light source): http://www.optisch-edel.de/fo/2pointlighting_fix.jpg
The mockups to illustrate combat might also be of interest:
http://www.optisch-edel.de/fo/hbk/8.jpg
http://www.optisch-edel.de/fo/hbk/mood3.jpg
http://www.optisch-edel.de/fo/hbk/mood4.jpg
Everything Geoff talks about in this post is definitely helpful in understanding combat.
Would be great to get this going again.
Oh yeah, make sure to mention it's capital ship combat. I think there are far too few games about this.
Re: Developer (and artist? and sound?) recruiting
A lot of good stuff pd.
Perhaps it could be a good idea to announce all of the minor (0.3.16 , 0.3.17 etc.) releases as well, even if there are no Ogre based content updates, since that forum is about generating intrest in projects and by updating the recruitment post at least somewhat regularly, FreeOrion could get a lot more visibility.MikkoM wrote: However I am not exactly sure if every FreeOrion minor release should be announced, especially if there is no new Ogre stuff.
Re: Developer (and artist? and sound?) recruiting
Ok, here is a mockup of a possible post:
An update from FreeOrion. Recently the project`s lead programmer and also the lead Ogre developer tzlaine has been busy, and as a result of this the project`s Ogre based combat system hasn`t progressed as much as would be desirable. There is currently a working 3D combat tech demo, which can be seen in action on this video:
http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s
... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:
http://www.freeorion.org/index.php/0.4_Design_Pad
...and here
viewtopic.php?p=38706#p38706
Some mockups of the combat system have been done as well:
So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.
And finally here are some space combat related images:
Mockup ends
Something that should be changed or corrected? Also, should these threads that tzlaine started be mentioned as well?
viewtopic.php?f=6&t=2268
http://freeorion.org/forum/viewtopic.ph ... 54&start=0
An update from FreeOrion. Recently the project`s lead programmer and also the lead Ogre developer tzlaine has been busy, and as a result of this the project`s Ogre based combat system hasn`t progressed as much as would be desirable. There is currently a working 3D combat tech demo, which can be seen in action on this video:
http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s
... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:
http://www.freeorion.org/index.php/0.4_Design_Pad
...and here
viewtopic.php?p=38706#p38706
Some mockups of the combat system have been done as well:
So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.
And finally here are some space combat related images:
Mockup ends
Something that should be changed or corrected? Also, should these threads that tzlaine started be mentioned as well?
viewtopic.php?f=6&t=2268
http://freeorion.org/forum/viewtopic.ph ... 54&start=0
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Developer (and artist? and sound?) recruiting
Replace the first paragraph with:
"While FreeOrion development is ongoing, the the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.
There is a 3D combat interface tech demo, which is demonstrated in this video:"
And, rather than "here are some space combat related images:" say "here are some ship rendering test images and in-engine screenshots:".
Some of the latter rendering tests are a bit repetitive and could be cut.
"While FreeOrion development is ongoing, the the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.
There is a 3D combat interface tech demo, which is demonstrated in this video:"
And, rather than "here are some space combat related images:" say "here are some ship rendering test images and in-engine screenshots:".
Some of the latter rendering tests are a bit repetitive and could be cut.
Re: Developer (and artist? and sound?) recruiting
Multiplayer combat system here probably means a combat system for multiple players rather than a combat system for the multiplayer option of the game? I ask this because nowadays at least for me the term multiplayer brings to mind a situation where multiple human players play against each other.Geoff the Medio wrote:Replace the first paragraph with:
"While FreeOrion development is ongoing, the the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work...
Anyway splitting hairs aside here is the second version of the mockup.
Mockup 2:
An update from FreeOrion. While FreeOrion development is ongoing, the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.
There is a 3D combat interface tech demo, which is demonstrated in this video:
http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s
... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:
http://www.freeorion.org/index.php/0.4_Design_Pad
...and here
viewtopic.php?p=38706#p38706
Some mockups of the combat system have been done as well:
So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.
And finally here are some ship rendering test images and in-engine screenshots:
Mockup ends
Re: Developer (and artist? and sound?) recruiting
Use this image instead. It's a bit more organized, is sized appropriately and has labels.
Re: Developer (and artist? and sound?) recruiting
Mockup 3:
An update from FreeOrion. While FreeOrion development is ongoing, the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.
There is a 3D combat interface tech demo, which is demonstrated in this video:
http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s
... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:
http://www.freeorion.org/index.php/0.4_Design_Pad
...and here
viewtopic.php?p=38706#p38706
So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.
And finally here are some space combat mockups, ship rendering test images and in-engine screenshots:
Mockup ends
An update from FreeOrion. While FreeOrion development is ongoing, the OGRE-based multiplayer combat system hasn't progressed much recently due to its main developer's lack of time to work on it. We are hoping to find another developer who is willing and able to continue that work.
There is a 3D combat interface tech demo, which is demonstrated in this video:
http://www.youtube.com/watch?v=gF3_RFsXeU8&t=7m24s
... and can also be run by using the command "freeorion --tech-demo". A lot of planning on how the 3D combat should function has also been done and the most significant parts of these plans can be found here:
http://www.freeorion.org/index.php/0.4_Design_Pad
...and here
viewtopic.php?p=38706#p38706
So if you think that you can help us to create a beautiful large scale Ogre based space combat system, and are able to work in a team, help would be greatly appreciated.
And finally here are some space combat mockups, ship rendering test images and in-engine screenshots:
Mockup ends