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Showing content with the highest reputation on 2014-10-18 in all areas

  1. Well, is there something that you don't like about 0ad? Is there a feature that would amaze you? Pick one, check with some people, file a ticket, write code, submit a patch. More precisely Well, picking one, go wild.Ask on #0ad-dev if they would accept that feature (stay around, you don't get immediate answers!). Or open a forum thread, but I guess that is even slower.If they like it, open a ticket on trac, to keep track of development and provide a place to comment.Write code, don't be afraid to ask, people are nice on #0ad-dev. (at least towards me )Submit a patch with your feature to trac (your ticket). Prepare for criticism.Code some more, to appease the critics, then go back to the previous point until the patch is accepted.Or even better: If you can figure out how to fix a bug, then it doesn't require any creativity and you aren't likely to be rejected, as with certain features. Keep in mind that I am not part of anything official. This is just what I am currently doing. Edit: feuneur was refering to the simple tasks found over there: http://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&keywords=~simple&col=id&col=summary&col=status&col=type&col=priority&col=milestone&col=component&report=16&order=priority
    1 point
  2. 3DS Max 5? From 2002? I'm afraid that's not too likely to work as it needs to be able to open or at least export to Collada files, and I don't think there's a way to make that possible with such an old version. Newer versions support exporting to Collada (.dae) files by default unless I'm remembering wrong. There is a plugin that was used previously, but the oldest version that plugin supports is 7. I'd recommend using Blender instead. It might take a little while getting used to if you're used to Max's interface, but it supports Collada by default and since it's free you can always have the most recent version.
    1 point
  3. First of all it needs to be coded. Then each building should be splitted in pieces that will break (Which means we will have to draw the inside for each building. Damage could be done by using decals (like in a fps when shooting in a wall) But that would also mean editing each building with emplacements to draw cracks and fire. The last one would need coding to be realistic ie not having fire when destroyed by a catapult. So anyway It´s a huge amount of work.
    1 point
  4. That's mostly a matter of resources: if we had had a ton of animators it would have been done already I would say it's a really low priority thing though, seeing as it's something that's only going to be displayed for a short while + there will be a lot of other things going on at the same time. The thing that's complicating it most is probably that there would have to be one animation for each building. The units just needs a few since they can re-use the animations, but the buildings are too different to make that possible.
    1 point
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