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Showing content with the highest reputation on 2016-03-05 in all areas

  1. First of all welcome to you and your friends Of course it is possible to contribute to this project. With programming tickets in the trac it's just grab a ticket and start working on it (you can also assign the ticket to yourself). When u are finished upload a patch/diff and do the other things explained in the "submitting patches" page. After downloading source you will need to build the game yourself: see the build instruction on trac for how to do that. If you have any other questions about programming or the game itself feel free to join us and ask in IRC (most programmers don't read forums too often). Good luck at programming!
    5 points
  2. There is now a Credits page in-game and contributors are invited to update it when they propose patches. If anyone is missing please report to http://trac.wildfiregames.com/ticket/3802 I'm un-stickying this post, which is not useful anymore
    4 points
  3. Dear Dev Team! We are a group of three students, from the University of Szeged, currently learning programming. This semester we have a course, called Software Engineering 2, in which we have a project work. We decided, to roll with the open source option, and wanted to contribute to you, if it is possible. ( I saw, that you welcome students with this cause, so i thought, why not give it a shot). I read the GettingStartedProgrammers part of the trac (with my skills, and knowledge), and we want to help with the #3610 ticket (http://trac.wildfiregames.com/ticket/3610), and the tickets listed in it's description, if it's possible (and we manage to make the #3610 work). I hope we can help with this, and i hope, we can achive something usefull for you. (We had a course about C, C++, Java, but not javascript, so it's a bit new to us, but we are ready to learn ) We dowloaded the sourcefiles already, but i'm not sure, if i have to do anything other right now, for this, so if i have to, please let me know. So, yeah, i'm waiting for response, i would be glad, if we could help with this, and hope to have a good time during the coming months. Thanks Béla Tóth ps: Sorry for mistakes, it was a long time, since i wrote something in english.
    2 points
  4. This is really a little bit offtopic and I'm sorry for furthering this discussion, but he has a point, IMO. I'll just post it here instead of a making a new topic in the forum since this is just a very trivial matter. Yeah, the 0AD Facebook page was not that active lately. We would love to see more in-game screenshots and teasers posted on Facebook (The same goes for the 0AD profiles on other sites like ModDB/IndieDB, etc.) IMO, regular updates or things like these entice players who have never played the game for quite some time to play the game again (or even those who managed to try several of the past alphas but have quite forgotten about the game) Things like seeing good screenshots and current gameplay makes you want to play the game again when you see them, and social networking sites are the best places where people can easily view and access it, almost everyone has them nowadays, and most people regularly checks them. (Specially in Fb, where, the things that you have liked appear on your friends/acquaintances home screen/timeline)
    1 point
  5. As Sander said "the command comes from the GUI and get passed on to the simulation". Engine.PostNetworkCommand call in unit_actions.js (which I linked in my previous comment) performs the transition; you can look at PostNetworkCommand method itself and related code, but it's not necessary to work with scripts, you only need to know that the command shows up on the simulation scripts side in Commands.js and UnitAI methods are called from there.
    1 point
  6. I was stupidly using directly .dae files from SVN to make the animations. Now i took the blender file and use fbx exporting, open with cinema and then animate...it was my fault all the time jeje Now it's ok, i'll have to make all over again but it isn't a problem.
    1 point
  7. How did you get it to work ? Glad I could be of any help.
    1 point
  8. 1 point
  9. Animation and scale are ok, now i'm looking for the textures. xml file seems to be ok, there must be a problem with the mesh properties in c4d, i'm on it
    1 point
  10. You have the SVN? ----- Impresed how great look the units in close up as perspective.
    1 point
  11. I'm close make it work , also i'm downloading C4d r16 right now ( obviously a totally legal version )...I hope to clear this today and tomorrow continue animating Oh what did you change ? Great news !
    1 point
  12. I'm close to make it work , also i'm downloading C4d r16 right now ( obviously a totally legal version )...I hope to clear this today and tomorrow continue animating
    1 point
  13. Sorry for the late reply. Seems to be fixed, though I don't know what happens if you upload an anim.
    1 point
  14. Blender 3dsmax comparison. I guess flippin it 90 degrees might help.
    1 point
  15. Import is bad in Blender and 3dsmax, though in 3dsmax only the weights are lost. Do you have any options to apply scale ? Also which axis is up on C4D ? In Blender and 0 A.D Y is up.
    1 point
  16. Yes, c4d work's on: 3D Studio (.3ds) Allplan (.xml) Bullet (.bullet) COLLADA 1.4 (.dae) COLLADA 1.5 (.dae) Direct 3D (.x) DXF (.dxf) FBX (.fbx) Illustrator (.ai) RIB (.rib) STL (.stl) VRML 2 (.wrl) Wavefront (.obj)
    1 point
  17. Yes, but i'm having some troubles with the meshes, it's seems that the bone's animations are working good but there is something wrong with the c4d to collada exporter. I'm working on it
    1 point
  18. Take you time ! Did you manage to get it in the game ?
    1 point
  19. I was thinking the same. Don't worry, just give me some time. Now i'm putting some animations in the game for fix up compatibily problems. i hope to show a full gameplay with the female citizen on this weekend... maybe earlier.
    1 point
  20. Maybe it would be nice to make building variations on animation, like in Aoe3, where workers use saws and others tools.. but thinking about all the needed animations there's a lot of work and that wouldn't be a priority. Very good work, hope that some of this would make it into a18
    1 point
  21. I find the gathering fruit anim a bit too rough when she is bending down For the building one you could make her stand up and go down since you master transitions
    1 point
  22. The mining anim in the game right now is good, you should try to emulate that. Only good one so far is seeding. Keep it up though. Keep getting better/.
    1 point
  23. I really like your animations. I think the exaggeration helps with telling what is going on from far away. For the mining animation though they should probably be bringing the pick up higher. She looks like she hurt her back and can't move it.
    1 point
  24. Where are the walk ready and run ready anims for? I can't remember them being used...
    1 point
  25. the mining looks like "the sims" style, need be not be exagerated because give a Cartoony look, you know, se ve humoristico.
    1 point
  26. I recommend you look at videos of peoiple doing these things.
    1 point
  27. I made a horse animation sometime, but every animal has their own moves and references. It's a little bit dificult, depends on the animal but nothing that i can't learn in a couple of days And yes, maybe the walk move it's too much exagerated. But that's why i made this topic, any advice will be apreciated
    1 point
  28. i like your skill and still, you can animals animals too? hmm the walk is some weird, looks drunk lady.
    1 point
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