Search found 79 matches
- Fri Feb 04, 2011 9:13 pm
- Forum: café
- Topic: my other projects :)
- Replies: 4
- Views: 17615
Re: my other projects :)
He will leave, for sure.
- Wed Sep 22, 2010 7:08 pm
- Forum: Tests
- Topic: 0.6.0 WIP 2663
- Replies: 11
- Views: 29463
Re: 0.6.0 WIP 2663
Updated my post above. These are just general interfaces.
- Wed Sep 22, 2010 3:13 pm
- Forum: Tests
- Topic: 0.6.0 WIP 2663
- Replies: 11
- Views: 29463
Re: 0.6.0 WIP 2663
Here are basic interface files for so called "Legacy C++ AI API". There are 4 working AI based on this interface in Spring. If you'll have some mood to implement this i can tell what each function generally does, what functions are not important, etc. Also i see the problem is in bypassed structures...
Re: Lasers!
Well, i don't see dynamic lightning. So environment depth is not sensible. Leave shadows until dynamic light is implemented
Re: Lasers!
Why? Make it optional.zuzuf wrote:I removed those shadows
- Tue Sep 21, 2010 10:33 am
- Forum: Tests
- Topic: 0.6.0 WIP 2663
- Replies: 11
- Views: 29463
Re: 0.6.0 WIP 2663
Is it possible to make some bridge interface to attach Spring AIs? I know this is complex from the start, but i need to know what TA3D devs are thinking. I'm currently supporting one of Spring AIs and i would like to see it in OTA games because my remembrances about OTA was about AI is too stupid in...
- Thu Sep 09, 2010 5:23 pm
- Forum: Suggestion
- Topic: Some idea for the zoom
- Replies: 4
- Views: 19047
Re: Some idea for the zoom
I don't understand "Mouse wheel in". What's this direction? Towards a user?
- Mon May 31, 2010 8:05 am
- Forum: Suggestion
- Topic: A config file
- Replies: 7
- Views: 24369
Re: A config file
It is written in FAQ: http://trac.ta3d.org/wiki/FAQ#Idontwant ... ificsource
zuzuf, check some link on frontpage. http://ta3d.org/help/index.html is broken.
zuzuf, check some link on frontpage. http://ta3d.org/help/index.html is broken.
- Mon May 31, 2010 8:00 am
- Forum: Announcements / Annonces
- Topic: Total Annihilation re-relase for newer windows systems
- Replies: 11
- Views: 33896
Re: Total Annihilation re-relase for newer windows systems
Am i right that they added a new launcher mainly? If attack stall bug is not fixed there is no sense in new revision.
- Thu May 06, 2010 4:46 pm
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102874
Re: Beta 11 test report
18. Order a commander to attack something, then order him to build something next to his target. the commander will attack and nanolathe at the same time (Funny ) I don't see a problem here. It is a nice and logic extension to OTA. Commander has two arms with nanolate spray & lazer. You issued two ...
- Thu Apr 29, 2010 1:55 pm
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102874
Re: Beta 11 test report
I feel absolutely no discomfort. Usually player move the cam in horizontal plane and do not change an angle during selection.zuzuf wrote:Yeah but it won't really match the selection rectangle on screen ...
- Wed Apr 28, 2010 9:07 pm
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102874
Re: Beta 11 test report
Bound it to intersection with land at this point like it is done in Spring.zuzuf wrote:for #1, there is still the problem of how do we attach the selection box to the map in perspective mode ?
- Mon Apr 26, 2010 5:53 pm
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102874
Re: Beta 11 test report
1. Bounding to land coordinates of left top corner of Selection box is not fixed (i reported this earlier), thus this box is moving with my camera 2. MOVE command for builders is not translated to GUARD action when clicking on allied units 3. In unit placement mode (to build) right mouse button clic...
- Thu Feb 25, 2010 1:17 pm
- Forum: Help / Aide
- Topic: Can't register on trac
- Replies: 3
- Views: 13552
Re: Can't register on trac
Can you fix some tag i have no access to, which defines the owner in reports. When i'm executing "Active Tickets, Mine first" your (milipili) tickets are first, not mine.
- Sun Jan 31, 2010 11:14 am
- Forum: Tests
- Topic: Bugs on 0.6.0. Beta 6
- Replies: 10
- Views: 26046
Re: Bugs on 0.6.0. Beta 6
I don't like it. Scrolling should be smooth. Why do i need to know some default position when i'm adjusting zoom for my own needs?
- Sun Jan 31, 2010 10:25 am
- Forum: Tests
- Topic: Bugs on 0.6.0. Beta 6
- Replies: 10
- Views: 26046
Re: Bugs on 0.6.0. Beta 6
Mine bug report: 1) MOVE command is not translated to GUARD or REPAIR when clicking on friendly units (REPAIR is when builder selected & when i clicked unit that has less than 100% health). It is very inconvenient to play without it because i always have to switch a page in build menu & select appro...
- Sun Jan 24, 2010 11:16 am
- Forum: Tests
- Topic: Bugs on Beta 6
- Replies: 5
- Views: 16969
Re: Bugs on Beta 6
Where did you get beta 6?
- Fri Jan 22, 2010 5:42 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 5 for win32
- Replies: 8
- Views: 25616
Re: TA3D 0.6 beta 5 for win32
Hm, I have to point smth. For builders MOVE action on not finished buildings/units translates to REPAIR in OTA. What was absent in OTA is that you can't queue GUARD action on a unit which is being built by a builder (in human terms: assist a fab when you finish it). So, you may translate MOVE action...
- Fri Jan 22, 2010 11:37 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 5 for win32
- Replies: 8
- Views: 25616
Re: TA3D 0.6 beta 5 for win32
Can you give us more details about how to reproduce the GUARD action bug ? Sure! Let assume a unit is selected. MOVE command on a building (or any other unit) should be translated into GUARD (if the source unit can GUARD clicked unit). Also you can even improve gameplay without breaking OTA idea: a...
- Fri Jan 22, 2010 7:25 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 5 for win32
- Replies: 8
- Views: 25616
Re: TA3D 0.6 beta 5 for win32
Finally launched the game. Reclaiming is not working. Default unit action for a building is GUARD. Currently not working.
- Thu Jan 21, 2010 8:09 pm
- Forum: coding / développement
- Topic: Scrollable build menus
- Replies: 3
- Views: 16259
Re: Scrollable build menus
cool. next step is to introduce mod independent settings for build menu layout. switchable of course. it is like in Opera: author mode or user mode css styles.
- Mon Jan 18, 2010 11:08 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 4 for windows
- Replies: 16
- Views: 40127
Re: TA3D 0.6 beta 4 for windows
Mee too. I haven't played 0.6 branch ever!
- Sun Jan 17, 2010 1:44 pm
- Forum: coding / développement
- Topic: ESC menu behavior
- Replies: 15
- Views: 38413
Re: ESC menu behavior
I still vote for ESC as AFK default action. I hate people pausing multiplayer game & everybody hates them usually. Also i don't like to enter some command in chat to tell my teammates that i'm going to be AFK. Just press ESC & quickly go to toilet for example. As for singleplayer. I changed my mind ...
- Sat Jan 16, 2010 10:27 pm
- Forum: coding / développement
- Topic: ESC menu behavior
- Replies: 15
- Views: 38413
Re: ESC menu behavior
Seems useless to me, since pause state in multiplayer game mean that the player have to DO SOMETHING ELSE, than play the game. I see gamer has the following possibilities in breaking a multiplayer game: 1) just block input (AFK) 2) leave it (& loose) to menu or by exiting an application 3) go to sp...
- Sat Jan 16, 2010 8:27 pm
- Forum: coding / développement
- Topic: ESC menu behavior
- Replies: 15
- Views: 38413
Re: ESC menu behavior
I don't like the AFK stuff, player should be given the choice to tell others when he is AFK otherwise others could launch an unfair attack on him just because he is AFK. Sensible, until player explicitly sets this option in TA3D settings. For example it may report AFK for teammates only. So we get ...
- Sat Jan 16, 2010 8:20 pm
- Forum: Help / Aide
- Topic: PLEESE HEEELLLPPP MMMEEEEEEE
- Replies: 9
- Views: 22026
Re: PLEESE HEEELLLPPP MMMEEEEEEE
it was nVidia GeForce4 440 Go
- Sat Jan 16, 2010 7:52 pm
- Forum: Help / Aide
- Topic: Suggestion: sticky topic to FAQ page
- Replies: 3
- Views: 13227
Re: Suggestion: sticky topic to FAQ page
It's "Frequently", not "Frequantly"
- Thu Jan 14, 2010 10:27 am
- Forum: Suggestion
- Topic: Merge Tests into Help forum?
- Replies: 2
- Views: 14903
Re: Merge Tests into Help forum?
This is a description of Help forum:
So, this is exactly what we do in Tests forums. If you wanna split Bugreports from Help, use trac instead of Tests forum.You have a problem with TA3D, it doesn't run or it crashes...
- Wed Jan 13, 2010 11:20 pm
- Forum: Suggestion
- Topic: Merge Tests into Help forum?
- Replies: 2
- Views: 14903
Merge Tests into Help forum?
Every time I enter current forums I ask myself what's the difference between them? I think you should merge them into Help only forum. What do you think?
- Wed Jan 13, 2010 11:17 pm
- Forum: Help / Aide
- Topic: Suggestion: sticky topic to FAQ page
- Replies: 3
- Views: 13227
Suggestion: sticky topic to FAQ page
You may want to make sticky topic to http://trac.ta3d.org/wiki/FAQ page. This should reduce the number of obvious & boring problems here in future.
- Wed Jan 13, 2010 10:57 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 4 for windows
- Replies: 16
- Views: 40127
Re: TA3D 0.6 beta 4 for windows
Yes, they are binary the same, i've just compared.Balthazar wrote:I`ve used all the DLL`s from beta 2 - the slowdown in the main menu is still there. Looks like it`s the ta3d.exe itself.
- Wed Jan 13, 2010 6:06 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 4 for windows
- Replies: 16
- Views: 40127
Re: TA3D 0.6 beta 4 for windows
zuzuf, i'll check skin stuff, but only at home. ...The alt+1/2/3/4... select group, and switchalt switch to 1/2/3/4/.. select group. And alt+1/2/3/4/.. had new mothed, select menu for units. I think having a switch like "+switchalt" is obsoleted for modern games (TA's rudiment). I mean it should be ...
- Wed Jan 13, 2010 3:23 pm
- Forum: Help / Aide
- Topic: Clarification about "resources" folder
- Replies: 12
- Views: 20612
Re: Clarification about "resources" folder
What's splitter?
- Wed Jan 13, 2010 12:05 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 4 for windows
- Replies: 16
- Views: 40127
Re: TA3D 0.6 beta 4 for windows
Can't smack your small victory. Under W7 there are still jerks & great CPU load in menu introduced with beta 3.
- Sun Jan 10, 2010 11:33 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.6 beta 3 for windows
- Replies: 2
- Views: 13697
Re: TA3D 0.6 beta 3 for windows
Menu started to load CPU at 50% (i have 2 cores), thus mouse cursor moves jerkily.
PS. "FMOD warning" appeared in logs.
PPS. Still there is a crash :(
PS. "FMOD warning" appeared in logs.
PPS. Still there is a crash :(
- Sun Jan 10, 2010 7:51 pm
- Forum: Help / Aide
- Topic: Can't register new mod
- Replies: 4
- Views: 10391
Re: Can't register new mod
You should read this: http://trac.ta3d.org/wiki/Mods Hm, actually i have read this. But i did not get that old style is not supported anymore. By the way, is there an error in paths? let's your mod name is my_mod, create a folder named my_mod in ~/.ta3d/resources/mods (Linux) or ta3d/mods (windows)
- Sun Jan 10, 2010 3:54 pm
- Forum: Help / Aide
- Topic: Clarification about "resources" folder
- Replies: 12
- Views: 20612
Re: Clarification about "resources" folder
I don't understand. Here http://springrts.com/phpbb/viewtopic.ph ... 39#p337839 Baltazar told to put packs into "resource" directory. I was 100% sure you can put them into TA3D root folder or subfolder under "mods" dir.
- Sun Jan 10, 2010 3:25 pm
- Forum: Tests
- Topic: Bug in Beta1
- Replies: 41
- Views: 79956
Re: Bug in Beta1
Yeah, i thought about build by request.
- Sun Jan 10, 2010 3:23 pm
- Forum: Help / Aide
- Topic: Again freeze after load
- Replies: 6
- Views: 12979
Re: Again freeze after load
3 min of loading. Awfully
- Sun Jan 10, 2010 3:06 pm
- Forum: Help / Aide
- Topic: Can't register new mod
- Replies: 4
- Views: 10391
Can't register new mod
In $(TA3D)\mods\Excess II\ folder i have the following files:
ta3d.mod contents:
In config i see only "default" mod.
What am i doing wrong?
Code: Select all
GoK31.gp3
readme.txt
ta3d.mod
Code: Select all
[MOD]
{
unit_ext = .fbi;
unit_dir = unitGoK;
weapon_dir = weapGoK;
download_dir = downloadGoK;
}
What am i doing wrong?
- Sun Jan 10, 2010 3:02 pm
- Forum: Help / Aide
- Topic: Clarification about "resources" folder
- Replies: 12
- Views: 20612
Clarification about "resources" folder
Am i right its contents are the representation of (for example) totala1.hpi pack? So i can just unpack its contents there & this data is considered default (base) for all mods. Right?
- Sun Jan 10, 2010 2:50 pm
- Forum: Help / Aide
- Topic: Are unit healthbars implemented?
- Replies: 21
- Views: 30572
Re: Are unit healthbars implemented?
You may implement two sets of ambiguous keys and make a new option in config dialogue: keyboard layout. Values are: QWERTY, and yours (i have no idea what you're using).
- Sun Jan 10, 2010 2:01 pm
- Forum: Suggestion
- Topic: Is it possible to replace faq.html with wiki?
- Replies: 12
- Views: 31798
- Sun Jan 10, 2010 1:51 pm
- Forum: coding / développement
- Topic: The resource installer
- Replies: 12
- Views: 30486
Re: The resource installer
I don't understand why we can't leave ta3d /install function. I personally don't like many .exe files in game directory. Also it is true that end user will use it only once in general. So why do we need to make a separate application for this?
- Sun Jan 10, 2010 1:44 pm
- Forum: coding / développement
- Topic: ESC menu behavior
- Replies: 15
- Views: 38413
Re: ESC menu behavior
I recommend the following. Single player. ESC pauses the game. Multiplayer. ESC sets player property AFK to true. This property is replicated among other players so they can see in player list that this player is AFK. Game is NOT paused. Host can always pause a game with PAUSE button only. Other pla...
- Sat Jan 09, 2010 9:50 pm
- Forum: Tests
- Topic: Bug in Beta1
- Replies: 41
- Views: 79956
Re: Bug in Beta1
I removed the only OGG file from "music" folder. There are no *.wav files in "resource" folder. Same shit. May be you will add /nosound option into future version?
- Sat Jan 09, 2010 9:43 pm
- Forum: Suggestion
- Topic: Is it possible to replace faq.html with wiki?
- Replies: 12
- Views: 31798
Re: Is it possible to replace faq.html with wiki?
Check this out: http://trac.ta3d.org/wiki/FAQ :) I think we may move abbreviations into separate pages (one abbreviation per page) & make references to them. But too many references makes page hard to read (there is some article on the Internet about this) in the long term. Anyway in future we'll fa...
- Sat Jan 09, 2010 8:59 pm
- Forum: Suggestion
- Topic: Don't allow cursor move outer window borders during the game
- Replies: 16
- Views: 39454
Re: Don't allow cursor move outer window borders during the game
Well, i have to admit you made not exactly what i meant. I told about clipping mouse input during gameplay only. The main & the only positive moment in clipping mouse is to avoid suddenly clicking with a mouse outside of a main window & loosing a focus. And i specifically told that when i press <Esc...
- Sat Jan 09, 2010 8:14 pm
- Forum: Suggestion
- Topic: Is it possible to replace faq.html with wiki?
- Replies: 12
- Views: 31798
Re: Is it possible to replace faq.html with wiki?
If you make non-automatic trac registration then problem of spam is automatically annihilated. I remember how me was registered. There were plenty errors. Thanx to milipili i'm there. But i don't get how can i edit pages. I see no [EDIT] link.
- Sat Jan 09, 2010 8:10 pm
- Forum: Help / Aide
- Topic: Are unit healthbars implemented?
- Replies: 21
- Views: 30572
Re: Are unit healthbars implemented?
I think it should be
Also you can make simple SDL app which prints key codes in SDL context (?) & then i can report you the result. Hope SDL has some code to detect type of keyboard. Mine is QWERTY of course.SDLK_BACKQUOTE '`' grave