Search found 41 matches
- Sat Feb 07, 2009 5:06 pm
- Forum: coding / développement
- Topic: Any news?
- Replies: 12
- Views: 18142
- Wed Jan 28, 2009 4:49 am
- Forum: coding / développement
- Topic: SDL port is on its way :)
- Replies: 39
- Views: 47925
- Sat Jan 24, 2009 4:17 am
- Forum: coding / développement
- Topic: how can i write a AI for TA3D
- Replies: 6
- Views: 13200
- Fri Jan 23, 2009 11:51 pm
- Forum: Suggestion
- Topic: Perspective discussion
- Replies: 25
- Views: 372410
- Fri Jan 23, 2009 11:49 pm
- Forum: coding / développement
- Topic: how can i write a AI for TA3D
- Replies: 6
- Views: 13200
- Tue Jan 20, 2009 12:15 am
- Forum: Suggestion
- Topic: wish list for TA3D 0.6.0
- Replies: 43
- Views: 116447
Logs don't show anything saying the tags are bad. Weaponmaindir1 = 0 0 1; Maxangledif1=60; Should force the unit to fire forward (as the 3rd number is the Z coordinate) and 30 degrees from the left to the right (60 is the total angle) Doesn't do anything the units turret can spin right around. Even ...
- Mon Jan 19, 2009 6:55 pm
- Forum: Suggestion
- Topic: wish list for TA3D 0.6.0
- Replies: 43
- Views: 116447
Todays suggestions, some new fbi tags for air only units. AirHoverFactor=X: Where x is the amount the unit bobs up and down, 0 for none and 0.1 for a bit, and so on. Dontland=X; Usefull when combined with the fbi tag above. If set to 1 the the air unit won't land and just stays in the air inplace if...
- Fri Jan 16, 2009 5:32 am
- Forum: Suggestion
- Topic: wish list for TA3D 0.6.0
- Replies: 43
- Views: 116447
Just make it like C&C Generals or Company of Heroes. Left click to place the center of the building than pick another point away from that point to set the "front" direction. Easy and quick. :-) Also adding formations would be nice too for mobile units. IE: left click and hold in a direction to set ...
- Tue Jan 13, 2009 12:17 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.2 is out :)
- Replies: 6
- Views: 13140
- Fri Jan 09, 2009 3:52 am
- Forum: Suggestion
- Topic: wish list for TA3D 0.6.0
- Replies: 43
- Views: 116447
Allow factory buildings the ability to fire weapons, despite scripting them properly and such they won't fire their weapons. New FBI tag: UnitRestricted=#; Basically no more than the # defined can be built of a specific unit at any one time. TA Spring supports this tag, would be nice to have it in T...
- Sat Jan 03, 2009 9:15 pm
- Forum: Help / Aide
- Topic: Odd mouse cursor lag - Solved! - Set Processes Priority High
- Replies: 3
- Views: 11021
Odd, setting its priority above normal fixes the mouse lag but the oddest part is that the pathfinder seems to be improved ALOT as a result too. Setting the application to "realtime" makes a unit pick a direction much more smoothly and there is zero "unit stuttering" on the way to the location. (Bef...
- Sat Jan 03, 2009 5:06 pm
- Forum: Help / Aide
- Topic: Odd mouse cursor lag - Solved! - Set Processes Priority High
- Replies: 3
- Views: 11021
Odd mouse cursor lag - Solved! - Set Processes Priority High
Had some time to finally mess around with 0.5.1 today, besides just firing it up to make sure its working. For some reason I get really bad mouse lag; the cursor hands when moving the mouse around. Its not due to FPS as I get between 173 and 83 fps (450+ zoomed out in cursor mode, ;-) ) while playin...
- Fri Jan 02, 2009 8:29 am
- Forum: Suggestion
- Topic: wish list for TA3D 0.6.0
- Replies: 43
- Views: 116447
- Mon Dec 29, 2008 7:02 am
- Forum: Announcements / Annonces
- Topic: new video in progress ...
- Replies: 5
- Views: 11781
- Sat Dec 27, 2008 11:40 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.1 is out !
- Replies: 4
- Views: 10369
Random thoughts... Would it be possible to have the pathfinder 'give up' moving the units once they find out that the space they're trying to occupy is filled or blocked, just the target location. Right now units seem to be gunning for the same spot. I would also love to see drag-able formations. Cl...
- Sat Dec 27, 2008 10:30 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.1 is out !
- Replies: 4
- Views: 10369
- Fri Dec 26, 2008 7:35 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.0 is finally out !
- Replies: 4
- Views: 9893
- Wed Dec 24, 2008 11:10 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.0 RC 4
- Replies: 8
- Views: 13666
- Tue Dec 23, 2008 11:37 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.0 RC 3
- Replies: 8
- Views: 13967
RC 3 seems pretty stable as usual these days. I haven't been able to crash it yet. :-) I'd love to do some LAN testing for you guys but my friends insist on having right click interface. :-( All Blizzard games, Newer C&C games, AOE 3, use it and TA had the option to switch as I've mentioned before. ...
- Tue Dec 23, 2008 7:44 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.0 RC 3
- Replies: 8
- Views: 13967
Wow the new ULTIMATE water effect is really nice, reminds me of Red Alert 3's almost. The map load time is a bit longer so for testing I'll use a lower setting but for playing this is definetly nice. Is there a way to set the waters animation speed manually, I can't really tell but could we base it ...
- Mon Dec 22, 2008 4:16 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.0 RC 2
- Replies: 5
- Views: 10266
- Mon Dec 22, 2008 5:45 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.0 RC 1
- Replies: 6
- Views: 12200
Crashes :-( -- UPDATED It works, reason for the crash found!
Downloaded new version. Deleted all files/folders minus the HPI's in the TA3D directory. Tried RC1. "An Error has occured." It crashes after: *** Good luck Commander - The game has started! *** (Displayed in the command prompt debug window, game window is just black) All settings are exactly the sam...
- Sat Dec 13, 2008 2:34 am
- Forum: Tests
- Topic: New bug in version 0.5.11 - Work around found
- Replies: 8
- Views: 14444
- Thu Dec 11, 2008 10:17 am
- Forum: Tests
- Topic: New bug in version 0.5.11 - Work around found
- Replies: 8
- Views: 14444
Now that I know where it's saving this information I can just clear it manually. For some reason I never thought to just look at the command prompt debug window and just look up the directory where things were being stored. "C:\Documents and Settings\ **LOGIN NAME** \Local Settings\Application Data\...
- Wed Dec 10, 2008 9:23 pm
- Forum: Tests
- Topic: New bug in version 0.5.11 - Work around found
- Replies: 8
- Views: 14444
Update: I decided to try to find if maybe it was an issue with the texture cache option. I never have it enabled in TA3D but perhaps its on by default now? Reason I ask is because I changed the 1 texture again, renamed the unit to "NAME2" than set that as the commander in the gamedata.tdf file (so i...
- Wed Dec 10, 2008 5:37 am
- Forum: Tests
- Topic: New bug in version 0.5.11 - Work around found
- Replies: 8
- Views: 14444
New bug in version 0.5.11 - Work around found
Good work on Version 11, its very stable; I've been working with it on/off for the entire day and haven't had it crash yet. But there seems to be a problem and its a weird one. I've been converting TA Spring content over to TA3D with no problems UNTIL I decided to remodel a chassis for a unit. Upon ...
- Tue Dec 09, 2008 10:10 pm
- Forum: Help / Aide
- Topic: Getting custom Non-TA AI to build - SOLVED!
- Replies: 4
- Views: 10394
Found out what was causing it. :-) The units FBI tag: "Side=NAME;" has to be identical to the "Side=NAME;" in the /Gamedata "Sidedata.tdf" file. Spring nor the origional TA cared about this but it seems TA3D does. AI builds and attacks normally now which is great. Also I haven't had TA3D version 0.5...
- Tue Dec 09, 2008 9:33 am
- Forum: Help / Aide
- Topic: Getting custom Non-TA AI to build - SOLVED!
- Replies: 4
- Views: 10394
Getting custom Non-TA AI to build - SOLVED!
I've been working on a mod that doesn't use TA units. I've setup a defense script to spawn them and that works well enough but I'd like to get the AI working with the units. Regardless of setting up a default.txt weight/limit file nothing happens, AI's starting unit (mod "commander") just sits there...
- Tue Dec 09, 2008 8:34 am
- Forum: Suggestion
- Topic: Day and night changes *hack*
- Replies: 1
- Views: 6552
Day and night changes *hack*
Would it be possible to modify: "rotate light : make the sun light rotate" And make it much slower say 1 full rotation of the 'sun' every 5 minutes or so. When the shadow hits north increase the gamma slightly and when the shadow hits south decrease the gamma slightly. It would definetly be a neat e...
- Sun Dec 07, 2008 6:10 pm
- Forum: coding / développement
- Topic: what about releasing 0.5.0 for Christmas ?
- Replies: 2
- Views: 7411
- Mon Nov 10, 2008 11:32 pm
- Forum: coding / développement
- Topic: resource management and recent improvements
- Replies: 11
- Views: 16911
- Mon Oct 20, 2008 5:56 am
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
Fired up the new version, really liking the new fast loadtimes. For WeaponMainDir#=x y z; what is TA3D looking for as far as this tag goes to get it to become active? All my tests have failed to give any results regardless if I typed it in all caps, no caps and just like I've posted here with a mix ...
- Mon Oct 20, 2008 5:52 am
- Forum: Announcements / Annonces
- Topic: TA3D 0.5.0 TEST 10
- Replies: 2
- Views: 8370
Great job on the new version, its loads significantly faster; I used to have time to check other things while TA3D was loading but not anymore. :-) I've got some questions regarding getting the tags I requested to work, I'll post my findings in the help thread. TA3D is definetly maturing at a quick ...
- Thu Oct 16, 2008 6:25 am
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
Thanks Doors
Thanks for compiling the newest SVN Doors, makes testing easier.
More than 3 weapons per unit works fine.
I tested WeaponMainDir#=x; and Maxangledif#x; and they don't seem to do anything.
But atleast more than 3 weapons works, nice work Zuzuf
More than 3 weapons per unit works fine.
I tested WeaponMainDir#=x; and Maxangledif#x; and they don't seem to do anything.
But atleast more than 3 weapons works, nice work Zuzuf
- Mon Oct 13, 2008 4:25 am
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
- Sun Oct 12, 2008 7:00 pm
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
- Tue Oct 07, 2008 10:38 pm
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
- Tue Oct 07, 2008 5:23 pm
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
Ah good to hear healtime is working, I'll have to recheck my FBI files later. The two tags interact with the script (cob) aiming and limit it to a certain direction and angle. "For instance, if you want your Primary Weapon to have a 90° fire arc forward, you'd write: WeaponMainDir1=0 0 1;//x:0 y:0 z...
- Tue Oct 07, 2008 2:07 am
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
Thanks for emailing me about having the Weapon#'s working in the new version of TA3D. Any word on possibly having Weapon direction and angle code in? Also is the FBI tag. " healtime=x; " implimented properly yet? It was in TA origionally and is required for a small project I've been working on. Keep...
- Wed Sep 24, 2008 11:05 pm
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
Tests...
Did some quick test while on supper break - working 2pm till 10pm this week so I'll try some more things later. Changing the weapon#'s to Primary/Secondary/Tertiary in the script lets the unit fire like normal but only if the "weapon4's and higher" are deleted. TA3D does appear to interpret having a...
- Wed Sep 24, 2008 5:29 pm
- Forum: Help / Aide
- Topic: Questions regarding more than 3 weapons per unit
- Replies: 34
- Views: 42659
Questions regarding more than 3 weapons per unit
Before I post my question I just want to say really good job on TA3D thus far. I've been working on a TA Spring project but as Spring continues to go in odd directions and becomes more CPU/GPU hungry with each release I find myself alot more interrested in TA3D; which runs amazing on any system I've...