Search found 3281 matches
- Wed Dec 06, 2006 12:23 pm
- Forum: Help / Aide
- Topic: Pas de compilation :(
- Replies: 5
- Views: 10928
une bonne partie du code est en train d'être réécrite et optimisée. Dans l'immédiat il n'est pas prévu de sortir une nouvelle version avant qu'une version windows compilée avec msvc 2005 ne voit le jour (ça peut prendre du temps). La version CVS au moment où j'écris ces lignes est "stable"...
- Wed Dec 06, 2006 11:15 am
- Forum: Help / Aide
- Topic: Pas de compilation :(
- Replies: 5
- Views: 10928
tu utilises des versions d'Allegro et AllegroGL qui sont très à jour, actuellement seule la version CVS compile correctement avec ces librairies sans modifications. Tu as 2 solutions: 1) télécharger la version CVS 2) effectuer manuellement la correction: édite configure.ac et efface la ligne AC...
- Tue Dec 05, 2006 6:12 pm
- Forum: Help / Aide
- Topic: How I can add new units in to TA 3D?
- Replies: 6
- Views: 12812
- Tue Dec 05, 2006 5:29 pm
- Forum: Help / Aide
- Topic: How I can add new units in to TA 3D?
- Replies: 6
- Views: 12812
- Tue Dec 05, 2006 4:41 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Tue Dec 05, 2006 4:27 pm
- Forum: Help / Aide
- Topic: How I can add new units in to TA 3D?
- Replies: 6
- Views: 12812
- Tue Dec 05, 2006 8:02 am
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Mon Dec 04, 2006 1:01 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Sun Dec 03, 2006 4:54 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Sun Dec 03, 2006 4:05 pm
- Forum: Tests
- Topic: When can be ver.0.2.4. released?
- Replies: 13
- Views: 20025
the fact is that currently it doesn't build on MinGW32 and Cire is working on making it build on msvc. I will try to install msvc too but it will take time since it has to download lots of things. If you want to test a new version I will send you a new build as soon as I can make it with msvc. Until...
- Sun Dec 03, 2006 1:10 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Sun Dec 03, 2006 10:29 am
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Sun Dec 03, 2006 10:09 am
- Forum: Suggestion
- Topic: View angle by default
- Replies: 2
- Views: 7672
- Sun Dec 03, 2006 9:38 am
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Sun Dec 03, 2006 12:58 am
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Sat Dec 02, 2006 3:39 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Sat Dec 02, 2006 2:34 pm
- Forum: coding / développement
- Topic: Sound/Music
- Replies: 28
- Views: 36057
I was thinking to mp3/ogg (it's the same compression principle) in order to allow modders to add long sounds to the game, not for explosions or those things. It could be used for end of game sound, if we want to play some music there. We will need a channel for music, so 2 might not be enough. I thi...
- Sat Dec 02, 2006 2:28 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
Ok, that's done, I uploaded my copy to CVS, here are main modifications I made after fixing dynamic allocations: ugly bug fixed in weapons.cpp => lines 560-561 replaced 'hit_idx' by 't_idx' weapons.cpp / weapons.h : added 'byte *fx_data' to the FX class to load 'fx.gaf' only once. menu.cpp : in func...
- Sat Dec 02, 2006 9:43 am
- Forum: coding / développement
- Topic: Sound/Music
- Replies: 28
- Views: 36057
For music we should support at least mp3, ogg, wma since many users will use those formats. For game sounds, TA's sounds are .wav but we could allow playing mp3, ogg, wma as well, it will allow modders to reduce the size of their mods, and maybe allowing TA3D to run faster after converting those fil...
- Sat Dec 02, 2006 9:26 am
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
- Fri Dec 01, 2006 9:52 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
I get this message: TA3D_Platform.h:167: error: variable or field ‘Swap’ declared void TA3D_Platform.h:167: error: template declaration of ‘int Swap’ TA3D_Platform.h:167: error: ‘T’ was not declared in this scope TA3D_Platform.h:167: error: ‘a’ was not declared in this scope TA3D_Pla...
- Fri Dec 01, 2006 8:59 pm
- Forum: coding / développement
- Topic: TA3D Week 3 Code Notes for Zuff
- Replies: 43
- Views: 54275
Since there is no need for us to use 64bits integers, I think we should remove defines for those types. I am fixing every dynamic allocation I find when I read my code, but if you find one let me know and I'll correct it. I cannot use a enum for cursors since they aren't defined before we read the f...
- Fri Dec 01, 2006 8:08 pm
- Forum: coding / développement
- Topic: New source release?
- Replies: 6
- Views: 12446
You can access CVS for reading through: http://ta3d.cvs.sourceforge.net/ta3d/
you also try another CVS client. If it doesn't work, I will see if I can set up a subversion repository.
you also try another CVS client. If it doesn't work, I will see if I can set up a subversion repository.
- Fri Dec 01, 2006 7:54 pm
- Forum: Help / Aide
- Topic: Pas de compilation :(
- Replies: 5
- Views: 10928
Cette erreur de compilation est due au manque de certaines librairies, en particulier la librairie AllegroGL (http://allegrogl.sourceforge.net/) qui permet d'interface Allegro et OpenGL. Il te faudra compiler AllegroGL et l'installer pour que cela fonctionne.
- Sun Nov 26, 2006 5:38 pm
- Forum: coding / développement
- Topic: new HPI handler
- Replies: 4
- Views: 9704
new HPI handler
The new HPI handler coded by Cire replaces the old one, it builds and run on linux (32 & 64) not on windows with mingw32 (network code doesn't build). The game loads but it seems there is a memory leak and it crashes on exit (this was happening before replacing the HPI handler), but worse sometimes ...
- Sun Nov 26, 2006 5:32 pm
- Forum: Tests
- Topic: When can be ver.0.2.4. released?
- Replies: 13
- Views: 20025
ver 0.2.4 is not really and won't be ready before we have at least a basic network support. The HPI handler has been rewritten but actual CVS version doesn't build on MINGW32 on windows because of network code. It works on linux but with some bugs : sometimes files in HPI archives aren't detected wh...
- Sat Nov 25, 2006 8:55 pm
- Forum: coding / développement
- Topic: some fixes
- Replies: 6
- Views: 12279
I made a few changes to max/min defs because it didn't build on linux 32 because uint64 is 4 bytes on this platform. I made it detect the max/min values for uint64. But why are we defining this?? we don't use 64 bits int! const uint64 uint64max = (((uint64)1<<((sizeof(uint64)*8)-1))-1<<1)|1; const u...
- Sat Nov 25, 2006 6:13 pm
- Forum: coding / développement
- Topic: some fixes
- Replies: 6
- Views: 12279
I have just modified the laser drawing function in order to have a real laser not a straight line! I also fixed a few bugs. I don't know how I will fix this drawing bug with some buildings, maybe with some polygon offset. I will add code to show info about units but there is still no experience for ...
- Sat Nov 25, 2006 2:12 pm
- Forum: coding / développement
- Topic: some fixes
- Replies: 6
- Views: 12279
I have added some features: _factories now can make the unit they are building turn and set its position where it should be _the 'severity' parameter for killing scripts is now calculated properly _units can explode into multiple parts! I also fixed a bug in stdafx.h on linux 32: the uint64max & uin...
- Fri Nov 24, 2006 9:04 pm
- Forum: coding / développement
- Topic: some fixes
- Replies: 6
- Views: 12279
some fixes
the LANG_FRENCH, LANG_ENGLISH, defs are fixed replaced with:
TA3D_LANG_****
I replaced the int pointers[]; in gaf.cpp by
int *pointers=new int[];
...
delete[] pointers;
so it should be platform safe like this. I am looking for similar things in the code and fix them.
TA3D_LANG_****
I replaced the int pointers[]; in gaf.cpp by
int *pointers=new int[];
...
delete[] pointers;
so it should be platform safe like this. I am looking for similar things in the code and fix them.
- Fri Nov 24, 2006 8:44 pm
- Forum: coding / développement
- Topic: Drupal/Joomla
- Replies: 26
- Views: 39177
- Fri Nov 24, 2006 8:11 pm
- Forum: coding / développement
- Topic: Code rewrite week 2 Notes
- Replies: 8
- Views: 15137
okay I am currently fixing a few things in the code and adding your HPI handler to read files from HPI files. I am sorry for not posting very often but I am home only the weekend so... as far as config.h is concerned, I didn't write this file, it's done automatically by a script which configure the ...
- Fri Nov 24, 2006 7:51 pm
- Forum: coding / développement
- Topic: New source release?
- Replies: 6
- Views: 12446
- Fri Nov 24, 2006 7:21 pm
- Forum: Help / Aide
- Topic: Linux Sourcecode download
- Replies: 4
- Views: 10428
- Sun Nov 19, 2006 4:20 pm
- Forum: coding / développement
- Topic: Code rewrite
- Replies: 13
- Views: 21584
- Sat Nov 18, 2006 4:21 pm
- Forum: coding / développement
- Topic: Network code update
- Replies: 17
- Views: 28795
- Sat Nov 18, 2006 11:46 am
- Forum: coding / développement
- Topic: Network code update
- Replies: 17
- Views: 28795
- Fri Nov 17, 2006 10:54 pm
- Forum: coding / développement
- Topic: Code rewrite
- Replies: 13
- Views: 21584
- Fri Nov 17, 2006 10:52 pm
- Forum: coding / développement
- Topic: Drupal/Joomla
- Replies: 26
- Views: 39177
- Fri Nov 17, 2006 10:34 pm
- Forum: coding / développement
- Topic: TA3D hpi handlers.
- Replies: 4
- Views: 10377
Yes that's a good idea, but preprocessing the directory structure doesn't seem necessary since it's done the first time you can load_file(...) and it's quite fast. But I agree that performance was not the main goal of my HPI module (the first thing I made in the project). HPI v2 support shouldn't be...
- Fri Nov 17, 2006 10:21 pm
- Forum: coding / développement
- Topic: Team is getting bigger
- Replies: 8
- Views: 16470
- Fri Nov 17, 2006 10:20 pm
- Forum: coding / développement
- Topic: Network code update
- Replies: 17
- Views: 28795
- Fri Nov 17, 2006 10:16 pm
- Forum: coding / développement
- Topic: Error handler
- Replies: 5
- Views: 11845
- Fri Nov 17, 2006 10:08 pm
- Forum: coding / développement
- Topic: Error handler
- Replies: 5
- Views: 11845
Well, the Console object already output everything to a file, but I see no reason to remove the console window, since it's were you can type commands, to spawn units for example... Your error handling code is great, and for those who don't want to use it they can still debug the old way. We really n...
- Fri Nov 17, 2006 9:57 pm
- Forum: coding / développement
- Topic: Code rewrite
- Replies: 13
- Views: 21584
- Fri Nov 17, 2006 9:30 pm
- Forum: Help / Aide
- Topic: c'est quoi ce jeu?
- Replies: 2
- Views: 5097
TA3D est un remake du moteur de Total Annihilation. C'est un jeu de stratégie en temps réel mettant en jeu des machines. Le but du jeu: annihiler son ennemi par tout les moyens possibles et imaginables. Dans ce jeu il n'y a pas de sang (ce sont des machines) mais surtout des explosions (missiles, ...
- Fri Nov 17, 2006 9:09 pm
- Forum: Tests
- Topic: Viewpoint bugs
- Replies: 3
- Views: 9101
- Fri Nov 17, 2006 8:46 pm
- Forum: Tests
- Topic: Bugs ver.0.2.3.
- Replies: 1
- Views: 6070
- Sun Nov 12, 2006 6:13 pm
- Forum: coding / développement
- Topic: New release
- Replies: 8
- Views: 15749
I only modified a few files, and now I have to go, I will be back next friday. Now we can work on rewriting parts of the code since I corrected most of bugs I added since 0.2.2. Main goal for next release is : rewrite what's not good, make the code compatible with msvc, have support for multiplayer ...
- Sun Nov 12, 2006 5:26 pm
- Forum: coding / développement
- Topic: Network code update
- Replies: 17
- Views: 28795