Search found 3281 matches

by zuzuf
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"...
by zuzuf
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...
by zuzuf
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

Sorry, it doesn't work, the 3do loader crashes I don't why, I will have to work on this. It will make this module more robust
by zuzuf
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

I am downloading it, I will test that with my working CVS copy (with the new HPI handler, maybe it will change things)
by zuzuf
Tue Dec 05, 2006 4:41 pm
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

no need to include anything here, I use va_list and va_start in console.cpp in the AddEntry function, just be sure to introduce this function after the allegro include.
by zuzuf
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

just rename it as rev31.ufo and it should do it
by zuzuf
Tue Dec 05, 2006 8:02 am
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

there is no tchar.h or stdarg.h in my include dir. If you need some advanced text functions I suggest you look at Allegro's doc.

I am going to fix the print_system_data function.
by zuzuf
Mon Dec 04, 2006 1:01 pm
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

I managed to build TA3D with msvc 2005 in release mode, but when I run it it crashes, in debug mode it complains about an error with a dll for debugging.
by zuzuf
Sun Dec 03, 2006 4:54 pm
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

okay, that's fixed
by zuzuf
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...
by zuzuf
Sun Dec 03, 2006 1:10 pm
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

I made a few modifications to the HPI handler. It now uses the new hash table module. I replaced the map with a hash table, this way there is no more bugs with HPI handler on Linux and it's faster!! (table size is 4096 while we only have less than 3000 files !!)
by zuzuf
Sun Dec 03, 2006 10:29 am
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

I added your StartsWith function - it works. I replaced all strncmp in taconfig.cpp

I also changed the default view angle to TA view angle : 63.44 degrees
by zuzuf
Sun Dec 03, 2006 10:09 am
Forum: Suggestion
Topic: View angle by default
Replies: 2
Views: 7672

It looks more like TA with a default Angle of 63.44 and it runs faster :D !!
It's now the default angle
by zuzuf
Sun Dec 03, 2006 9:38 am
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

why does vs 2005 warn about using '<<' and '>>'?? these operators have a priority of 11, whereas +,-,*,/ have 12,12,13,13, so what's wrong with it??

I am currently fixing sqrt, log, fabs calls, I upload my copy as soon as I have finished.
by zuzuf
Sun Dec 03, 2006 12:58 am
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

You are right, it works now
by zuzuf
Sat Dec 02, 2006 3:39 pm
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

I implemented everything I could except the part of code which uses templates, it's still disabled for linux.
by zuzuf
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...
by zuzuf
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...
by zuzuf
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...
by zuzuf
Sat Dec 02, 2006 9:26 am
Forum: coding / développement
Topic: TA3D Week 3 Code Notes for Zuff
Replies: 43
Views: 54275

ok, I am fixing those dynamic allocations. We can sync by email, I think it's the fastest way to do so since I have a popup telling me when I receive a new mail.
by zuzuf
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...
by zuzuf
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...
by zuzuf
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.
by zuzuf
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.
by zuzuf
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 ...
by zuzuf
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...
by zuzuf
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...
by zuzuf
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 ...
by zuzuf
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...
by zuzuf
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.
by zuzuf
Fri Nov 24, 2006 8:44 pm
Forum: coding / développement
Topic: Drupal/Joomla
Replies: 26
Views: 39177

that's pretty good!!!

there are a few mistakes in the french version:
Quel est TA? -> Qu'est-ce que TA?
Quel est TA3D? -> Qu'est-ce que TA3D?
Au sujet De Nous -> Qui sommes nous?
Statut De Projet -> Avancement du projet

really it looks good :shock: !!
by zuzuf
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 ...
by zuzuf
Fri Nov 24, 2006 7:51 pm
Forum: coding / développement
Topic: New source release?
Replies: 6
Views: 12446

I you want the last source code you can use CVS to get it from sourceforge.net.
I don't have enough time to make new release every week, maybe in the future but not now or someone else will have to do it.
by zuzuf
Fri Nov 24, 2006 7:21 pm
Forum: Help / Aide
Topic: Linux Sourcecode download
Replies: 4
Views: 10428

can you paste your compiler output ?? I also use Kubuntu (Ubuntu with KDE) 6.10 so I am sure I can help you but I need a bit more information.
by zuzuf
Sun Nov 19, 2006 4:20 pm
Forum: coding / développement
Topic: Code rewrite
Replies: 13
Views: 21584

You can add features if you want, if it doesn't please everybody we can make them options (like I should have done with lines under aircrafts)
by zuzuf
Sat Nov 18, 2006 4:21 pm
Forum: coding / développement
Topic: Network code update
Replies: 17
Views: 28795

On windows, I didn't try, but on linux it builds with a few modifications I uploaded to CVS. I am starting a battle_room to test this
by zuzuf
Sat Nov 18, 2006 11:46 am
Forum: coding / développement
Topic: Network code update
Replies: 17
Views: 28795

I added Cire's stdafx.h and stdafx.cpp to my working copy, with a few modifications like platform autodetection (all is in allegro/platform/alplatf.h) so we don't need -DTA3D_PLATFORM_LINUX anymore
by zuzuf
Fri Nov 17, 2006 10:54 pm
Forum: coding / développement
Topic: Code rewrite
Replies: 13
Views: 21584

ok for tomorrow, i think i am going to bed now ...
by zuzuf
Fri Nov 17, 2006 10:52 pm
Forum: coding / développement
Topic: Drupal/Joomla
Replies: 26
Views: 39177

Joomla looks great. Now as far as the server is concerned, i don't see any reason why a windows server would be a bad thing even if I don't like windows. But now it's Neuralize who is in charge of the web site, so I propose we let him choose.
by zuzuf
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...
by zuzuf
Fri Nov 17, 2006 10:21 pm
Forum: coding / développement
Topic: Team is getting bigger
Replies: 8
Views: 16470

ok I have updated your role as support
by zuzuf
Fri Nov 17, 2006 10:20 pm
Forum: coding / développement
Topic: Network code update
Replies: 17
Views: 28795

to build with TA3D_PLATFORM_LINUX, just run configure like this:
./configure {what ever you want} -DTA3D_PLATFORM_LINUX

but there is no need to set this at build time since ALLEGRO can identify the platform for us with ALLEGRO_LINUX, ALLEGRO_WINDOWS, etc...
by zuzuf
Fri Nov 17, 2006 10:16 pm
Forum: coding / développement
Topic: Error handler
Replies: 5
Views: 11845

ok I found why you don't have .h at the end of your includes!!!
just deactivate HTML!!

I will deactivate it in all the forum
so we won't have this problem anymore
by zuzuf
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...
by zuzuf
Fri Nov 17, 2006 9:57 pm
Forum: coding / développement
Topic: Code rewrite
Replies: 13
Views: 21584

ok, I will test that, but Allegro already provides ALLEGRO_LINUX, ALLEGRO_WINDOWS, ... which indicates the platform, the CPU type, ... so we could use it to autodetect the right TA3D_PLATFORM_...
by zuzuf
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, ...
by zuzuf
Fri Nov 17, 2006 9:09 pm
Forum: Tests
Topic: Viewpoint bugs
Replies: 3
Views: 9101

On which maps do you have the full landscape gone??
I know sometimes there are some blocs which are skipped whereas they shouldn't but I never seen the full landscape being skipped!
by zuzuf
Fri Nov 17, 2006 8:46 pm
Forum: Tests
Topic: Bugs ver.0.2.3.
Replies: 1
Views: 6070

yellow lines under planes are not a bug. Lines are there to show where the plane is. I think I should set this as an option.
by zuzuf
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 ...
by zuzuf
Sun Nov 12, 2006 5:26 pm
Forum: coding / développement
Topic: Network code update
Replies: 17
Views: 28795

it's even worse than a CPU problem, it also depends on how you use the CPU. For example using the FPU or SSE will ive different result since precision may vary (I think FPU can give you up to 80bits :x )