You mean the project is not dead ?
Only thing i ask : TA3D being able to work on my Linux computer anew.
Search found 74 matches
- Fri Sep 07, 2012 9:29 pm
- Forum: Announcements / Annonces
- Topic: Help with TA3D (coding, installation, etc)
- Replies: 1
- Views: 21558
- Wed Jul 18, 2012 6:48 pm
- Forum: café
- Topic: linux installation
- Replies: 2
- Views: 15091
Re: linux installation
You know, i think TA3D is dead. I can't install it anymore on my own linux for months because, apparently, lib dependancies. It's sad, because it was the most easily modable 3D game i have ever seen, with it's direct use of OBJ files with included joints. But i suppose it can't be helped. I think th...
- Tue Apr 10, 2012 7:37 pm
- Forum: Announcements / Annonces
- Topic: Is TA3D dead now?
- Replies: 6
- Views: 23416
Re: Is TA3D dead now?
Actually, to attract help, the game needs to work. Not being a godlike game with all Starcraft 2 features, but simply work. What stop the game to be enjoyable for player, for now ? What don't work ? That's what need to be worked on. The remainder can wait. I don't remember what blocked me in my game...
- Tue Apr 10, 2012 7:31 pm
- Forum: Help / Aide
- Topic: TA3D can't install : libglew1.5 dependance problem
- Replies: 3
- Views: 17750
Re: TA3D can't install : libglew1.5 dependance problem
I have glew 1.7.
Will give a try again tonight.
Will give a try again tonight.
- Fri Jan 20, 2012 6:45 pm
- Forum: Help / Aide
- Topic: TA3D can't install : libglew1.5 dependance problem
- Replies: 3
- Views: 17750
- Mon Jan 16, 2012 5:54 pm
- Forum: Help / Aide
- Topic: TA3D can't install : libglew1.5 dependance problem
- Replies: 3
- Views: 17750
TA3D can't install : libglew1.5 dependance problem
Hello. I can't install TA3D on my LMDE (linux/debian). Here : sudo apt-get install ta3d Lecture des listes de paquets... Fait Construction de l'arbre des dépendances Lecture des informations d'état... Fait Certains paquets ne peuvent être installés. Ceci peut signifier que vous avez demandé l'imposs...
- Sun Jul 24, 2011 4:10 pm
- Forum: Units
- Topic: Beherith public domain T2 Core units
- Replies: 3
- Views: 35533
Beherith public domain T2 Core units
http://springrts.com/phpbb/viewtopic.php?f=9&t=23244 Honestly, i don't like the "free pack" units, and i don't really like theses too (maybe i'm nostalgic, or maybe i find them too hard to differenciate), but if you need a full range of T2 public domain units for Core looking good with the free pac...
- Mon Jul 18, 2011 11:31 am
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 28749
Re: TA3D freeze after 5-6 minutes.
AH, very well, but it's confusing for a debug file. Is it possible to make the parser look at the FBI before write this debug line. Like "no Builder line in the FBI, i don't ask for a "QueryNanoPiece" function" ? I don't know if you need a Builder=1 for repairing/reclaiming/rez. By the way, if someb...
- Mon Jul 18, 2011 11:09 am
- Forum: Suggestion
- Topic: wait_for_turn => wait_for_move
- Replies: 2
- Views: 14443
Re: wait_for_turn => wait_for_move
AH ? Thank you, i don't now why it have escaped me.
- Sat Jul 16, 2011 10:29 am
- Forum: Help / Aide
- Topic: No Core Adv. Construction Sub
- Replies: 6
- Views: 21771
Re: No Core Adv. Construction Sub
It's a problem in the SideData. I just looked at mine and, for some reason, in the CORASY (adv core shipyard) menu, the CORCS (T1 con ship) replace the CORACSUB (T1 con sub). The CORACSUB build menu is here, but there is a three lines spaces before its Build1. Somebody probably tried to do something...
- Sat Jul 16, 2011 9:53 am
- Forum: 3D Models
- Topic: my attempt to re-create OTA Urban stuff..
- Replies: 44
- Views: 374961
Re: my attempt to re-create OTA Urban stuff..
Uh ? Why that ?
- Thu Jul 14, 2011 12:55 pm
- Forum: Help / Aide
- Topic: No Core Adv. Construction Sub
- Replies: 6
- Views: 21771
Re: No Core Adv. Construction Sub
Tried to look at, but the game always crash before i can finish the adv core shipyard (freezing screengame and nearly all datas in RAM deleted). Look like the LUA parser has a lot of problem : Lot and lot and lot of 'function not found" for scripts that don't even ask for theses functions - like nan...
- Sun Jul 10, 2011 3:44 pm
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 28749
Re: TA3D freeze after 5-6 minutes.
ANd i'm pretty sure there is some confusion in the LUA parsers or included lua files :
I find this one pretty entertaining.
Code: Select all
[Sun Jul 10 17:01:50 2011][ta3d][debug] [script::lua] execute: function not found `QueryNanoPiece` (armllt : QueryNanoPiece)
- Sun Jul 10, 2011 8:41 am
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 28749
Re: TA3D freeze after 5-6 minutes.
No one of my added/replacing models have texture, from the start. I still try to understand how i have to add colors for the game use it.
No, i don't tried with another version. How i do that ?
No, i don't tried with another version. How i do that ?
- Sat Jul 09, 2011 11:41 am
- Forum: Suggestion
- Topic: wait_for_turn => wait_for_move
- Replies: 2
- Views: 14443
wait_for_turn => wait_for_move
I suggest the followinf added command in the lua :
wait_for_move.
We have wait_for_turn, but no wait_for_move.
wait_for_move.
We have wait_for_turn, but no wait_for_move.
- Wed Jun 29, 2011 2:01 am
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 28749
Re: TA3D freeze after 5-6 minutes.
I look up. But two things : - It's maybe one of my two new buildings : Apparently, the game don't like some deleting i have done in some faces (a lot where dupliqued with the exact same coordinates), and refuse two draw the remaining correctly (they are drawn like some shadows). I have redone one an...
- Sun Jun 26, 2011 12:54 am
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 28749
Re: TA3D freeze after 5-6 minutes.
Well, it's not the map after all. Still freeze from time to time.
- Sat Jun 25, 2011 2:02 am
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 28749
Re: TA3D freeze after 5-6 minutes.
Apparently, it was a map fault. Now, i put them in the ressources/maps folder, and the game don't freeze anymore (and don't see the maps).
- Fri Jun 24, 2011 7:26 pm
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 28749
TA3D freeze after 5-6 minutes.
When i say freeze, i mean freeze : Even the mouse don't move anymore (don't freeze the system mouse, only the in-game one). I have to kill the service. By the way, there is each time five (5 !) sh process in zombie mode that are auto-killed when i kill TA3D. I don't find anything that make the game ...
- Tue Apr 26, 2011 2:15 pm
- Forum: Tests
- Topic: wierd pixellation on res below 1366x768
- Replies: 8
- Views: 20952
Re: wierd pixellation on res below 1366x768
Il veut dire dans un terminal.
r2918
Essayé dès cette nuit.
Mon mod est bien reconnu. Je crois que je vais commencer par refaire mes usines d'unités
'
Problèmes :
- Je ne parviens pas à ajouter/enlever des unités d'une sélection.
- Wow, ça fait sacrément chauffer le CPU !
As-tu jeté un oeil aux problèmes de transport multi-unités ?
Mon mod est bien reconnu. Je crois que je vais commencer par refaire mes usines d'unités

Problèmes :
- Je ne parviens pas à ajouter/enlever des unités d'une sélection.
- Wow, ça fait sacrément chauffer le CPU !
As-tu jeté un oeil aux problèmes de transport multi-unités ?
- Tue Mar 29, 2011 12:57 am
- Forum: coding / développement
- Topic: Insane idea for escalation
- Replies: 9
- Views: 24808
Re: Insane idea for escalation
If i may, how that go, for my problem ?
- Mon Mar 28, 2011 5:00 pm
- Forum: Maps
- Topic: Lushers! (New map)
- Replies: 9
- Views: 27038
Re: Lushers! (New map)
Well, you need a minimap with not to much details : It's for see what is where, essentially.
- Fri Mar 18, 2011 10:44 am
- Forum: Tests
- Topic: R2887 - mod units not found anymore.
- Replies: 6
- Views: 18403
Re: R2887 - mod units not found anymore.
Okay, perfect, thanks.
- Fri Mar 18, 2011 8:41 am
- Forum: Tests
- Topic: R2887 - mod units not found anymore.
- Replies: 6
- Views: 18403
Re: R2887 - mod units not found anymore.
I never had any anim folder (or gaf file) for this mod.
- Wed Mar 16, 2011 3:40 pm
- Forum: coding / développement
- Topic: Is there anything I can do for help?
- Replies: 17
- Views: 40120
Re: Is there anything I can do for help?
Of course, since multi-player team games need to have the same name for the same units, you can get vengeance by doing your mod entirelly in non-english language.
- Tue Mar 15, 2011 3:06 pm
- Forum: Tests
- Topic: R2902 : Units still not found
- Replies: 4
- Views: 15740
Re: R2902 : Units still not found
Here it come.
- Tue Mar 15, 2011 8:33 am
- Forum: Tests
- Topic: R2902 : Units still not found
- Replies: 4
- Views: 15740
Re: R2902 : Units still not found
Yes, not found units can be spawn via the Spawn console command. The units spawn work well.
- Mon Mar 14, 2011 7:03 pm
- Forum: Tests
- Topic: R2902 : Units still not found
- Replies: 4
- Views: 15740
R2902 : Units still not found
No change here : My mod units are still not found (and not used in game), but the Skirmish/Units screen see them (show their correct french name and the Unitpic).
- Tue Mar 08, 2011 4:54 am
- Forum: Suggestion
- Topic: Lien d'alerte pour les messages
- Replies: 0
- Views: 15150
Lien d'alerte pour les messages
Je propose d'ajouter un bouton qui permette d'alerter l'admin ou les modérateurs lorsqu'un message déplacé (genre, une publicité pour un site de charme, et en russe en plus ! Je sais pas lire les seins en russe) est posté.
- Sun Mar 06, 2011 7:25 am
- Forum: Units
- Topic: My lil' units
- Replies: 23
- Views: 48919
Re: My lil' units
No no, the red box are not rendered by the game : That the joint boxes. It's for saying to the game where the joint between meshes are.
- Sun Mar 06, 2011 7:23 am
- Forum: Tests
- Topic: R2887 - mod units not found anymore.
- Replies: 6
- Views: 18403
Re: R2887 - mod units not found anymore.
Okay, i found an idea : For some reason, the game, when reading the OBJ file, try to find a file called "mtllib". [Sun Mar 6 07:51:52 2011][ta3d][debug] [Mesh] Loading `objects3d\arm_t3_veh_hydre.obj` [Sun Mar 6 07:51:52 2011][ta3d][debug] [VFS] file not found (objects3d/mtllib) If that's because of...
- Mon Feb 28, 2011 6:51 pm
- Forum: Tests
- Topic: R2887 - mod units not found anymore.
- Replies: 6
- Views: 18403
R2887 - mod units not found anymore.
Hi,
For some reason, look like the game don't look for units in the mod folders anymore.
For some reason, look like the game don't look for units in the mod folders anymore.
[Mon Feb 28 19:49:23 2011][ta3d][debug] unit 'arm_t1_usi_kbots' not found
- Mon Feb 28, 2011 6:27 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 227457
Re: Current beta packages
Look good. How i add a shield to an unit ?
- Sat Feb 26, 2011 3:59 pm
- Forum: Map features
- Topic: Feature replacement time!
- Replies: 8
- Views: 50398
Re: Feature replacement time!
That's beautifull. Simply beautifull.
- Tue Feb 15, 2011 10:19 am
- Forum: Suggestion
- Topic: constructive Criticism
- Replies: 17
- Views: 40529
Re: constructive Criticism
Actually, you can see with non-textured units that sides not facing light source are darker. This is REALLY well done : I can actually play with non-textured units (you can't really do that in Spring).
- Tue Feb 15, 2011 10:04 am
- Forum: Maps
- Topic: Lushers! (New map)
- Replies: 9
- Views: 27038
Re: Lushers! (New map)
Beautifull. What software you used ?
- Wed Feb 09, 2011 4:49 am
- Forum: Suggestion
- Topic: constructive Criticism
- Replies: 17
- Views: 40529
Re: constructive Criticism
I have no problem in lagging. What is your system ?
- Sun Feb 06, 2011 3:34 pm
- Forum: Suggestion
- Topic: Map in OBJ ?
- Replies: 11
- Views: 27845
Re: Map in OBJ ?
An idea i had : Players don't start in start positions, but choose their place in the start box. Something half way between normal start positions and the free starting boxes in Spring. Let the player a little more liberty for choosing their position at start without breaking the idea of the map des...
- Sun Feb 06, 2011 2:21 pm
- Forum: Suggestion
- Topic: Map in OBJ ?
- Replies: 11
- Views: 27845
Re: Map in OBJ ?
Woops, sorry. Here's an OBJ version.
Yes, yes, Maya export in OBJ (like nearly all modern 3D modelers i know). But you have to activate the export plugin in the plugin manager (somewhere in the setting tab). Of course, i have a Maya from 3 years ago...
Yes, yes, Maya export in OBJ (like nearly all modern 3D modelers i know). But you have to activate the export plugin in the plugin manager (somewhere in the setting tab). Of course, i have a Maya from 3 years ago...
- Sun Feb 06, 2011 1:10 pm
- Forum: Suggestion
- Topic: Map in OBJ ?
- Replies: 11
- Views: 27845
Re: Map in OBJ ?
Damn, that was way harder than i though. 3D modellers are not made for terrain mapping...
But here's a map. Without the texture for size.
But here's a map. Without the texture for size.
- Fri Feb 04, 2011 4:22 am
- Forum: Suggestion
- Topic: Map in OBJ ?
- Replies: 11
- Views: 27845
Re: Map in OBJ ?
Okay, i make a map today.
- Thu Feb 03, 2011 6:07 am
- Forum: Suggestion
- Topic: Map in OBJ ?
- Replies: 11
- Views: 27845
Re: Map in OBJ ?
Oh, i though the game could generate itself a heightmap with the geometry. If not, i found that in a board for the game Ogre : 1. Create your terrain in maya 2. Create a gradient texture in photoshop that goes from white on top to black on the bottom 3. In maya's hypershader create a 2d texture with...
- Wed Feb 02, 2011 4:35 pm
- Forum: Suggestion
- Topic: Map in OBJ ?
- Replies: 11
- Views: 27845
Map in OBJ ?
Do you think it's possible for TA3D to use it's poly engine for use OBJ maps ? I don't know if maps made in 3D modelers can be good, but at least it can be a neat possibility to have maps without waiting for a map creation software. And common 3D modelers are always simpler to use for unit modelers....
- Wed Feb 02, 2011 4:26 am
- Forum: Help / Aide
- Topic: OBJ file make TA crash. No error message.
- Replies: 4
- Views: 16398
Re: OBJ file make TA crash. No error message.
Wow ! You are the most reactive free project dev i ever encountered. I try it immediately.

===============
Working. Thank you.

===============
Working. Thank you.
- Tue Feb 01, 2011 5:41 pm
- Forum: Help / Aide
- Topic: OBJ file make TA crash. No error message.
- Replies: 4
- Views: 16398
OBJ file make TA crash. No error message.
I try to use a new factory OBJ, but the game crash at start when loading (at the end of trying to loading the textures, non-existent as in all my units). Nothing in the backtrace. No error in the Log file. Do somebody can try it and say me if that work in your installation ? All units files are incl...
- Tue Feb 01, 2011 5:37 pm
- Forum: Help / Aide
- Topic: AK with diplomatic immunity
- Replies: 4
- Views: 16230
Re: AK with diplomatic immunity
Ah, okay. Thanks
- Tue Feb 01, 2011 6:08 am
- Forum: Help / Aide
- Topic: AK with diplomatic immunity
- Replies: 4
- Views: 16230
AK with diplomatic immunity
My AK seem to have some diplomatic immunity : No unit ever attack it. AK's can pass front lines unarmed. They are never even fired back. The only possibility to harm (!) an AK is to specifically give an "attack" order on him. And they are so quick needless to say it's impossible to stop them to wrec...
- Mon Jan 31, 2011 8:46 am
- Forum: coding / développement
- Topic: Help with a Ta Script
- Replies: 7
- Views: 21516
Re: Help with a Ta Script
What go wrong ?
What Scriptor say ?
Put all your "includes" just after the "#define ta" line.
Why "ifndef" ?
========
Wel, Scriptor don't see anything wrong, at least.
What Scriptor say ?
Put all your "includes" just after the "#define ta" line.
Why "ifndef" ?
========
Wel, Scriptor don't see anything wrong, at least.
- Sun Jan 23, 2011 12:50 pm
- Forum: Suggestion
- Topic: With my overly-active imagination....
- Replies: 8
- Views: 22765
Re: With my overly-active imagination....
Sorry, that was another thing.