Search found 742 matches

by xpoy
Thu Jun 04, 2009 8:20 pm
Forum: Tests
Topic: Map And some confused code
Replies: 4
Views: 9050

Re: Map And some confused code

I didn't know why, but switchFix 1.7b got a Wrong Arm commander, I had try to search the bug, but all look like work well.
by xpoy
Thu Jun 04, 2009 7:51 pm
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

Well, Ths for "virtually keep all the required Lua data in the unit structures"! I'm used areaunits like this: AreaUnits (nx, ny, sx, sy, Type, playerID) That return a list like return of get_unit_list, limit inrectangle(The upper left corner (nx, ny), The lower right corner (sx, sy)) and limit in B...
by xpoy
Thu Jun 04, 2009 7:36 pm
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

Yep, C++ couldn't dynamic alter struct. So, add a unitGroupIDlist in lua for this, and got spec GroupID from that list when check the spec unit.Ths for tip. And Infact I didn't think GroupId embed in cpp UnitStruct, it duo to all GroupID architecture work in lua. When the addtion(like UnitGroupId_Li...
by xpoy
Thu Jun 04, 2009 7:24 pm
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

Ofuuuuuuuuuuuuu, Sigh...
The FU moving made a lots of trouble.
We need write some Documentations, lots of new things hadn't bewrite.
by xpoy
Thu Jun 04, 2009 9:22 am
Forum: Map features
Topic: Features Texture
Replies: 13
Views: 30833

Features Texture

Got one guy to help in features, but no texture :(
I remeber 3DMeditor II beable generate some simple texture for feature.Then, could this work?
That mean got some 3Dmodels without texture, how can we do in next?
by xpoy
Thu Jun 04, 2009 9:18 am
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

And a question, is all query to same unit control the same struct in lua?
For example, asked a Unit's data, then add a data Group into this unit's data(used lua).Next time list All AI's units, then check this Group data out, will it worked?
by xpoy
Thu Jun 04, 2009 8:15 am
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

:o Is I wrong? I remeber there a API named "AreaUnits" or someother, for got a section's units, but I couldn't seek it in lua_prototypes.Fount this when writing a wapper, beable to got spec units in area, that Got spec player/weapon/etc unit in a area. :shock: I had used this API sometimes, but didn...
by xpoy
Thu Jun 04, 2009 6:42 am
Forum: Tests
Topic: Map And some confused code
Replies: 4
Views: 9050

Map And some confused code

Crash due to load map Weight (game load)/mimamap(seleceting map)/ feature Numbers (game load) And in the Sidedata.cpp, will this worked when load mod? It will replace ta3d.mod's set, or am I wrong? TDFParser mod_parser( "ta3d.mod", false, false, false, false ); unit_ext = mod_parser.pullAsString( "M...
by xpoy
Thu Jun 04, 2009 6:22 am
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

Well, I found that didn't had a good place to upload, if upload in China, it may cause a trouble net for others. And in other places, I didn't had site to keep long times :( But you can test the starmoon's ftp at now, try to download TAAC/ta33a, that was China net speed, if worked I will asked him t...
by xpoy
Thu Jun 04, 2009 6:17 am
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

Good job! AI keep going. Infact it was unpossable to using got len for each unit. AI control group by 2 reason : nearly enemy Num, Main units need(That random some units for conside, never outside 3). And If it was cost too muck CPU, how about separate to more times? Got 200 units' path per second, ...
by xpoy
Wed Jun 03, 2009 10:18 am
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

Unit data should show these things, also BuildTime BuildPower And these 2 API really need at now: Got the length that one unit move to somewhere. Build a thing in some Frame, I think TA3D own builder AI is enough for selecet portion Location, thus AI just need move Builder and order Builder build so...
by xpoy
Wed Jun 03, 2009 9:36 am
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

Does include ta3d.mod into HPI folden?
Somethings done

And that's eazy to suppent rar, there are a free software "unrar.exe" include in all winRar
by xpoy
Tue Jun 02, 2009 7:09 pm
Forum: Suggestion
Topic: Ideas!
Replies: 4
Views: 9394

Re: Ideas!

Got one guy that more trouble than me, hehe.
Interesting idea, throw some Krogs will be better /:^]
by xpoy
Tue Jun 02, 2009 7:08 pm
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

:D
Yep...
And something to fix.
English version web link to Française web, it will changed when press the ID of mod.
by xpoy
Tue Jun 02, 2009 7:02 pm
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

All in one single HPI folden?Or just a archive?
I had add some archive, if there should be HPI folden, I will change it in tomorrow.(Need time to upload, but now is 3:00am)
by xpoy
Tue Jun 02, 2009 2:51 pm
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

gok131
swtfix17b2
ta33aCN
TABA1E
taPack131

I had made those pack for test.
by xpoy
Tue Jun 02, 2009 5:23 am
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

Time to upload ta33a and taac.
Well, There some units 3rd pack, I think upload these pack in ftp is better. May they upload to ta3d ftp?
by xpoy
Mon Jun 01, 2009 12:15 pm
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

I just meet some wrong Comm, that due to wrong gamedata.Check out :)
by xpoy
Mon Jun 01, 2009 7:43 am
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

And a important thing,Mod files should cover OTA files,or some weird bug come out.
by xpoy
Mon Jun 01, 2009 6:46 am
Forum: coding / développement
Topic: online mod repository
Replies: 24
Views: 32233

Re: online mod repository

Well,I already collected about 30 mods /:^]
by xpoy
Sun May 31, 2009 5:57 am
Forum: Announcements / Annonces
Topic: TA3D 0.5.4 packages available
Replies: 5
Views: 11123

Re: TA3D 0.5.4 packages available

So,it was useful in MAC?
I will call some guy test it. /:^]
by xpoy
Sat May 30, 2009 8:12 pm
Forum: coding / développement
Topic: Effectively use Ta3D::String
Replies: 17
Views: 38739

Re: Effectively use Ta3D::String

Good job!good job man!
Cool!
I couldn't say that the tone!Your job just made me pop to LOOOOL from very MAD( with some helpless guy).
by xpoy
Sat May 30, 2009 8:08 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.4 packages available
Replies: 5
Views: 11123

Re: TA3D 0.5.4 packages available

Suppent!
by xpoy
Sat May 30, 2009 1:53 pm
Forum: Map features
Topic: I will try to list all need re-do features in here
Replies: 11
Views: 28452

Re: I will try to list all need re-do features in here

ok,got it.TA3d be playable in CC with OTA data.I'll try some multi game
And a small Request for 3DMeditor,remeber the last folden /;^]
by xpoy
Sat May 30, 2009 1:50 pm
Forum: Tests
Topic: RenderSky made Horizon trouble
Replies: 39
Views: 47003

Re: RenderSky made Horizon trouble

When change mod,cache be total clean up,if not,it trouble some factory's start build.And some ugly bug come out due to OLD mod's file.
And in the command console,the NumLock down's enter should be enter but not "CR"
This is part of human feel.But I forgot where I post that topic :o
by xpoy
Fri May 29, 2009 7:21 pm
Forum: Map features
Topic: I will try to list all need re-do features in here
Replies: 11
Views: 28452

Re: I will try to list all need re-do features in here

:( Found that how fool I was.All features show in Map editor. But just meet small confused in TA3D Model,I remeber we had own models but without textures.Now the van making EXC2.0 Thus got another choose?Or it resolve the problem of medols?I just confused in that miss textures(Remeber the work of us...
by xpoy
Fri May 29, 2009 7:11 pm
Forum: coding / développement
Topic: Effectively use Ta3D::String
Replies: 17
Views: 38739

Re: Effectively use Ta3D::String

Is it helpful in load time? :)
I just want a simple addtion,when crashed,loged the crash Eip,that the "pointer code",it will make bug fix eazyly.
by xpoy
Fri May 29, 2009 9:49 am
Forum: coding / développement
Topic: Effectively use Ta3D::String
Replies: 17
Views: 38739

Re: Effectively use Ta3D::String

:o

Code: Select all

someStringVector[i] = someStringVectorThatDoesNotAppearToBeTheSame[e];
This bug is creative.
But I didn't found the EIP in log when crash. :)
by xpoy
Fri May 29, 2009 9:40 am
Forum: café
Topic: WAW,Finshed QucikKey ,back to AI
Replies: 0
Views: 10452

WAW,Finshed QucikKey ,back to AI

:D
Talk for talk,post for post.Just a topic,nothing.
by xpoy
Wed May 27, 2009 6:31 pm
Forum: Tests
Topic: RenderSky made Horizon trouble
Replies: 39
Views: 47003

Re: RenderSky made Horizon trouble

Ya!Cool,can't wait for 0.6 beta. Well.Work based on the degree of need. I attempt to list of player wanted: Play together as TA,this is a special feel,no word to show my feel,but just know.I come in TA3D cause TA feel :P Found TA3D more eazyly,I must help in this. Enter group, very easy.Done. etc,ju...
by xpoy
Tue May 26, 2009 7:34 pm
Forum: coding / développement
Topic: Compilation modes
Replies: 3
Views: 7790

Re: Compilation modes

Yep!0.6.* is milestones!
These days meet a dizzy,slow down TOTALA.EXE's addtion work.And may a beta AI come out when 0.6 release version achieve.
by xpoy
Tue May 26, 2009 7:03 am
Forum: Tests
Topic: RenderSky made Horizon trouble
Replies: 39
Views: 47003

Re: RenderSky made Horizon trouble

a.JPG This is feature-build.It saw better when turn left and look at 30° b.JPG Surely these are simply to fix,but they also should be found. :) And a seggsion,when meet a unknow scripter tag,just miss its,and run the other. GOK mod's armpika meet a interesting problem,at the previous,Mine touch sho...
by xpoy
Tue May 26, 2009 6:51 am
Forum: coding / développement
Topic: Compilation modes
Replies: 3
Views: 7790

Re: Compilation modes

So, 0.54 is nearly.
What's the main thing that 0.54 do?
by xpoy
Mon May 25, 2009 8:11 am
Forum: Tests
Topic: RenderSky made Horizon trouble
Replies: 39
Views: 47003

Re: RenderSky made Horizon trouble

No help in build-feature,wait for 3d map features.I had asked some guy to made 3D features. But now,there are a more nealy to-do,the camera shouldn't into land or feature,It should just move in air and water... And a interesting wrong of ground(found this from land texture),do you remeber the units ...
by xpoy
Sun May 24, 2009 4:58 pm
Forum: Online games / Parties en ligne
Topic: Online games
Replies: 13
Views: 35256

Re: Online games

game.game, consult a time :)
by xpoy
Sun May 24, 2009 4:56 pm
Forum: Suggestion
Topic: Human
Replies: 1
Views: 5824

Human

Well,game paused when open menu,it's great set,but it keep pause when leave menu from help page.And must open ESC-menu then unpause game. And some other details, show "press any key to direct into main menu" when in that screen before main menu printf a text when freecom-type changed. asked player s...
by xpoy
Sun May 24, 2009 4:45 pm
Forum: Tests
Topic: RenderSky made Horizon trouble
Replies: 39
Views: 47003

Re: RenderSky made Horizon trouble

:o
What's the most like TA's set?
I could find a angle that looked there dragon teeth map features in turely appearance.
by xpoy
Sun May 24, 2009 4:21 pm
Forum: coding / développement
Topic: GLView, to see all OpenGL extensions supported by your video
Replies: 2
Views: 6630

Re: GLView, to see all OpenGL extensions supported by your video

I didn't got more infomation by this tool without something already know.I just know the my video suppent all opengl2.0 and couldn't suppent opengl3.0, /:^] But surely useful for you good man. And I think we should initialize set by User's system.It cost long time to start load file when change the ...
by xpoy
Sat May 23, 2009 6:45 pm
Forum: coding / développement
Topic: Effectively use Ta3D::String
Replies: 17
Views: 38739

Re: Effectively use Ta3D::String

Really good advice.
But how to imporve lua?What can I do...
by xpoy
Fri May 22, 2009 2:16 pm
Forum: coding / développement
Topic: Bazaar
Replies: 4
Views: 8881

Re: Bazaar

Ta demo used TA engine to play demo,But these packets can be analyzed I will do that after AI, /:^] use the network sync code (even in single player mode) to record all sync packets and then play them in a game without user interaction. Really Great!Do that! I'm doing a TA analyzed for no-cd music a...
by xpoy
Fri May 22, 2009 9:43 am
Forum: coding / développement
Topic: Bazaar
Replies: 4
Views: 8881

Re: Bazaar

K.Thus beable write a own code to replay demo without distributing any copyright
Linux demo's replay?
I am not very clear in this.TA3D had own replay system in linux?Or linux TA3D could replay some OTA demo? :)
by xpoy
Fri May 22, 2009 7:26 am
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

:P
I'm intereting in game script,also.
It was same as AI,but more simple,I enjoy in played some crazy script game with mod,such as defence 10000 comm charge,use hignest units fight with 100 krogs.
by xpoy
Fri May 22, 2009 7:22 am
Forum: coding / développement
Topic: Bazaar
Replies: 4
Views: 8881

Bazaar

Could TA3D play with TA?
I'm talk about copyright.
Found that tademo just saved TA's packet and send them when replay.Thus we need research TA's packet,I can do that(good at debug, /:^] ),but as well as other stuff,Could we include these thing(ta packet's resolve) in install?
by xpoy
Thu May 21, 2009 5:42 pm
Forum: Suggestion
Topic: AI scripts
Replies: 52
Views: 116452

Re: AI scripts

I find TA3D default AI work very good to order con(construction, I used to shortening)build in the vicinity, such as hold metal cheers very much affected by A API like this: ConBuildType/StartBuild/StopBuild/, con build a list of units in the vicinity, when AI want hold some section, just send cons ...
by xpoy
Thu May 21, 2009 5:27 pm
Forum: Suggestion
Topic: bbs.ta3d.org
Replies: 4
Views: 9184

Re: bbs.ta3d.org

well,bbs mean community or forums.like bbs.csdn.net / bbs.taclub.net/etc
And it was shorter than forum, :)
by xpoy
Wed May 20, 2009 7:15 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.4 has been tagged
Replies: 9
Views: 15410

Re: TA3D 0.5.4 has been tagged

It was great to dead in this time,or called preparation in fix.
Seeked bug is good news
by xpoy
Wed May 20, 2009 7:14 pm
Forum: Suggestion
Topic: bbs.ta3d.org
Replies: 4
Views: 9184

Re: bbs.ta3d.org

surely.
But bbs.ta3d.org looked more simple, /:^]
by xpoy
Wed May 20, 2009 5:30 pm
Forum: coding / développement
Topic: Bazaar
Replies: 7
Views: 13944

Re: Bazaar

Could bazaar use svn's log?
Yes then just bold try.
by xpoy
Wed May 20, 2009 5:20 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.4 has been tagged
Replies: 9
Views: 15410

Re: TA3D 0.5.4 has been tagged

I hadn't a Mac,thus couldn't help in test OS X package
Wait for Win package,and may linux