Search found 3281 matches

by zuzuf
Sat Apr 02, 2011 2:14 pm
Forum: coding / développement
Topic: Other ta3d modding Stuff....
Replies: 6
Views: 20397

Re: Other ta3d modding Stuff....

The document on FBI tags is not complete, if you are interested in working on it you can find the source in the SVN repository (in LaTeX).
by zuzuf
Fri Apr 01, 2011 2:57 pm
Forum: coding / développement
Topic: Other ta3d modding Stuff....
Replies: 6
Views: 20397

Re: Other ta3d modding Stuff....

Looking for "GLSL tutorial" with Google gave me an interesting link:
http://www.lighthouse3d.com/opengl/glsl/

Regarding TDF tutorials, OTA tutorials should be a good start. You may also want to have a look at: ftp://downloads.ta3d.org/misc/modding/
by zuzuf
Mon Mar 28, 2011 10:39 am
Forum: coding / développement
Topic: Insane idea for escalation
Replies: 9
Views: 25816

Re: Insane idea for escalation

I guess it's too late for this time but you can still get a rescue disk or a Live-CD (like a kubuntu disk: http://www.kubuntu.org/getkubuntu) so that next time you can preserve your data :wink:
by zuzuf
Wed Mar 23, 2011 6:04 pm
Forum: Online games / Parties en ligne
Topic: 0.6 alpha 13 games
Replies: 15
Views: 77936

Re: 0.6 alpha 13 games

0.6 alpha 13 is a bit old now, I suggest using the last beta package which include many fixes to multiplayer code. I am waiting for bug reports ;).
by zuzuf
Tue Mar 22, 2011 7:52 pm
Forum: Help / Aide
Topic: My Commander won't build at startup
Replies: 2
Views: 14478

Re: My Commander won't build at startup

Which resource files do you use (totala*.hpi, etc...) ?
by zuzuf
Fri Mar 18, 2011 9:47 am
Forum: Tests
Topic: R2887 - mod units not found anymore.
Replies: 6
Views: 19230

Re: R2887 - mod units not found anymore.

So I found the bug, it should be fixed now :) : TA3D expects a buildpic from anims//unitname_gadget.gaf or the unitpic but it was only checking for the OpenGL texture handle whose creation is delayed until it's needed (now it loads the texture data if it detects it hasn't been done) so it was failing.
by zuzuf
Fri Mar 18, 2011 8:08 am
Forum: Tests
Topic: R2887 - mod units not found anymore.
Replies: 6
Views: 19230

Re: R2887 - mod units not found anymore.

Do you have the corresponding "anims//unit_gadget.gaf" files with entries for the missing units (can be directories with GAF structure too) ?
by zuzuf
Wed Mar 16, 2011 12:42 pm
Forum: café
Topic: New to TA 3D
Replies: 7
Views: 22112

Re: New to TA 3D

So it's likely to require a few changes then but that shouldn't be too complex.
by zuzuf
Wed Mar 16, 2011 12:41 pm
Forum: coding / développement
Topic: Is there anything I can do for help?
Replies: 17
Views: 41525

Re: Is there anything I can do for help?

The official language of the forum is English (not everyone can be expected to speak French, Russian, Spanish or Chinese) but I can tolerate French in specific cases (ie. if it's getting technical and English is too inconvenient for you).
by zuzuf
Tue Mar 15, 2011 11:17 pm
Forum: coding / développement
Topic: Is there anything I can do for help?
Replies: 17
Views: 41525

Re: Is there anything I can do for help?

Hi, that would be great, we really need help here :D. I learned C++ in 1994 but I didn't code seriousely with that language. So you'll have to learn C++ 98 and C++ 03 :P. I was jocking, you don't need to understand the whole last revision of the standard (and don't need to bother with the future sta...
by zuzuf
Tue Mar 15, 2011 11:09 pm
Forum: coding / développement
Topic: Help with a Ta Script
Replies: 7
Views: 22479

Re: Help with a Ta Script

You're right there is definitely something wrong with a couple of duplicates of the header of the AimPrimary function.
by zuzuf
Tue Mar 15, 2011 1:56 pm
Forum: Tests
Topic: R2902 : Units still not found
Replies: 4
Views: 16450

Re: R2902 : Units still not found

Can you post or send me your gamedata/sidedata.tdf file ?
by zuzuf
Tue Mar 15, 2011 1:35 am
Forum: Tests
Topic: R2902 : Units still not found
Replies: 4
Views: 16450

Re: R2902 : Units still not found

Can you spawn any of the not found units ? Use the spawn command in the game console:
spawn("unit_name", player_id, number_of_units_to_spawn)

player_id ranges from 0 to the number of players in the game minus 1.
by zuzuf
Mon Mar 14, 2011 3:51 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

New packages built from r2902 are ready. Summary of changes: fixed patrolling builders auto helping factories pathfinder performance improved and loading time decreased (because of pathfinder precomputed stuffs being much faster) reduced memory requirements when loading big maps lots of bug fixes in...
by zuzuf
Mon Mar 14, 2011 10:28 am
Forum: Help / Aide
Topic: Specifications....
Replies: 4
Views: 18699

Re: Specifications....

Nanolathe particles are just sprites, just edit gfx/part.tga to change them. Regarding performance, I cannot really tell : it'll run faster (mainly under heavy load) but it also depends on your computer. I am going to make new packages (built from r2901 which brings several improvements to multiplay...
by zuzuf
Sun Mar 13, 2011 12:26 am
Forum: Suggestion
Topic: constructive Criticism
Replies: 17
Views: 42061

Re: constructive Criticism

You can enable anti-aliasing :)
by zuzuf
Fri Mar 11, 2011 11:43 am
Forum: coding / développement
Topic: OpenPandora
Replies: 4
Views: 17878

Re: OpenPandora

I really doubt the 0.5 branch of TA3D would build and be playable out of the box, it's a bit old and less optimized than the development branch (0.6) which is almost stable but is based on SDL instead of Allegro (we needed more control on low-level stuffs). Also I am focused on the 0.6 branch now an...
by zuzuf
Thu Mar 10, 2011 8:45 pm
Forum: coding / développement
Topic: OpenPandora
Replies: 4
Views: 17878

Re: OpenPandora

Hi, I've had a look at it. It sounds like an interesting platform, the ARM like CPU looks powerful enough to run the game especially with an OpenGL ES 2.0 accelerator but currently TA3D has been tested only with Intel CPUs and OpenGL (1.x and newer through GLEW) so it may require a few changes to th...
by zuzuf
Sun Mar 06, 2011 4:38 pm
Forum: Tests
Topic: R2887 - mod units not found anymore.
Replies: 6
Views: 19230

Re: R2887 - mod units not found anymore.

Interesting I am going to have a closer look at it, thanks.
by zuzuf
Sun Mar 06, 2011 4:38 pm
Forum: Help / Aide
Topic: Alegro segmentation fault
Replies: 1
Views: 12678

Re: Alegro segmentation fault

Can you list here the content of your ~/.ta3d/resources directory ?
Send me the log file by email : zuzuf86[at]gmail.com
by zuzuf
Sun Mar 06, 2011 4:36 pm
Forum: Suggestion
Topic: [Long rant] Making the game non-coder contributors friendly
Replies: 22
Views: 51332

Re: [Long rant] Making the game non-coder contributors frien

Where would you store the position of the links between model pieces ? In an extra object that would be removed at runtime ?
by zuzuf
Mon Feb 28, 2011 6:33 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

Currently those shields are a hack. If I understand how it works, the shields is rendered using a new unit (so the shield generator is implemented as a factory) but intercepts shots using an anti-weapon weapon which is invisible and extremely fast (currently this doesn't work in TA3D). Regarding a f...
by zuzuf
Mon Feb 28, 2011 2:09 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

New packages (r2887) are ready. Summary of changes:
  • fixed several rendering bugs
  • fixed several networking synchronization bugs
  • fixed crash on exit (windows)
  • added Matman's 3D models for trees
  • several internal structures rewritten to be safer and reduce memory requirements
by zuzuf
Fri Feb 25, 2011 4:42 pm
Forum: Suggestion
Topic: Shields!
Replies: 2
Views: 14767

Re: Shields!

:shock: this is huge ! I am sorry but it would be way too much work to implement all this (it would require to change many things in all parts of the engine) and I think many of these features could be implemented through scripting. There are 2 things we can separate : the shield behavior and the sh...
by zuzuf
Fri Feb 25, 2011 4:33 pm
Forum: Suggestion
Topic: Nanolathe stuff
Replies: 6
Views: 21941

Re: Nanolathe stuff

Currently this part of the engine is far from being modular which means it can't be done easily. After the 0.6 branch becomes stable I would like to experiment something : a Lua API to design new special effects for anything in the game in order to allow adding effects without changing anything in t...
by zuzuf
Fri Feb 25, 2011 4:29 pm
Forum: Suggestion
Topic: [Long rant] Making the game non-coder contributors friendly
Replies: 22
Views: 51332

Re: [Long rant] Making the game non-coder contributors frien

Making a map/mission editor with OTA map format for TA3D is a huge piece of work (because OTA's TNT format isn't designed to be OpenGL friendly). However it would be easier with a map format designed for TA3D and less time consuming too but it requires much more work on TA3D itself :P. This is not a...
by zuzuf
Thu Feb 24, 2011 6:17 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

I've made new packages from revision 2868. There are several important changes: burnt map objects (trees) keep their orientation rocks angle is randomized too, like trees (in both cases only when a 3D model is available) visibility for units is computed geometrically instead of using a costly grid (...
by zuzuf
Fri Feb 18, 2011 8:30 pm
Forum: Map features
Topic: Feature replacement time!
Replies: 8
Views: 51721

Re: Feature replacement time!

That's a really nice piece of work :D
by zuzuf
Wed Feb 16, 2011 11:07 pm
Forum: Tests
Topic: My first experience
Replies: 13
Views: 31902

Re: My first experience

Keep posting here, it's easier for me to follow :mrgreen:

I've just been through all the code replacing what might be the origin of the bug, hopefully it'll be fixed in next package :wink:
by zuzuf
Wed Feb 16, 2011 11:42 am
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

New packages built from r2854 are ready. Brings minor fixes and the windows package includes 7z.exe to allow extracting mod archives automatically.
by zuzuf
Tue Feb 15, 2011 8:43 am
Forum: Tests
Topic: My first experience
Replies: 13
Views: 31902

Re: My first experience

totala4.hpi is part of OTA, it's on CD 2
by zuzuf
Mon Feb 14, 2011 11:48 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

New packages are available. They are built from r2849 and include several fixes to the 3D models loading process (loading crashes introduced in previous package should have disappeared) and other bug fixes (fog is no more walkable, nanolathe particles are rendered underwater). Holding shift and poin...
by zuzuf
Mon Feb 14, 2011 11:42 pm
Forum: Tests
Topic: My first experience
Replies: 13
Views: 31902

Re: My first experience

Press ESC it'll pause the game :).

Regarding the campaign, according to the logs you're missing the mission files (totala4.hpi, ccmiss.ccx, ...).

You may want to try the new beta (r2849) which should be more stable.
by zuzuf
Sun Feb 13, 2011 7:37 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

Packages for revision 2843 are available. It features a few fixes and support for OpenMP to speed up the loading process on multicore CPUs. It can make TA3D load much faster but it may also crash during loading, if it's the case for you, then you should set the OMP_NUM_THREADS environment variable t...
by zuzuf
Sun Feb 13, 2011 7:32 pm
Forum: Tests
Topic: r2802
Replies: 27
Views: 55824

Re: r2802

hum, maybe you should rename duplicate bug numbers ... there are two 20, of course I fixed only one :roll:
by zuzuf
Sat Feb 12, 2011 12:30 am
Forum: Tests
Topic: My first experience
Replies: 13
Views: 31902

Re: My first experience

I am glad you like it :).
TA3D 0.5 is 2 years old now, a lot of things have been improved in TA3D 0.6, I hope you'll enjoy it :)
by zuzuf
Fri Feb 11, 2011 3:33 pm
Forum: coding / développement
Topic: Insane idea for escalation
Replies: 9
Views: 25816

Re: Insane idea for escalation

does it work in TA3D ?
by zuzuf
Thu Feb 10, 2011 9:27 am
Forum: Suggestion
Topic: constructive Criticism
Replies: 17
Views: 42061

Re: constructive Criticism

TA3D uses a directional light (the sun), it doesn't use any environment map for lighting.
by zuzuf
Thu Feb 10, 2011 9:25 am
Forum: coding / développement
Topic: Water Frag/Vert Files
Replies: 8
Views: 23638

Re: Water Frag/Vert Files

The final rendering pass for GPU simulated water is done with the water_sim_reflec.frag/water_simu_fog.frag fragment programs.
by zuzuf
Wed Feb 09, 2011 2:57 pm
Forum: Tests
Topic: r2802
Replies: 27
Views: 55824

Re: r2802

You should retest 20 now :wink:
by zuzuf
Wed Feb 09, 2011 2:56 pm
Forum: Help / Aide
Topic: Yo yo yo Ta3d crashes yo yo
Replies: 10
Views: 25054

Re: Yo yo yo Ta3d crashes yo yo

T&L is not something you can turn on/off as it is the processing of vertices before rendering triangles (basically projection and lighting calculations so you can't skip that). r2775 is built in debug mode, r2767 is the last package I built in release mode (and the newest packages are built from r28...
by zuzuf
Wed Feb 09, 2011 9:25 am
Forum: Help / Aide
Topic: Yo yo yo Ta3d crashes yo yo
Replies: 10
Views: 25054

Re: Yo yo yo Ta3d crashes yo yo

I thought of r2767 because it's the last package I build in release mode (with compiler optimizations enabled). Of course with an integrated video card without accelerated vertex processing (sometimes referred to as T&L) rendering requires lots of CPU power which cannot be used for other tasks like ...
by zuzuf
Tue Feb 08, 2011 8:34 pm
Forum: Textures
Topic: Ta Textures?
Replies: 7
Views: 46607

Re: Ta Textures?

TA3D supports a home-made extension to OTA's GAF format which extends it to 32bits colors. You can also use a directory like a GAF file (and use the image formats you want, you can even mix them), cf http://trac.ta3d.org/browser/trunk/src/ ... order=name
by zuzuf
Tue Feb 08, 2011 8:30 pm
Forum: Tests
Topic: r2802
Replies: 27
Views: 55824

Re: r2802

You mean each time you exit the main menu to desktop ?
by zuzuf
Tue Feb 08, 2011 8:23 pm
Forum: Help / Aide
Topic: Yo yo yo Ta3d crashes yo yo
Replies: 10
Views: 25054

Re: Yo yo yo Ta3d crashes yo yo

Does r2767 lag too ?
by zuzuf
Tue Feb 08, 2011 7:50 pm
Forum: Suggestion
Topic: constructive Criticism
Replies: 17
Views: 42061

Re: constructive Criticism

Sorry for the performance issue, it's mainly related to debug mode (last packages are built in debug mode). Regarding effects like shading (or any other effect you might want to add using scripting techniques), what would you need to do ? I mean what kind of information do you need to get from the e...
by zuzuf
Tue Feb 08, 2011 7:43 pm
Forum: coding / développement
Topic: Water Frag/Vert Files
Replies: 8
Views: 23638

Re: Water Frag/Vert Files

This is possible. However these constants were generated by a program (basically it's a random set of parameters which produced visually good results) in order to produce complex patterns. If you want to add details, it'll have a cost and it's not easy to get a convincing set of parameters. If you w...
by zuzuf
Mon Feb 07, 2011 3:12 am
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

New packages built from r2827 are available. It adds icons in tactical view for metal deposits and geothermal vents. It ships Matman's sky for acid world and many fixes.
by zuzuf
Sun Feb 06, 2011 8:25 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239610

Re: Current beta packages

New packages built from r2819 are ready.
by zuzuf
Sun Feb 06, 2011 6:55 pm
Forum: Help / Aide
Topic: Yo yo yo Ta3d crashes yo yo
Replies: 10
Views: 25054

Re: Yo yo yo Ta3d crashes yo yo

Can you post the logs, error messages, TA3D version please ?