Search found 87 matches

by D.Durand
Tue Jul 13, 2010 12:52 pm
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 52661

Re: The game replace my unit with this unknown one

I do it between each run.
by D.Durand
Tue Jul 13, 2010 11:15 am
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 52661

Re: The game replace my unit with this unknown one

Done some tests. Now my mod folder have only the files of my units and the Sidedata. In the Sidedata, i have replaced units by my own units. TA Stumpy by my own Stumpy. They don't have the same name : TA Stumpy is ARMSTUMP . My stumpy is arm_t1_veh_stumpy Mean the TA units my own replace are not in ...
by D.Durand
Tue Jul 13, 2010 9:25 am
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 52661

The game replace my unit with this unknown one

I can't make the game use my flash unit. I don't have this model in my mod, no object, no script, no fbi, nothing in the gamedata. I don't even have GUI folder anymore. But the only flash unit it want to build is this strange one (up the stumpy). My model, even my cob/bos script, is not used. Hell, ...
by D.Durand
Mon Jul 12, 2010 4:30 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Updated my TA3D version. The new log is clearer, thank you. That was my Bulldog 3D file. Honestly, i don't knew the game differenciate "T" from "t". Funny, my units are four time bigger and reversed when i export them in OBJ. Have to remember it. Not a real problem, though. But a stumpy bigger than ...
by D.Durand
Sat Jul 10, 2010 3:41 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Yes, but that don't stop the units to work perfectly in game. They are white, that's all.
by D.Durand
Sat Jul 10, 2010 2:55 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Actually, none of my units have textures.
by D.Durand
Sat Jul 10, 2010 1:48 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Done, there, and here.
by D.Durand
Sat Jul 10, 2010 1:33 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Err... what file i can join ? Even ".txt". are not allowed here :-\
by D.Durand
Sat Jul 10, 2010 1:22 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

For this I have to know which part of the code produces these log lines, that would be easier with the log line
Uh ? I'm sorry, but don't you take track of what you code ? :|
by D.Durand
Sat Jul 10, 2010 11:45 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Okay. Removed ALL my units, but the game still crash saying it don't find some meshe part i now exist only in MY models... Tried to look in my BOS and in OBJ files. Found no errors : All the part named in BOS/COB files are in the OBJ files And since i can't remove files for see what one make the gam...
by D.Durand
Sat Jul 10, 2010 11:31 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Okay. Notepad++ open the file (but i needed to kill it's process for close it. Buged). Look like there is an error in one of my last inserted Files : Damn, the copy-past is bugged, too. Well, it said it don't found some meshes parts. I try to find it now. Can i suggest the log file say in what file ...
by D.Durand
Sat Jul 10, 2010 5:06 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Tried. Well, the game don't start : Crash before or when it try to load units. The log file is writed in a langage my "notepads" can't read =================== Edit : Argh, it's something in my mod : Tried with the "default" mod and the game work. But i still can' read the log file. Here the backtra...
by D.Durand
Thu Jul 01, 2010 3:47 am
Forum: Units
Topic: My lil' model
Replies: 3
Views: 14896

Re: My lil' model

Tried to had a third unit, but it don't show in the menu.
by D.Durand
Wed Jun 30, 2010 11:41 pm
Forum: Units
Topic: My lil' model
Replies: 3
Views: 14896

My lil' model

I wanted to thank you for making the game accept directly OBj files. I'm really happy i do units and see them immediately kicking in the game.

Then thank you.

I still have to understand what UV mapping is and how exactly that work, but still.
by D.Durand
Wed Jun 30, 2010 3:05 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Argh ? Well, without Sidedata, we have some problem for put things in the order we want in the building menus...
by D.Durand
Tue Jun 29, 2010 4:22 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

I think i found : I just put all the content of my rev31.gp3 folder in my mod folder (and deleted rev31.gp3). Look like it work for now (i just hope i don't have to delete the cache each time i change something in the mod). Thank for your help. Edit : Well, it's not totally good : Now, the game see ...
by D.Durand
Tue Jun 29, 2010 3:28 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

Re: How to make TA3D really use my mod ?

Still don't work Tried now a unpacked rev31.gp3 (as a folder, then), in my mod folder, called "Lemur Annihilation". Here my "ta3d.mod" file : [MOD] { unit_ext = .fbi; unit_dir = units; weapon_dir = weapons; download_dir = download; } Ext and dirs are goods. Here my "info.mod" file : // TA3D Mod info...
by D.Durand
Tue Jun 29, 2010 12:08 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 264910

How to make TA3D really use my mod ?

I try to include a new unit in the game (a replacement for the ARM LLT, with it's own name of course). Named the mod "Lemur Annihilation". Because Lemurs go to war, and stuff (and they love big guns, but that another thing). But, even if the game say, on the "option" page, on the primary page, and e...
by D.Durand
Sun Jun 27, 2010 3:19 pm
Forum: Announcements / Annonces
Topic: Need for documentation
Replies: 5
Views: 122434

Re: Need for documentation

Woot ! Good luck !
by D.Durand
Sun Jun 27, 2010 3:05 pm
Forum: Announcements / Annonces
Topic: Need for documentation
Replies: 5
Views: 122434

Re: Need for documentation

Interrestig, but what mean :

86 RadarDistance
This is an integer. Distance (in pixels) that shown to you on radar by
your unit.

The description don't have any sense for me :-(
by D.Durand
Sat Jun 19, 2010 1:23 am
Forum: Help / Aide
Topic: TA files
Replies: 1
Views: 12722

TA files

I don't know if this is good to put that here, but i found this page on the Switeck site. They say there is all the files needed to play TA.

http://d-gun.com/switeck.htm
by D.Durand
Tue Jun 15, 2010 1:04 pm
Forum: Announcements / Annonces
Topic: New video
Replies: 3
Views: 14939

Re: New video

Excellent (même si je trouve ces unités parfois difficiles à reconnaître les unes des autres).
by D.Durand
Wed Mar 24, 2010 10:15 pm
Forum: Tests
Topic: 0.6.0 wip r2415
Replies: 14
Views: 32134

Re: 0.6.0 wip r2415

No, i don't have done that. I try it now.
by D.Durand
Wed Mar 24, 2010 8:38 pm
Forum: Tests
Topic: 0.6.0 wip r2415
Replies: 14
Views: 32134

Re: 0.6.0 wip r2415

Okay. After a few test, here my report : - When i have more than one constructor unit selected and i choose the "guard" option, only one obey. - When a unit try to go before a stationary unit and this one have already someone to it's left, sometimes the first unit is blocked behind. - There is yello...
by D.Durand
Wed Mar 24, 2010 6:47 pm
Forum: Tests
Topic: 0.6.0 wip r2415
Replies: 14
Views: 32134

Re: 0.6.0 wip r2415

Tried. Still impossible to change mod.

No wait, a new version shower itself in the update manager. :oops:
by D.Durand
Wed Mar 24, 2010 5:26 pm
Forum: Tests
Topic: 0.6.0 wip r2415
Replies: 14
Views: 32134

Re: 0.6.0 wip r2415

I don't know how the game handle the thing, of course, but why not just read the folders in the mod directory and say "it's directories in there, then it's mods", and list them in the squirmish panel ?


Okay, my update system see the new version and install it. I test it now.
by D.Durand
Wed Mar 24, 2010 4:07 pm
Forum: Tests
Topic: 0.6.0 wip r2415
Replies: 14
Views: 32134

Re: 0.6.0 wip r2415

Need to log in the internet game ? Errr... There is an ergonomic problem here.

Don't work. I click on "mods", but that don' t do anything. And i don't want to register on the server.
by D.Durand
Wed Mar 24, 2010 6:53 am
Forum: Tests
Topic: 0.6.0 wip r2415
Replies: 14
Views: 32134

0.6.0 wip r2415

Hi, Tested this version. With the v5, i tried a mod. Now, look like i can play ONLY this mod. I can't choose other thing than "default" in Option/Game/Current mod. Even when i delete the mod from my ".ta3d/resources" directory (i'm on linux), ta3d continue to use this one. Weird... There is a wait w...
by D.Durand
Wed Mar 10, 2010 2:07 pm
Forum: Suggestion
Topic: [Long rant] Making the game non-coder contributors friendly
Replies: 22
Views: 51843

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

Blender shorten the names of meshes ?! :shock: Well, that's another reason for me to not use it, as if i really needed one (have you tried Delgine ? It's free, now). Well, for answer your question, here : You can create a link between A and B by adding an object named A_B where you want the link to ...
by D.Durand
Tue Mar 09, 2010 8:14 pm
Forum: Suggestion
Topic: [Long rant] Making the game non-coder contributors friendly
Replies: 22
Views: 51843

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

I've added support for all missing features in 3DS and OBJ loaders: selection primitive (its generated from the bounding box), team color (just use a material named "team", its color will be modulated by the player color), and links between objects. You can create a link between A and B by adding a...
by D.Durand
Thu Feb 25, 2010 3:00 pm
Forum: Tests
Topic: My test on the 0.5.4 (from the depot).
Replies: 6
Views: 18655

Re: My test on the 0.5.4 (from the depot).

Okay. I can't have more than the last stable version by using apt-get / synaptic.

When i go directly by browser and i try to install the last "pool" version", i can't install it because it's a 32-bit version (and i have 64).
by D.Durand
Fri Feb 12, 2010 7:47 pm
Forum: Suggestion
Topic: [Long rant] Making the game non-coder contributors friendly
Replies: 22
Views: 51843

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

Dot, the text i linked answer perfectly your first line. For the ressources : => I don' say "the basic TA game have to have more ressources". I say "TA3D need to allow modders to have as many ressources they want. After, it's their to make "units for extract" the nex ressource, of course. For the ne...
by D.Durand
Fri Feb 12, 2010 3:04 pm
Forum: Tests
Topic: My test on the 0.5.4 (from the depot).
Replies: 6
Views: 18655

Re: My test on the 0.5.4 (from the depot).

Les dépots ne semblent plus accessibles.

D'ailleurs, quand je tape "http://www.ta3d.org/apt/" dans un navigateur j'ai un "You don't have permission to access /apt/ on this server."
by D.Durand
Fri Feb 12, 2010 12:32 am
Forum: Tests
Topic: My test on the 0.5.4 (from the depot).
Replies: 6
Views: 18655

Re: My test on the 0.5.4 (from the depot).

Oh, yes, true : Better testing the test version, silly me :oops:

I try that today and post a report.
by D.Durand
Fri Feb 12, 2010 12:27 am
Forum: Suggestion
Topic: [Long rant] Making the game non-coder contributors friendly
Replies: 22
Views: 51843

[Long rant] Making the game non-coder contributors friendly

Hello, Maybe some of you remember me. I proposed some units models months ago. But, like in a lot of others games a tried to contribute, i stopped it. Because i can't AND because i won't include them in the game. Well, it's not totally exact but.. well, read before. What pushed me to write this is a...
by D.Durand
Thu Feb 11, 2010 6:55 pm
Forum: Tests
Topic: My test on the 0.5.4 (from the depot).
Replies: 6
Views: 18655

My test on the 0.5.4 (from the depot).

Hi, Some time since my last try of TA3D. I tried the version in your ubuntu depot. - 88 to 104 % (on a quad 3.2 ghz) before even entering the Battleroom... Do you use 3d for theses static pages or what ? - Look when you ask for quit, you can't. Like a freeze. - Choosing sides and colors by a button ...
by D.Durand
Sun Feb 07, 2010 11:28 am
Forum: Suggestion
Topic: Don't allow cursor move outer window borders during the game
Replies: 16
Views: 38630

Re: Don't allow cursor move outer window borders during the game

Here too, i often play in windowed mode (under Linux). Today, games often use less ressources than in full screen, and since the "menu" or "windows" key are often overrided by games, i not always can Tab between apps if one is a full screen game.