Search found 87 matches
- 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.
- 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 ...
- 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, ...
- 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 ...
- 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.
- 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.
- 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.
- 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 :-\
- 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 ?
Uh ? I'm sorry, but don't you take track of what you code ?For this I have to know which part of the code produces these log lines, that would be easier with the log line
- 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...
- 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 ...
- 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...
- 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.
- 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.
Then thank you.
I still have to understand what UV mapping is and how exactly that work, but still.
- 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...
- 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 ...
- 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...
- 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...
- 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 !
- 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
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
- 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
http://d-gun.com/switeck.htm
- 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).
- 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.
- 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...
- 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.
No wait, a new version shower itself in the update manager.
- 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.
Okay, my update system see the new version and install it. I test it now.
- 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.
Don't work. I click on "mods", but that don' t do anything. And i don't want to register on the server.
- 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...
- 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 ...
- 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...
- 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).
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).
- 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...
- 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."
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."
- 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
I try that today and post a report.
I try that today and post a report.
- 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...
- 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 ...
- 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.