Search found 3281 matches
- Mon Jul 18, 2011 4:20 pm
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 30989
Re: TA3D freeze after 5-6 minutes.
Looking at the FBI file would require lots of extra code. If someone is willing to implement this feature patches are welcome.
- Mon Jul 18, 2011 4:17 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248435
Re: Current beta packages
Unfortunately I can only do that for Linux packages but without fully testing the install process on a clean install (I do that in a virtual machine). I don't have a working windows installer builder on my server to have this task automated for windows packages. I now have a working DSL connection a...
- Sun Jul 17, 2011 9:36 pm
- Forum: café
- Topic: Forum spambots... gah
- Replies: 11
- Views: 33660
Re: stop this piece of shit
It looks like everything that is public ends up being worked around and spam is getting really annoying. I'll find some time to add a home made spam detector
- Sun Jul 17, 2011 9:33 pm
- Forum: Help / Aide
- Topic: No Core Adv. Construction Sub
- Replies: 6
- Views: 23363
Re: No Core Adv. Construction Sub
Interesting, I am going to have a look at it before making the first RC package.
- Sun Jul 17, 2011 9:30 pm
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 30989
Re: TA3D freeze after 5-6 minutes.
This line tells you the ARMLLT script doesn't have the QueryNanoPiece function, all functions are not required for all units but it can tell if a function is missing when you're scripting a unit.
- Sun Jul 17, 2011 9:28 pm
- Forum: Help / Aide
- Topic: Compiling
- Replies: 3
- Views: 17072
Re: Compiling
Hi, it looks like C stdio header is missing from TA3D_hpi.cpp (it most likely was included by some dependency on my system). Just add this line at the top: #include <cstdio> You can also try the 0.6 branch (since I now have a working DSL connection I am going to build RC packages, so expect it to be...
- Sun Jul 17, 2011 9:23 pm
- Forum: Suggestion
- Topic: wait_for_turn => wait_for_move
- Replies: 2
- Views: 15657
Re: wait_for_turn => wait_for_move
There is a wait_for_move function, see scripts/ta3d.lh for details.
Re: <3 Ta3d
That's ... unexpected since this test only prevents "looking" outside the shadowmap (it disables shadows when no data is available for a given fragment). Does a bigger value still fix your problem (something like 0.49) ? It may be related to an issue with shadowmap borders (maybe there is an option ...
- Thu Jul 07, 2011 4:42 pm
- Forum: Help / Aide
- Topic: Fail to start TA3D after successfull installation
- Replies: 1
- Views: 14513
Re: Fail to start TA3D after successfull installation
Hi, you must run the install.bat script in TA3D's install folder. It will as for OTA cds and get the files it needs. NB: even though TA3D can run from OTA's install folder, it is not recommended that's the reason why there is a script to install the required files directly from the cds to TA3D's ins...
- Tue Jun 28, 2011 7:50 pm
- Forum: Help / Aide
- Topic: TA3D freeze after 5-6 minutes.
- Replies: 10
- Views: 30989
Re: TA3D freeze after 5-6 minutes.
Sorry for not being there more often I am still waiting for my ISP to set up my new DSL connection .
Maybe it's related to the settings you use, does it still freeze with everything turned off ?
Maybe it's related to the settings you use, does it still freeze with everything turned off ?
Re: Hello
That could be helpful
- Wed Jun 15, 2011 10:18 pm
- Forum: Help / Aide
- Topic: No Core Adv. Construction Sub
- Replies: 6
- Views: 23363
Re: No Core Adv. Construction Sub
Do you use rev31.gp3 and/or the free data set ?
Re: Hello
Welcome to this forum and to the community :) TA3D 0.6 is almost in RC stage (there is no RC package yet because I have no convenient way to build and upload packages right now) so we'll need testers :). Multiplayer hasn't been tested as much as other parts of the engine so maybe you could try that ...
- Sun Jun 12, 2011 6:39 pm
- Forum: Announcements / Annonces
- Topic: Current status
- Replies: 3
- Views: 18048
Re: Current status
I guess the camera locking mechanism you're referring to is the tracking mode (should be something like tracking/target in the code). I am going to look at this sound bug, I expect it should be easy to fix. :P and this one...when some feature is in screen borderline, it will be hide in screen, maybe...
- Sun Jun 12, 2011 6:33 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248435
Re: Current beta packages
I've been fixing a few bugs and Milipili has been working on OS X bugs.
Also I have been busy moving and right now I don't have a working DSL connection (I am using a wireless limited connection) which won't help me work on TA3D .
Also I have been busy moving and right now I don't have a working DSL connection (I am using a wireless limited connection) which won't help me work on TA3D .
- Sat May 21, 2011 10:43 pm
- Forum: Announcements / Annonces
- Topic: Current status
- Replies: 3
- Views: 18048
Current status
I've been fixing a few bugs, optimizing the loading process a bit on multi-core CPUs. I also added a new feature: TA3D minimizes on Alt-Tab when in full screen mode. It's not the native Alt-Tab behavior because SDL doesn't support it, so it's simulated but it works. If no major issue is found, I wil...
- Sat May 21, 2011 10:39 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
Ok, this has been continued on IRC and is now fixed. The problem was due to a threading issue, you can work around it by setting the OMP_NUM_THREADS environment variable to 1 (may 4 works too depending on the resource files you use, it's also faster to load if you have a multi-core CPU): export OMP_...
- Thu May 19, 2011 5:58 pm
- Forum: café
- Topic: Unfortunate yet happy news
- Replies: 3
- Views: 15618
Re: Unfortunate yet happy news
I think it's ok for the trees but I don't have the rocks and the metal steamvent. :) I have been there a few weeks ago too, passing tests, interviews, the most annoying interviews and tests all for the same company and in the end I got a job somewhere else :mrgreen: I wish you good luck with your in...
- Tue May 17, 2011 8:47 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
Ok, I found what was preventing the crash reporter from working: Ubuntu's default policy for ptrace has changed, by default a child process is no more allowed to attach to its parent which is what TA3D was doing when calling GDB to get a stack trace :evil: This can be temporarily (until next boot) d...
- Tue May 17, 2011 8:29 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
Do you have GDB installed ?
- Tue May 17, 2011 8:11 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
Never run something that is not a system service as root, it can only make things get worse by changing file permissions!
Does it show a bug report window ? (won't work if ran inside GDB)
Does it show a bug report window ? (won't work if ran inside GDB)
- Tue May 17, 2011 5:34 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
Shadow quality = 7 is too high (only 0-3 are valid in TA3D 0.6 but I am not sure it has exactly the same meaning in 0.5.4).
FSAA = 8 may be the root of your problems, try to lower it to 4 or even disable it.
With an nvidia card and nvidia's driver you can safely enable texture caching.
FSAA = 8 may be the root of your problems, try to lower it to 4 or even disable it.
With an nvidia card and nvidia's driver you can safely enable texture caching.
- Mon May 16, 2011 8:12 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
This really shouldn't happen with NVidia's driver (I am running a 64bits Natty with nvidia's driver without issues).
Can you post here your ~/.ta3d/ta3d.cfg file ?
Can you post here your ~/.ta3d/ta3d.cfg file ?
- Mon May 16, 2011 4:57 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
I guess the (mouse) input event loop in TA3D should be running in its own thread to prevent lag but it's not easy to change yet. Which version of TA3D (0.5.4 or 0.6) do you use ? (very important since they don't rely on the same library for keyboard/mouse inputs) Do you use the nouveau driver or NVi...
- Sun May 15, 2011 4:36 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
Compositing is likely to slow down things and increase input latency. You can try to disable your compositing manager or limit TA3D's frame rate. Playing in fullscreen mode can help too (compositing managers may bypass the compositing pass and allow TA3D to render directly to the screen). There are ...
Re: c++ Aid
Firstly, How is C++ used in ta3d. (Exe? Files that ta3d runs off of?) The final binary EXE is the output of the C++ compiler/linker. Secondly, What sorts of coding in general (diff types) are used in ta3d? If you mean "coding style" there is a file for you in the repository: http://trac.ta3d.org/br...
- Sun May 15, 2011 3:49 pm
- Forum: café
- Topic: Forum spambots... gah
- Replies: 11
- Views: 33660
Re: stop this piece of shit
Interesting, I am going to look for a phpBB mod right now
- Sun May 15, 2011 3:47 pm
- Forum: Tests
- Topic: real quick test of latest version, feedback now.
- Replies: 1
- Views: 12009
Re: real quick test of latest version, feedback now.
And this package is still built in debug mode so you can expect a big performance improvement soon with RC and stable releases.
- Sun May 15, 2011 3:43 pm
- Forum: Help / Aide
- Topic: Maps have no Texture
- Replies: 19
- Views: 47517
Re: Maps have no Texture
Can you post your hardware specs (OS, video card, video driver,...), the TA3D version you use and your game settings (the ~/.ta3d/ta3d.cfg file) ?
- Sat May 07, 2011 12:49 pm
- Forum: Help / Aide
- Topic: Skirmish AI rush
- Replies: 6
- Views: 22251
Re: Skirmish AI rush
AI players take decisions based on a set of weights which changes to reflect AI needs. This represents the will to build metal extractors, power plants, offensive units, ... At some point it checks for enemies which are weak enough (estimating its military power) and attack them with offensive units...
- Sat May 07, 2011 9:36 am
- Forum: Help / Aide
- Topic: Skirmish AI rush
- Replies: 6
- Views: 22251
Re: Skirmish AI rush
There are RPM packages as well: ftp://downloads.ta3d.org/binaries/linux/urpmi/
- Fri May 06, 2011 10:19 pm
- Forum: Help / Aide
- Topic: Skirmish AI rush
- Replies: 6
- Views: 22251
Re: Skirmish AI rush
Hi,
I guess you've ran the last stable release, the AI has been improved in the 0.6 branch (which is in beta stage, almost RC).
I guess you've ran the last stable release, the AI has been improved in the 0.6 branch (which is in beta stage, almost RC).
- Mon May 02, 2011 9:01 am
- Forum: café
- Topic: A little hello
- Replies: 3
- Views: 14884
Re: A little hello
There are lots of fan made maps out there (cf http://www.tauniverse.com/) as well as a few map editors you can get legally. TA3D, like OTA, will launch as long as it can find game resources (game menus, maps, units, weapons, ...) and doesn't care if it's OTA's original resources, the demo, the free ...
- Sun May 01, 2011 12:53 pm
- Forum: café
- Topic: A little hello
- Replies: 3
- Views: 14884
Re: A little hello
Hi, yes, that's the correct list of TA3D's direct dependencies but you'll need the freetype library too to build FTGL. NB: TA3D will use the shipped libraries even if you have them installed on your system, it's not safe to bypass this behavior (TA3D ships a modified non-standard FTGL). With the fre...
- Tue Apr 26, 2011 2:30 pm
- Forum: Tests
- Topic: wierd pixellation on res below 1366x768
- Replies: 8
- Views: 22925
Re: wierd pixellation on res below 1366x768
ha oui merci, ça m'avait échappé.
Flashbang232: what you're referring to as DOS mode is windows's command line, so yes it works .
Flashbang232: what you're referring to as DOS mode is windows's command line, so yes it works .
- Tue Apr 26, 2011 10:05 am
- Forum: café
- Topic: Unfortunate yet happy news
- Replies: 3
- Views: 15618
Re: Unfortunate yet happy news
I wish you good luck .
PS: did you finish your tactical icons ?
PS: did you finish your tactical icons ?
- Tue Apr 26, 2011 9:47 am
- Forum: Tests
- Topic: wierd pixellation on res below 1366x768
- Replies: 8
- Views: 22925
Re: wierd pixellation on res below 1366x768
TA3D works with DOS/Windows style paths and I've just checked the failsafe config tool in a VM (from the command line in order to get any message that could be generated). If you get an error about the path, then the path you're using is likely to be incorrect.
Re: r2918
Non, pas encore mais je vais regarder ça de plus près. Concernant l'utilisation du CPU, ce paquet est encore compilé en mode debug (donc non optimisé) et nécessite donc plus de ressources CPU pour tourner qu'un paquet compilé en release (ce qui sera le cas des versions RC). Tu peux aussi limiter le ...
- Thu Apr 21, 2011 8:32 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248435
Re: Current beta packages
New packages (r2918) are available. I have been improving the stack traces produced by the bug report system to get more information about the program when it crashes (basically it reads all the stack of all running threads) and it should be a bit more robust. I also fixed lots of compilation warnin...
- Sat Apr 16, 2011 8:52 pm
- Forum: 3D Models
- Topic: creating good 3d weapons graphics
- Replies: 4
- Views: 18257
Re: creating good 3d weapons graphics
The d-gun is rendered as a 3D model in OTA :P (but it's mostly covered with sprites from bounce/explosion effects). Regarding lasers, I really think the choice should be left to mod designers. Also unless you are looking at a (very) slow laser shot you won't see any detail on the object, only the co...
- Tue Apr 12, 2011 1:08 pm
- Forum: 3D Models
- Topic: creating good 3d weapons graphics
- Replies: 4
- Views: 18257
Re: creating good 3d weapons graphics
Weapons can use 3D models (OTA supports it, so does TA3D ). Missiles and rockets are rendered as 3D objects. Regarding classes, well it would reduce possibilities if it restricts the number of 3D models.
- Sat Apr 09, 2011 9:46 pm
- Forum: café
- Topic: home-made WebGL engine
- Replies: 1
- Views: 11650
Re: home-made WebGL engine
I've added SSAO (with optional blur) and fixed a few bugs. There is a small panel to toggle the effects (shadows, SSAO, etc...) but it seems it doesn't show up in Chrome (but it does in Firefox). WebGL really is a nice piece of technology : it just works provided you run it in a WebGL enabled browse...
- Sat Apr 09, 2011 12:32 pm
- Forum: Tests
- Topic: wierd pixellation on res below 1366x768
- Replies: 8
- Views: 22925
Re: wierd pixellation on res below 1366x768
from the DOS command line or the "run" dialog:
"path:/to/ta3d/ta3d.exe --config"
"path:/to/ta3d/ta3d.exe --config"
- Sat Apr 09, 2011 12:31 pm
- Forum: Mods
- Topic: A TA to ta3d conversion guide?
- Replies: 1
- Views: 34813
Re: A TA to ta3d conversion guide?
Since 2 years lots of things have been fixed. Normally no conversion should be needed (TA mods should be compatible with TA3D) however there are tricks which don't work properly yet with TA3D. As a mod developer your experience with bugs when porting from TA to TA3D would be very valuable to us (I m...
- Sat Apr 09, 2011 12:00 pm
- Forum: café
- Topic: home-made WebGL engine
- Replies: 1
- Views: 11650
home-made WebGL engine
WebGL is the new standard for web 3D. It allows you to have accelerated 3D in your (modern) web browser. I've been working on a small engine: http://www.zuzuf.net/webglengine/test.html (it may take some time to load since it needs to read a 4MB model). currently it features: shadow mapping deferred ...
- Sat Apr 09, 2011 11:55 am
- Forum: Suggestion
- Topic: TA3d using a "external shell" to detect stuff....
- Replies: 3
- Views: 18132
Re: TA3d using a "external shell" to detect stuff....
Wow, this is interesting. It could be useful for binaries and a few files but I think it would be better if handled directly by the (un)install/repair system. Also compressing the cache is a bad idea since it's already slightly compressed (compressed textures are cached, several files are compressed...
- Sat Apr 09, 2011 11:48 am
- Forum: Suggestion
- Topic: Linux/Windows packaging
- Replies: 2
- Views: 15266
Re: Linux/Windows packaging
I'll have a look at it.
Regarding windows packaging tools, do you know if they can be used from the command line (would be cool if I could run them on my server to build the RC packages ).
Regarding windows packaging tools, do you know if they can be used from the command line (would be cool if I could run them on my server to build the RC packages ).
- Sun Apr 03, 2011 8:55 pm
- Forum: Tests
- Topic: wierd pixellation on res below 1366x768
- Replies: 8
- Views: 22925
Re: wierd pixellation on res below 1366x768
It looks like texture level of detail is wrong (maybe out of expected range). Try to run with the "--config" parameter and check your settings (not all are available with this config tool but main options are there).
- Sun Apr 03, 2011 8:51 pm
- Forum: Tests
- Topic: r2699 bugs
- Replies: 4
- Views: 16826
Re: r2699 bugs
Please use the last version for testing and if possible post step by step how to reproduce the problem.
- Sun Apr 03, 2011 8:48 pm
- Forum: coding / développement
- Topic: Other ta3d modding Stuff....
- Replies: 6
- Views: 21229
Re: Other ta3d modding Stuff....
Ooops, sorry the FBI tags list is complete but the documents about scripting isn't.