Search found 3281 matches
- Sat Jan 22, 2011 9:46 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
new packages are ready
- Sat Jan 22, 2011 9:19 pm
- Forum: coding / développement
- Topic: errr....i would ask a developer for this but.....
- Replies: 9
- Views: 26073
Re: errr....i would ask a developer for this but.....
Explaining script commands the ta3d engine finds buggy. It says [turn, a few explode, and some dont-cache] commands are buggy/dont exist. also; it says that the sprayangle=1024; on the core pyro weapon doesnt exist. Its in that little ta3d debug popup window or whatever. Can you send me the log/mes...
- Sat Jan 22, 2011 8:13 pm
- Forum: Announcements / Annonces
- Topic: Package building system
- Replies: 6
- Views: 20432
Re: Package building system
Unfortunately no, it doesn't build an installer but a 7zip archive. If you know how to use NSIS (or another windows installer generator) from a Debian server don't hesitate to tell me .
- Sat Jan 22, 2011 8:08 pm
- Forum: Maps
- Topic: New Map:Crystal Aneurism
- Replies: 7
- Views: 52180
Re: New Map:Crystal Aneurism
I am going to give it a try .
PS: I moved the thread to the "Maps" forum which was created for this kind of threads.
PS: I moved the thread to the "Maps" forum which was created for this kind of threads.
- Sat Jan 22, 2011 8:00 pm
- Forum: Announcements / Annonces
- Topic: Package building system
- Replies: 6
- Views: 20432
Re: Package building system
There was a compilation error so the binary was not updated. I've started the build process, hopefully we should have nice working packages soon .
- Sat Jan 22, 2011 10:59 am
- Forum: Help / Aide
- Topic: **SOLVED**Can not install TA3D, constant errors!
- Replies: 14
- Views: 39143
Re: **SOLVED**Can not install TA3D, constant errors!
Try to refresh folder content in your file browser (F5).
- Fri Jan 21, 2011 9:16 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
Ooops, the windows package failed to build properly, it ships the same binary as previous package, I am going to remove it, fix the build process and make a working one.
- Thu Jan 20, 2011 9:39 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
That's interesting but I would like to run a few tests on other tags before fixing it (maybe the fix could be more general). I've seen your images for when middle button is pressed and I liked them :), it's much better than the old flat circle and arrows. Your new GUI bars are cool too but I fear I ...
- Thu Jan 20, 2011 9:12 pm
- Forum: Help / Aide
- Topic: **SOLVED**Can not install TA3D, constant errors!
- Replies: 14
- Views: 39143
Re: **SOLVED**Can not install TA3D, constant errors!
Hi, it's not recommended to copy TA3D's files to OTA's install folder. There should be an install.bat script which can install OTA's archives for you (from the CDs). Before starting TA3D again make sure the ta3d/cache folder is empty (just to avoid problems). You may be interested in current develop...
- Sun Jan 16, 2011 8:07 pm
- Forum: Suggestion
- Topic: constructive Criticism
- Replies: 17
- Views: 43343
Re: constructive Criticism
Umm, i mean like slightly more detail on certain stuff. Details is not a problem as long as it doesn't require changes to the various rendering paths. Actually the only lighting effect that could be done without disturbing things too much is SSAO(Screen Space Ambient Occlusion) (since it would be i...
- Sun Jan 16, 2011 7:57 pm
- Forum: coding / développement
- Topic: Found useful stuffs.....
- Replies: 16
- Views: 38651
Re: Found useful stuffs.....
So what you are saying that, in fact, this line defines where the waves show up? It's exactly what it does the "float offset = Coast_factor* 3.14 - cos(t) *1.57 - 2.0;" both defines the pattern of the coastline waves and where the waves show up? no, the offset is just where to look in the wave patt...
- Sun Jan 16, 2011 12:47 pm
- Forum: coding / développement
- Topic: Found useful stuffs.....
- Replies: 16
- Views: 38651
Re: Found useful stuffs.....
I think you can remove those waves by removing these lines: float coast_factor = clamp( 1.0 - 8.0 * depth, 0.0, 1.0 ); float offset = coast_factor * 3.14 - cos(t) * 1.57 - 2.0; float f = cos( offset ); float f2 = cos( offset - 0.2 ); f = (f <= f2) ? pow(clamp(f,0.0,1.0),10.0) : f; f *= (0.5 * cos(t+...
- Sun Jan 16, 2011 12:35 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
No I am not giving up :P. I am busy and tired that's all and current code revision has a few bugs I want to fix before making a new release (I changed a few internal data structures like strings and hashtables). I hope I can make TA3D build with Clang (a new C++ compiler) soon it's a nice tool which...
- Sun Jan 09, 2011 9:24 am
- Forum: Suggestion
- Topic: constructive Criticism
- Replies: 17
- Views: 43343
Re: constructive Criticism
Better graphics (this will surely improve as we head down the road of progression or something) It won't be that easy because of all the rendering paths for legacy hardware it's getting difficult to add new lighting effects. texture/explosion animations quality-the textures, if i look closely, look...
- Sat Jan 08, 2011 1:57 pm
- Forum: Help / Aide
- Topic: **SOLVED**Can not install TA3D, constant errors!
- Replies: 14
- Views: 39143
Re: Can not install TA3D, constant errors!
Hi, I guess you tried to install the last stable package (0.5.4). At the time I released it, I tested everything on windows XP so I guess the issue is specific to windows 7. I think it's probably related to admin rights being required to write things in C:\Program files\ and the installer don't ask ...
- Sat Jan 08, 2011 1:50 pm
- Forum: coding / développement
- Topic: Found useful stuffs.....
- Replies: 16
- Views: 38651
Re: Found useful stuffs.....
The coastline wave is controlled in the water_sim_reflec.frag file.
- Wed Jan 05, 2011 6:24 pm
- Forum: Textures
- Topic: Ta Textures?
- Replies: 7
- Views: 50475
Re: Ta Textures?
Making a free data set for TA3D is one of the objectives of the project (and it's far from being done). You may want to have a look at http://trac.ta3d.org/browser/trunk/src/ta3d/mods/ta3d , the TODO file should give you an idea of the task (even though it might not be totally up to date). Regarding...
- Wed Jan 05, 2011 6:18 pm
- Forum: Help / Aide
- Topic: Ta3d-More coding help
- Replies: 2
- Views: 14609
Re: Ta3d-More coding help
The AI files in \ta3d\ai\ contains some informations used only by some legacy AI code, in current state they are useless but you can write your own AIs in Lua and put them in ta3d/scripts/ai/. TA3D will list lua files in ta3d/scripts/ai/ as Lua AIs you can select in the AIs list for computer players...
- Wed Jan 05, 2011 6:03 pm
- Forum: Suggestion
- Topic: New tier
- Replies: 3
- Views: 16727
Re: New tier
I am not sure I understand what you mean by "2 tiers" but if I have it right then it can be extended by editing the factory/units graph (split in various TDF files)
- Wed Jan 05, 2011 5:55 pm
- Forum: Suggestion
- Topic: With my overly-active imagination....
- Replies: 8
- Views: 24474
Re: With my overly-active imagination....
I think it's possible to animate unit parts that way, but it would require some scripting. Regarding trees, there currently is no way to animate them like this without adding some C++ code. I'll definitely take this into account for Lua based effects.
- Wed Jan 05, 2011 5:50 pm
- Forum: Suggestion
- Topic: Water/model effects
- Replies: 6
- Views: 21506
Re: Water/model effects
Your AA problem might be related to your driver (I have experienced a similar issue with a few AA levels, if I set AA to 6x or above it won't work but if I set it to 4x it looks great )
- Wed Jan 05, 2011 5:48 pm
- Forum: coding / développement
- Topic: Found useful stuffs.....
- Replies: 16
- Views: 38651
Re: Found useful stuffs.....
the ta3d.lh header file contains several functions and variables which are used by the engine (like the unit table which contains animation data for Lua animated units) when running Lua scripts, it's not related to GLSL shaders. The Lua API is almost mapped to OTA Bos API with a few differences due ...
- Wed Jan 05, 2011 5:27 pm
- Forum: coding / développement
- Topic: errr....i would ask a developer for this but.....
- Replies: 9
- Views: 26073
Re: errr....i would ask a developer for this but.....
umm.....what is developer access? where i get programs to edit all the files? The SVN repository is a synchronized source tree stored on a server with the history of all the modifications made to it. You have anonymous read access to it but you need a developer account (write access rights to at le...
- Sat Jan 01, 2011 2:51 pm
- Forum: coding / développement
- Topic: ta3d solar energy patch
- Replies: 4
- Views: 17158
Re: ta3d solar energy patch
It seems it removes this line from the armsolar.fbi file:
and it looks like it changes the armsolar.cob file too.
Code: Select all
Ovradjust=1;
- Sat Jan 01, 2011 2:04 pm
- Forum: coding / développement
- Topic: errr....i would ask a developer for this but.....
- Replies: 9
- Views: 26073
Re: errr....i would ask a developer for this but.....
Hehe TA3D is open source which means you can access the source code and if you want to help we can eventually grant you developer access to it.
Have a look at: http://trac.ta3d.org/browser/trunk
Have a look at: http://trac.ta3d.org/browser/trunk
- Sat Jan 01, 2011 2:01 pm
- Forum: café
- Topic: Happy new year!
- Replies: 2
- Views: 13172
Happy new year!
I wish a happy new year and good health to everyone !
May this year bring you lots of joy, fortune, health, and a new stable release of TA3D fully playable with all mods and less bugs .
PS: I insist on health because I already started the year badly as I am sick since Monday .
May this year bring you lots of joy, fortune, health, and a new stable release of TA3D fully playable with all mods and less bugs .
PS: I insist on health because I already started the year badly as I am sick since Monday .
- Thu Dec 30, 2010 5:54 pm
- Forum: café
- Topic: something that we should have for long
- Replies: 2
- Views: 13034
Re: something that we should have for long
Well, they always find a way to work around that kind of limitation. But currently the first message of any user should be approved by a moderator before being visible and when it's a spambot I am here to delete the user account (it's much faster than disapproving all their messages).
- Sun Dec 26, 2010 11:48 am
- Forum: Suggestion
- Topic: So, maps?
- Replies: 18
- Views: 42498
Re: So, maps?
If you encode a 24bits height into a RGB color with 8bits per channel, it won't be easy to edit with external tools.
- Fri Dec 24, 2010 11:52 am
- Forum: Suggestion
- Topic: So, maps?
- Replies: 18
- Views: 42498
Re: So, maps?
Well, if we support HDR image formats it won't but it won't be as convenient as 8bits channels because software support for those formats is less developed.
- Sat Dec 18, 2010 3:47 pm
- Forum: coding / développement
- Topic: libyuni : CustomString now replaces StringBase
- Replies: 2
- Views: 14712
Re: libyuni : CustomString now replaces StringBase
I've been trying CustomString and found that it currently lacks a few things:
- no substr-like method either for ASCII or UTF8 strings
- no overloaded operator+ (that could be overcome but it's annoying)
- Fri Dec 17, 2010 6:15 pm
- Forum: café
- Topic: Keep it up!
- Replies: 5
- Views: 17901
Re: Keep it up!
Interesting.
PS: I am running Firefox 3.6.13 too and I've just tested, it works for me. Do you use some add-on that could tweak some of Firefox parameters ?
PS: I am running Firefox 3.6.13 too and I've just tested, it works for me. Do you use some add-on that could tweak some of Firefox parameters ?
- Thu Dec 16, 2010 9:35 pm
- Forum: café
- Topic: Keep it up!
- Replies: 5
- Views: 17901
Re: Keep it up!
Thanks, I like that kind of posts .
Currently the multiplayer save feature is in an unknown state: it was broken somewhere in the middle of 0.6 development but I didn't have much time to test it lately. I may have a look at it this week end.
Currently the multiplayer save feature is in an unknown state: it was broken somewhere in the middle of 0.6 development but I didn't have much time to test it lately. I may have a look at it this week end.
- Thu Dec 16, 2010 8:49 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
Sorry, I've been a bit busy I didn't found much time to work on TA3D (but I'll probably be forced to work on TA3D this week end because of the snow).
- Mon Dec 13, 2010 5:03 pm
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31909
Re: ta3d scans my /home/$USER on startup for resources
hm, there is no explicit entry for it so I guess you started TA3D from your home directory (working directory is automatically used as a resource path) which can take a while and require lots of memory since it fills an hashtable with the paths to all the files it finds inside the resource paths (bo...
Re: r2727
Waves seem to be rendered correctly. This could be an error in some foggy calculation in a water or maybe a buggy quad.
Try to disable particles(particles use many quads) and to run with the lowest water quality settings. If it works try enabling particles again.
Try to disable particles(particles use many quads) and to run with the lowest water quality settings. If it works try enabling particles again.
Re: 10 hours
15cm of snow in 3 hours is unusual in Paris
10 hours
... it's the time I spent driving back home last ni... hm yesterday evening and this morning. Today I decided to hate snow storms
- Thu Dec 09, 2010 9:07 pm
- Forum: café
- Topic: missing all
- Replies: 11
- Views: 29211
Re: missing all
You can render maps a bit "flatter" if you enable the "Low map definition" option (it'll render less geometrical details, I added this option mostly for Intel chips which don't like eating too much geometry).
- Mon Dec 06, 2010 10:02 pm
- Forum: café
- Topic: missing all
- Replies: 11
- Views: 29211
Re: missing all
I suggest you start with the files within the src/scripts folder, you'll most likely be interested by this one: http://trac.ta3d.org/browser/trunk/src/ta3d/src/scripts/lua.thread.h This file is the basis of all Lua low-level interface with TA3D (and the same API could be used for all kinds of langua...
- Sun Dec 05, 2010 10:36 pm
- Forum: Suggestion
- Topic: So, maps?
- Replies: 18
- Views: 42498
Re: So, maps?
I really like this idea :). Features can already be added/removed dynamically and a standard image format would be easy to use outside the engine. We have mostly all the tools to do it but there is still something to think of: medium and big maps will require a huge texture, bigger than lots of vide...
- Sun Dec 05, 2010 10:22 pm
- Forum: Announcements / Annonces
- Topic: 3DMEditor2 alpha 8 for windows
- Replies: 19
- Views: 46991
Re: 3DMEditor2 alpha 8 for windows
I wanted to make a full featured unit maker but I can't find the time to work on it .
- Sun Dec 05, 2010 10:21 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
Yeah the side bar is really nice
- Sat Nov 27, 2010 1:16 pm
- Forum: Units
- Topic: My lil' units
- Replies: 23
- Views: 53678
Re: My lil' units
There is something strange with the shadows. It looks like the shadow maps suffer some compression artifacts (but shadow maps cannot be compressed, they're just depth texture objects) so there is probably a problem with it that may be able to crash the game. Which shadow quality level have you set ?...
- Fri Nov 19, 2010 8:39 pm
- Forum: café
- Topic: missing all
- Replies: 11
- Views: 29211
Re: missing all
Well, I think you'll be interested in some Lua coding :). TA3D still needs some Lua AIs and the required Lua interface is not finished (actually a list of useful functions is still missing). You may also want to have a look at how to add Lua scripts to implement some user interface stuffs like Lua/G...
- Fri Nov 19, 2010 8:34 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
It looks like buggy wave sprites
Re: r2717
I don't remember the name but it's something which matches *tree* or *leaf* and the file size should be much bigger than a few bytes (some .3dm files are only "shortcuts" to other files to reduce cost of duplicates)
- Wed Nov 17, 2010 4:56 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
Well ... r2720 includes your arrow/circle images so unless there is some cache issue you should see them. Regarding the style maybe it should be linked to the GUI theme: when you select default.skn theme it uses OTA styled images, when you select Matty.skn it uses your new images - which are really ...
Re: r2717
Sorry for the poor loading performance but keep in mind these binaries are built in debug mode which means the compiler didn't optimize anything and the filter used to shrink textures is much faster with compiler optimizations enabled, if it's really too annoying even for testing I'll change the fil...
- Tue Nov 16, 2010 9:49 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
I've just fixed most of it (except the shader based wave effect). New packages are being built and this time I ran the right script so packages should also appear in the repositories once they're built .
- Tue Nov 16, 2010 5:28 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 248454
Re: Current beta packages
package r2717 contains the binary :). The long wave effect is implemented in a shader. It lacks some randomness in wave distribution that's why it looks a bit ... odd. This effect only appears in the highest levels of water quality setting. I am going to look closer at the normal waves problem. I do...