TA3D 0.4.2 TEST 4

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zuzuf
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TA3D 0.4.2 TEST 4

Post by zuzuf » Thu Dec 27, 2007 11:53 pm

Here is a non-exhaustive list of what it brings:
  • * improved GUI module
    * new Audio configuration tool
    * play list is autogenerated when needed
    * pressing SPACE will show game statistics
    * fixed transporters bug (units not being attached at the right height)
    * weapon model rotation bug fixed
    * fixed shortcuts in GUI ( 'A' & 'a' are recognized as the same key now)
    * fixed some unit script limitations
    * new LZW module (to test LZW efficiency on network packets) <- this is for testing purposes only
    * improved ListBox widget in GUI module
    * HPI cache system (yes, now we have a HPI cache to speed up file extraction from archives), the drawback is that you have to reset the cache if a file changes, otherwise the cache will still give TA3D the old version of the file
you can download it there:
TA3D 0.4.2 TEST 4

NB:
while in game TA3D is continuously printing things in the console (if you run it from a console or from ta3d.bat). These things are information about packets that could be send over the network to synchronize a game, this IS NOT DEFINITIVE, it's there only for TESTING PURPOSES, it tries to compress the data with the LZW algorithm and compares the compressed and uncompressed data. This is to estimate the required bandwidth depending on the game and the way data are synchronized. A packet contains sync data for one tick (1/10th second).
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Post by Balthazar » Fri Dec 28, 2007 6:24 am

I suppose weapon ID bug is still present in this test release?

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Post by zuzuf » Fri Dec 28, 2007 10:48 am

yes, but I don't think it's related to the ID since TA3D doesn't care about IDs, it uses names instead, that way you can use more than 256 weapons at a time and have as many units as you want ... because units & weapons use their names to refer to each other and the ID is there only to tell TA engine where to store it.
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Post by zuzuf » Fri Dec 28, 2007 1:34 pm

could you give me a list of units having the weapon bug ?
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Post by Balthazar » Fri Dec 28, 2007 1:59 pm

Sure. Give me a little time!

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Post by Balthazar » Fri Dec 28, 2007 4:02 pm

Also, I`ve noticed, that there are many sprite trees now, not only 3D modelled ones.

For TA3D with rev31.gp3 and ccdata.ccx

Arms - Only ships have more than 2 weapons.
ARMROY
ARMCRUS
ARMAAS - (hard to say)
Last edited by Balthazar on Fri Dec 28, 2007 4:13 pm, edited 1 time in total.

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Post by zuzuf » Fri Dec 28, 2007 4:11 pm

Ok, I'll see what's wrong with them
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Post by Balthazar » Fri Dec 28, 2007 4:29 pm

Core Units:

Found the only 1 ship
CORECRUS

Krogoth works fine with 3 weapons O_O

Also some old bugs present

Black polygons.
Nanolathe bugs.

Image

Image

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Post by zuzuf » Fri Dec 28, 2007 4:40 pm

hm, ARMROY & ARMCRUS only have 2 weapons

ARMAAS has 3, but 2 of them are identical ...

I am afraid if you don't see 3 weapons it's normal for those 3 units ...

I tested with only totala1.hpi, totala2.hpi, ta3d.hpi (shouldn't change anything), rev31.gp3 and ccdata.ccx

Looking at corresponding .fbi files show there are only 2 weapons for ARMROY & ARMCRUS, and 3 for ARMAAS, but looking at those weapons shows they have the same name and both are missiles.

If you don't notice 3 weapons on ARMAAS it's because of a bug (finally we have one :P ) that makes those missile weapons fire from unit's position instead of turret position ... that's the bug in fact, the only bug with weapon isn't a ID bug :D

PS:
CORCRUS has only 2 weapons too, I've just checked that ;)
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Post by Balthazar » Fri Dec 28, 2007 5:32 pm

Maybe you are right. But, ARMROY and ARMCRUS DO HAVE TURETS on models, that just inactive?

Yeah, I`ve just compare with TA. They have turrets on model, that just FAKE :) Buhaha, never noticed this earlier :)

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Post by zuzuf » Fri Dec 28, 2007 6:38 pm

Yeah, while developing TA3D I've learned lots of things too about TA that I never noticed while playing !!!
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Post by zuzuf » Fri Dec 28, 2007 7:24 pm

good news:
weapon bug and particle dispersion bug fixed :D !!

In fact the weapon bug was a bug in OBJECT::compute_coord that forgot to take some data into account when calculating the position of an object from a 3DO model :evil:
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Post by Balthazar » Sat Dec 29, 2007 9:21 am

Hell :) Can`t manage to run TA3D Excess. Different errors while loading. Maybe it`s because of OS, maybe not. Windows stability kinda suxx.

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Post by zuzuf » Sat Dec 29, 2007 12:19 pm

hm, there is a bug with cache system and mods, I don't know if I fixed it before TEST 4.

Try to empty the cache dir and restart TA3D with the mod you want (you will have to do that each time you change mod).

could you send me the ta3d.log file so we can see where it has crashed ?
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Post by Balthazar » Sat Dec 29, 2007 5:53 pm

Zuzuf, I`m sending logs to you. I`ve manage to run Excess 2 times of 6. 4 logs are sent to you by mail.

The magor problem really looks like was in cache system. After deleting cache directory Excess can be run with higher probability than without cleaning, but yet it is far from 100%.

Also - all bugs conserning TA Excess are in their places. All four of them, that discribed in Units animation bugs thread.

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Post by zuzuf » Sat Dec 29, 2007 6:13 pm

okay, I've read your logs, it looks like a cache related bug, but it's strange because it seems to be the HPI cache which store files using their path including the mod path, so there shouldn't be any problem with it. The texture cache is buggy with ATI cards and should be disabled ... but I didn't put anything in the logs to tell it's using ati workarounds :? . I am making a new binary and I'll send it to you so you can test it again and send me the logs again.
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Post by Balthazar » Sat Dec 29, 2007 8:08 pm

No problems :)

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