progress on 0.4.2
- zuzuf
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progress on 0.4.2
I've been working on a missing feature:
in TA you could resurrect wreckages!
Now you can do it in TA3D too !!! But you need to have the rev31.gp3 file or a file that provides a cursors.gaf with a cursorrevive animation otherwise you won't be able to give the revive order to a unit!
There are also two other things I'll implement soon:
_unit capture
_aircraft repair pads
in TA you could resurrect wreckages!
Now you can do it in TA3D too !!! But you need to have the rev31.gp3 file or a file that provides a cursors.gaf with a cursorrevive animation otherwise you won't be able to give the revive order to a unit!
There are also two other things I'll implement soon:
_unit capture
_aircraft repair pads
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- zuzuf
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hm, I don't want to use shaders here because models should be able to use shaders and if we use our own invisibility shader instead, we'll have render issues. So it's better using blending to achieve transparency (and it'll work with older hardware).
But it's less a graphics problem than an internal way of handling it. Since it consumes energy and it's useless when a enemy is close enough ... but how do you know efficiently (fast enough) when an enemy is close enough ? What if you have thousands of invisible units ? It mustn't be slow ...
But it's less a graphics problem than an internal way of handling it. Since it consumes energy and it's useless when a enemy is close enough ... but how do you know efficiently (fast enough) when an enemy is close enough ? What if you have thousands of invisible units ? It mustn't be slow ...
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- zuzuf
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Some progress:
_you can now build rows of units easily, just hold the mouse button and you can order to build a row !! (just like in supreme commander)
_a nasty bug fixed -> sometimes the cursor position on map wasn't detected correctly resulting in strange camera movements ... (I fixed it when I saw what was buggy adding the former feature)
_you can now build rows of units easily, just hold the mouse button and you can order to build a row !! (just like in supreme commander)
_a nasty bug fixed -> sometimes the cursor position on map wasn't detected correctly resulting in strange camera movements ... (I fixed it when I saw what was buggy adding the former feature)
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- zuzuf
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I've just implemented invisibility, so now units can be cloaked. I improved color support for 3D models (you can set current color to what you want and tell the model renderer to use the product of model color with this color when drawing, it wasn't working well before).
I also fixed a nasty bug which prevented display list from being built properly for 3D models, so it was slowing down the game whereas now, this code improves game speed because it uses display lists instead of calling the renderer and creating a display list every time.
I also fixed a nasty bug which prevented display list from being built properly for 3D models, so it was slowing down the game whereas now, this code improves game speed because it uses display lists instead of calling the renderer and creating a display list every time.
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- zuzuf
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By model color I meant a color multiplier, so you can only have the predefined player colors, but it allows to have your model draw half transparent (if you set alpha to 0.5 for example), or you can draw it darker, ...
This was required to draw transparent models for cloaked units.
Currently I am improving the radar tower (using a good looking texture) and fixing drawing bugs because the color modification changed lots of things in the OpenGL state stack...
PS: you'll get a test release as soon as some ugly bugs are fixed, and I'll be at home tomorrow, so I'll have time to work on TA3D
This was required to draw transparent models for cloaked units.
Currently I am improving the radar tower (using a good looking texture) and fixing drawing bugs because the color modification changed lots of things in the OpenGL state stack...
PS: you'll get a test release as soon as some ugly bugs are fixed, and I'll be at home tomorrow, so I'll have time to work on TA3D
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- zuzuf
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I've rewritten the code for Buildpics, it should handle buildpics of any size, it reads the icons positions from TA's data files but it avoid conflicts so you can build units that would use the same place in TA's menus .
I also fixed the bug that prevented factories from building units once you've ordered them to "stop" (by clicking stop or ctrl+S)
I also fixed the bug that prevented factories from building units once you've ordered them to "stop" (by clicking stop or ctrl+S)
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- zuzuf
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I've added pause/resume game functionality, so now you can pause your game go do something else and come back !!
I've also improved rendering speed on maps with water when reflections are drawn (water quality set to extreme) by adding a visibility check that prevent features that are hidden (whose reflection would have been drawn under the ground in an area without water ...) from being drawn. So it speeds up things when you have lots of trees for example.
I've also improved rendering speed on maps with water when reflections are drawn (water quality set to extreme) by adding a visibility check that prevent features that are hidden (whose reflection would have been drawn under the ground in an area without water ...) from being drawn. So it speeds up things when you have lots of trees for example.
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- zuzuf
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I've just uploaded a commit :
*support for HitByWeapon BOS/COB function
*added support for unit DamageModifier variable
*fixed the "set" command in BOS/COB VM (solar collectors now deactivate when hit by a weapon !!)
*fixed config file format bug with "last map" and "last script" which was sometimes not saved correctly
I haven't tested units with "shields" but the ARMSOLAR seems to work properly, when it's hit by a weapon, it deactivates and protect itself, taking less damage.
could someone post some names of units with shields ??
*support for HitByWeapon BOS/COB function
*added support for unit DamageModifier variable
*fixed the "set" command in BOS/COB VM (solar collectors now deactivate when hit by a weapon !!)
*fixed config file format bug with "last map" and "last script" which was sometimes not saved correctly
I haven't tested units with "shields" but the ARMSOLAR seems to work properly, when it's hit by a weapon, it deactivates and protect itself, taking less damage.
could someone post some names of units with shields ??
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- zuzuf
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I've improved some functions in FBI, 3DO, TDF, and GUI modules. Now objects are indexed in a hash table so it's much faster to find them .
I also modified the TDF feature loader so it doesn't create textures at loading time but at drawing time (but only once) so features that are never used are never built !! And it really speeds up loading .
loading times without compiler optimizations:
cold start (building the cache): 43 sec. !!
normal start: 23 sec. !!
Now I'll add the required code to handle loading progress bar for units, features, ... it was lacking
I also modified the TDF feature loader so it doesn't create textures at loading time but at drawing time (but only once) so features that are never used are never built !! And it really speeds up loading .
loading times without compiler optimizations:
cold start (building the cache): 43 sec. !!
normal start: 23 sec. !!
Now I'll add the required code to handle loading progress bar for units, features, ... it was lacking
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- zuzuf
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The campaign / mission briefing menus are working and you can start missions but it doesn't convert the mission orders and scenario to a script so it starts with default script and it's a normal game. It doesn't disable build pics of units so ... no restriction here but it'll be done soon.
It also displays the "glamour" image associated with the map if present when you win in campaign mode .
We're going to have campaign mode very soon
It also displays the "glamour" image associated with the map if present when you win in campaign mode .
We're going to have campaign mode very soon
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- zuzuf
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Campaign code is almost finished !!!
It loads the maps, create the corresponding script (spawn units, check some objectives, ...).
Still lacking:
* campaign progression management
* implementing unit's initial orders
I managed to run and finish the first arm mission !!
PS: it also lacks the main menu entry you want to click on , for now press 'C' while in main menu to go to campaign menu.
It loads the maps, create the corresponding script (spawn units, check some objectives, ...).
Still lacking:
* campaign progression management
* implementing unit's initial orders
I managed to run and finish the first arm mission !!
PS: it also lacks the main menu entry you want to click on , for now press 'C' while in main menu to go to campaign menu.
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