TA3D 0.6 alpha 5 for win32

title is self explanatory / le titre est explicite non ?
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zuzuf
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TA3D 0.6 alpha 5 for win32

Post by zuzuf » Sun Jun 07, 2009 2:12 pm

Since I fixed several bugs that probably disturb the whole program when it runs, I decided to make a new alpha package. Basically it only includes fixes (but lots of fixes in critical code since alpha 4) and a performance optimization in script code and map loader.

You'll find it on the FTP:
ftp://downloads.ta3d.org/binaries/windows/dev/0.6
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Re: TA3D 0.6 alpha 5 for win32

Post by xpoy » Sun Jun 07, 2009 2:20 pm

Really quickly updata.
Downloading, may some reports coming.

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Re: TA3D 0.6 alpha 5 for win32

Post by Balthazar » Sun Jun 07, 2009 2:21 pm

Don`t see the file.

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Re: TA3D 0.6 alpha 5 for win32

Post by zuzuf » Sun Jun 07, 2009 2:25 pm

refresh the page/FTP view, it may be cached. The file is there :P
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Re: TA3D 0.6 alpha 5 for win32

Post by Balthazar » Sun Jun 07, 2009 3:03 pm

Yep. Google Chrome is quite a strange browser :P

Test in progress...

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Re: TA3D 0.6 alpha 5 for win32

Post by xpoy » Sun Jun 07, 2009 3:22 pm

I didn't make sure, but look like the sky not change in anyway, it alway be the same sky.(And a small problem of light)
And the far signt meet a problem, hehe, the far object looked bigger than nearly!
Look at shot, include the light wrong and far sight problem:
http://bbs.taclub.net/taclub/newTA/atta ... 21b9d9.jpg

The most important, load models be slowly, or it just duo to map load be really fast? /:^}

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Re: TA3D 0.6 alpha 5 for win32

Post by zuzuf » Sun Jun 07, 2009 3:26 pm

loading models is slow when it has to build the cache, when cache is built it only take a few seconds to load everything. Your size problem is due to the orthographic camera, there is no perspective in that mode so models are rendered at the same scale no matter how far they are :P.

Anyway there is clearly a rendering bug because the light area shouldn't be rendered as far as the low definition map, I don't know why it happens only at some angles, and when viewing from other angles it works :?
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Re: TA3D 0.6 alpha 5 for win32

Post by Balthazar » Sun Jun 07, 2009 3:45 pm

Test results.

It`s better, much better.

AI bug with freezing build is solved. AI now builds everything. I`ve played with AI for an about a 20-30 mins and it build a huge base and tryed to kick my ass :P I was laughting like a child from happines.

Plants now works correctly, at least yet I was unable to have halted factory.

Bugs:
AI sub (Core) can`t aim - it shoots only where it swim to. Sub was unable to hit my ship for about 10 mins :P

Suggestion:
1. You definately should add random tree rotate function - to spin trees around Z axis on random deg, it will make trees to look different each time.
2. Command "give resources" should be able to add resources more than the current resource capacities allows to held.

P.S. Zuzuf, now TA3D is so beautifull... I`ve almost cryed - it is so pretty and swift :P All moving, working, doing something - i can`t imagine how good it will become in a year or so...

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Re: TA3D 0.6 alpha 5 for win32

Post by zuzuf » Sun Jun 07, 2009 4:26 pm

I like the randomized trees angle idea, it's implemented :D .
Concerning your second idea, this would lead to inconsistencies in the resource system, so it won't be implemented. If you want to give more to AI, then just spawn a fusion reactor or a metal extractor for him :P

Reading your post I guess that nasty texture corruption bug is gone :mrgreen:
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Re: TA3D 0.6 alpha 5 for win32

Post by xpoy » Sun Jun 07, 2009 6:02 pm

Infact be kicked to hell by AI when shot #6's picture, since back to TA3D I couldn't stop laugh....
And I must learn more English for praise TA3D in equal.

Balthazar is total turely! It`s better, much better.
I really LOOOOOOOOOL when got this "freezing build is solved"
And I think a command that create a unit in middle of screen is useful for Balthazar add "fusion" for AI, /:^}

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Re: TA3D 0.6 alpha 5 for win32

Post by Balthazar » Sun Jun 07, 2009 6:15 pm

Yep, Zuzuf, thanks for spawn resource buildings idea - i`ll use that :P

Terrain texture corruption is always there since 0.6.0 alfa 2. I`m kinda used to it, even if it`s kinda ugly :P
What about MegaZoom texture bug - i`ll do some tests and write about it later.

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Re: TA3D 0.6 alpha 5 for win32

Post by xpoy » Sun Jun 07, 2009 6:30 pm

I want shot some Hign set pictures after look at orthographic camera, but then found press once F12 there will be more than 2 shots, hehe.
And great game feel!I crying with Cool boom sounds!
Now just fixed the hign height weapon fire, then I'm blackmail some guys play TA3D OTA with Full of confidence,hahahaha
The camera should be limit, now it could zoom out more than light, higest then the battle cover by gray.
And in last, I really couldn't stop laught,haha

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Re: TA3D 0.6 alpha 5 for win32

Post by Griswoldz » Tue Jun 09, 2009 4:45 pm

Which HPI files/additional mods are you using? I can't find correct combination here to make it work :D. It always crashes on interface/GUI phrase.

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Re: TA3D 0.6 alpha 5 for win32

Post by Balthazar » Tue Jun 09, 2009 6:23 pm

totala1.hpi + totala2.hpi

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Re: TA3D 0.6 alpha 5 for win32

Post by xpoy » Tue Jun 09, 2009 6:35 pm

My advice is don't use the mods with xon_dll. (These mods data include a dplayx.dll)
And just intereing in ta-fix1.7b2, in this mod TA3D help me trouble arm, their comm be faked

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