TA3D 0.6 beta 5 for win32

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

Post by zuzuf » Wed Jan 20, 2010 10:58 pm

Various crashes have been fixed, lag in menus is gone. Several data structures have been optimized (mainly hash tables since TA3D now uses Google's sparsehash), thread synchronization code has been rewritten.

This beta 5 brings lots of tweaks everywhere so there are lots of testing to do :mrgreen: .

As usual you'll find it there:
ftp://downloads.ta3d.org/binaries/windows/dev/0.6/

NB: this is package has been built in release mode with GCC 3.4 (unfortunately GCC 4.4 crashed before finishing the build :cry: , I'll try later with another GCC 4.x)
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Balthazar
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Re: TA3D 0.6 beta 5 for win32

Post by Balthazar » Thu Jan 21, 2010 7:04 am

Yes, it works flawlessly. Commander sometimes stack around vechicle plant, but it`s much much better, than it was with old pathfinding :P

Will do some tests and post detailed report soon. Thanks Zuzuf, Milipili and all who help to make Ta3D better :P

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Re: TA3D 0.6 beta 5 for win32

Post by slogic » Fri Jan 22, 2010 7:25 am

Finally launched the game. Reclaiming is not working. Default unit action for a building is GUARD. Currently not working.
Last edited by slogic on Fri Jan 22, 2010 11:30 am, edited 2 times in total.

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Re: TA3D 0.6 beta 5 for win32

Post by Balthazar » Fri Jan 22, 2010 7:29 am

Command "spawn 0 any 500" (any above 50) cause crash. Can this bug be reproduced?

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Re: TA3D 0.6 beta 5 for win32

Post by zuzuf » Fri Jan 22, 2010 11:20 am

Balthazar: I can reproduce the spawn crash, it's a bug in some internal function used for rendering radar/sonar/visibility maps.

slogic: indeed some orders are buggy, units aren't ordered to get close enough to their target so they keep looking for a path they won't be given because they're already almost there. Can you give us more details about how to reproduce the GUARD action bug ?
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Re: TA3D 0.6 beta 5 for win32

Post by slogic » Fri Jan 22, 2010 11:37 am

zuzuf wrote:Can you give us more details about how to reproduce the GUARD action bug ?
Sure! Let assume a unit is selected. MOVE command on a building (or any other unit) should be translated into GUARD (if the source unit can GUARD clicked unit). Also you can even improve gameplay without breaking OTA idea: allow GUARD command on unfinished unit. So I can build a fab & queue one more command to assist this fab with a unit which currently is building this fab. In OTA you can't queue orders on unfinished buildings. This is a big (but not major, major is unit non-shooting bug) flaw .

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Re: TA3D 0.6 beta 5 for win32

Post by zuzuf » Fri Jan 22, 2010 11:59 am

GUARD command (as well as all other commands that makes sense) can target unfinished units, so only MOVE -> GUARD translation is lacking when cursor is pointing some interesting unit :)
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Re: TA3D 0.6 beta 5 for win32

Post by slogic » Fri Jan 22, 2010 5:42 pm

Hm, I have to point smth. For builders MOVE action on not finished buildings/units translates to REPAIR in OTA. What was absent in OTA is that you can't queue GUARD action on a unit which is being built by a builder (in human terms: assist a fab when you finish it). So, you may translate MOVE action into GUARD for a builder which already is working on this unit, but only if SHIFT is pressed. Otherwise it translates to REPAIR action which is what he is doing (so, actually annualized). Hope it was clear & you get the point :?

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Re: TA3D 0.6 beta 5 for win32

Post by jakehobby1 » Tue Apr 24, 2012 1:36 am

GUARD command (as well as all other commands that makes sense) can target unfinished units, so only MOVE -> GUARD translation is lacking when cursor is pointing some interesting unit :)
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