TA3D 0.6 beta 6 for win32

title is self explanatory / le titre est explicite non ?
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zuzuf
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TA3D 0.6 beta 6 for win32

Post by zuzuf » Wed Jan 27, 2010 4:21 pm

I've made a new beta package with all the new fixes since beta 5. It should not crash as often as before, networking is working again.

You'll also find the new gasbags models in this package :) :
ftp://downloads.ta3d.org/binaries/windows/dev/0.6/

PS: this beta mainly fixes bugs (see the timeline for more information, there are just too much fixes to post the full list here).
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Balthazar
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Re: TA3D 0.6 beta 6 for win32

Post by Balthazar » Wed Jan 27, 2010 6:29 pm

Yay! I`ll try this today with the new TA Excess 2 units ;P

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Re: TA3D 0.6 beta 6 for win32

Post by xpoy » Thu Jan 28, 2010 7:15 pm

I like this one :
this beta mainly fixes bugs (see the timeline for more information, there are just too much fixes to post the full list here).

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Re: TA3D 0.6 beta 6 for win32

Post by bigman2008 » Sun Jan 31, 2010 5:58 pm

There is a bug when loading a mods units if no units are found in the root folder then it does not load any units. Also to fix this I propose that you do not require any files containing units or unit data to be put in the root directory of the game just files containing maps, sections, and features to reduce this bug. As above in my mod's folder there are units; however they fail to be found when none are found in the root directory of the game. Another way to fix this is to not require any archives that have units and unit info to be in the root of the game's folder because it causes problems.

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Re: TA3D 0.6 beta 6 for win32

Post by zuzuf » Sun Jan 31, 2010 8:36 pm

Making a difference between archives containing units and archives containing something else is too complicated. Current system doesn't care of archive content, it just merges everything using a priority for each source, if something doesn't work with it then it's a bug.
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Re: TA3D 0.6 beta 6 for win32

Post by Manoa » Sat Feb 06, 2010 4:43 pm

nice ! it finally workx in win32, ok here is what I got so far with default settings on winxp32 with conroe and a amd 3870 with driver 8.4:
there is some nano flicker when the nano is near the left edge of screen.
the commander sometimes skates lol.

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Re: TA3D 0.6 beta 6 for win32

Post by zuzuf » Sat Feb 06, 2010 5:59 pm

commander moving bug is fixed now :)
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Re: TA3D 0.6 beta 6 for win32

Post by Manoa » Sat Feb 06, 2010 11:19 pm

hmmm, not limited to commander, other units are skating as well, samson driving sideways when attack...lol !

some strange unit texture flicker with everything on highest, maybe I need to change the water settings...

btw left edge nano flicker disappeared when I changed settings to everything on highest with 80 fps limit (maybe because I enable transperent interface)

the rest you already know (units temporarily stukt on their way to the destination (but seem to get there eventually), factory guarding units go on world tours while assist construction, water is black but that I guess expected on amd video cards)

but AI is very good, already builds things, sometimes stukt in the lab with units and then it stops his whole program lol, he needs to think in threads ahha.

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Re: TA3D 0.6 beta 6 for win32

Post by zuzuf » Sat Feb 06, 2010 11:46 pm

Can you send me your ta3d.log file ? It may contain info about shader compilation which could help fixing it for amd cards.
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Re: TA3D 0.6 beta 6 for win32

Post by xpoy » Wed Feb 10, 2010 11:15 am

The ati card problem is more effective, that, BSOD isn't godd.

But great! Really great, beta6

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