Current beta packages

title is self explanatory / le titre est explicite non ?
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Re: Current beta packages

Post by zuzuf » Sun Jan 23, 2011 9:59 am

Can you tell me which DLL is missing ?
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Re: Current beta packages

Post by MattyWS » Sun Jan 23, 2011 11:57 am

Sorry lol "Libexpat-1.dll"

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Re: Current beta packages

Post by zuzuf » Sun Jan 23, 2011 4:07 pm

Ok, I ran a few tests and I found a critical bug (crash on startup on windows). I fixed it and I am rebuilding packages.
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Re: Current beta packages

Post by zuzuf » Sun Jan 23, 2011 5:22 pm

New packages are ready.
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Re: Current beta packages

Post by MattyWS » Sun Jan 23, 2011 10:30 pm

New package works, although still get that odd 'mist' covering the map when zoomed in too far or when water (ultimate setting with waves turned on) is in the screen.

Didn't use my OTA style scroll circle/arrows images or pause/victory/defeat images either. :P Totally better :P

EDIT: new problem! fun, eh? i load up the .exe, gets into the game but by the time it gets to the main menu screen, mouse doesnt appear nor can I move it, there is no way of navigation.

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Re: Current beta packages

Post by zuzuf » Wed Jan 26, 2011 7:12 pm

ooops, sorry I had the images in my local resources folder but I forgot to commit them.

Regarding the mouse bug, does it happen every time you start the game ? Does mouse sensitivity changes something ? Can you try to run in one of windows's compatibility mode ?

PS: you really should ask milipili for an SVN account with write access to graphics files and folders.
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Re: Current beta packages

Post by MattyWS » Wed Jan 26, 2011 10:53 pm

First time I started it was fine, but now every time (I get past the startup credits and onto the main menu) the cursor isn't there and i can't click anything if I try. I guess I will just delete the folder and start a new one. I tried compatability mode set to windows xp, still nothing, I even tried changing the theme to modern in the settings and it still didn't show up. I did change mouse sensitivity though before it happened.

Code: Select all

Mouse Sensitivity = -47983339481519204003809599837926058625960792833058153260282733289800093381974852608674481501064940309094845954606903842214229125543329264803829477525803401898563594383936468135807742717465313222550635913800703828137096954626529148376548182023238687045215;
EDIT: Scrap all that, It happens the second time I load up the .exe, first time it's fine and the mouse shows, I quit the game and second time the cursor is stuck in the middle, third time there is no cursor. To do the test all I did was delete the settings folder, no settings were changed during the test.

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Re: Current beta packages

Post by zuzuf » Sat Jan 29, 2011 8:33 pm

I've just released packages (r2751) which should fix this bug. It includes several bug fixes, sharper fonts, Matman's images, randomized angle for ripples, ...
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Re: Current beta packages

Post by zuzuf » Sun Jan 30, 2011 9:41 pm

New packages built from r2763 are available. It fixes several bugs (in Ultimate water renderer, waves, other minor bugs) and improves cache construction time.
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Re: Current beta packages

Post by zuzuf » Mon Jan 31, 2011 3:57 pm

New packages built from r2767 are available. Several rendering improvements/fixes, mainly in water renderer "ultimate": ripples and waves are now rendered into a normal map to add some optical distortion around boats and coasts, the simulated wave pattern looks less repetitive. This is more a test than a definitive feature so I am waiting for your feed back :).

NB: you must enable waves to see the new feature.
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Re: Current beta packages

Post by zuzuf » Tue Feb 01, 2011 7:48 pm

New packages built from r2775 are available. Changes:
  • some code cleaning
  • healthbars colors fixed
  • healthbars are not rendered for enemies anymore
  • several improvements to water/lava/fog shaders
  • ugly coastline removed from ultimate water shader
  • rendering of unit waypoints reverted to normal (this was temporary for debugging purposes)
  • victory/pause/defeat images are not stretched anymore
  • several bug fixes
This package is a bit bigger than previous ones because it has been built in debug mode (it'll also run slower), this is required to get more information in crash reports.
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Re: Current beta packages

Post by zuzuf » Wed Feb 02, 2011 3:11 am

Packages for r2777 are available (it fixes a crash when loading 3DS/OBJ models).
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Re: Current beta packages

Post by Balthazar » Wed Feb 02, 2011 4:59 pm

Was the free resource set updated or it still the same?

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Re: Current beta packages

Post by zuzuf » Wed Feb 02, 2011 5:08 pm

It's still the same.
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Re: Current beta packages

Post by zuzuf » Thu Feb 03, 2011 1:37 am

New packages are being built from r2794, they should be available soon (within one hour from the time I am writing this). It features several bug fixes, Matman's new ripples, waves and skies. For details see http://trac.ta3d.org/timeline

NB: several bug fixes only affects the free data set, the archive won't be updated before the packages are built but you can get the SVN version.
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Re: Current beta packages

Post by Balthazar » Thu Feb 03, 2011 11:25 am

Great! Will re-check posted bugs and continue to test new build.

I hope now the free_data_set is ready for downloading?

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Re: Current beta packages

Post by zuzuf » Thu Feb 03, 2011 3:18 pm

I've just updated the free data set packages (7z, DEB, RPM).
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Re: Current beta packages

Post by zuzuf » Sat Feb 05, 2011 4:23 pm

New packages are available (built from r2802).
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Re: Current beta packages

Post by Balthazar » Sat Feb 05, 2011 5:34 pm

zuzuf wrote:New packages are available (built from r2802).
ta3d.exe is not there

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Re: Current beta packages

Post by zuzuf » Sat Feb 05, 2011 5:40 pm

:( there was a compilation error with the win32 build. I am rebuilding packages.
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Re: Current beta packages

Post by Balthazar » Sat Feb 05, 2011 5:55 pm

zuzuf wrote::( there was a compilation error with the win32 build. I am rebuilding packages.
Not a problem ) I think you`ll need soon a "donation" button, when ta3d became widely popular )

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Re: Current beta packages

Post by Flashbang232 » Sat Feb 05, 2011 6:42 pm

errorlog ahoy? :P

Also, did anyone try that windows installer program hack i mentioned? .......
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Re: Current beta packages

Post by zuzuf » Sat Feb 05, 2011 7:44 pm

r2807 packages are ready.

Flashbang232: the program you mentioned is a windows program I cannot run it on my Linux server to build auto-installers automatically.
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Re: Current beta packages

Post by Flashbang232 » Sun Feb 06, 2011 6:35 pm

Oh sorry i forgot. :(

Is linux good? I might wanna try out a different OS for once.... :)
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Re: Current beta packages

Post by zuzuf » Sun Feb 06, 2011 6:54 pm

There are various Linux flavors out there ranging from source distributions you build yourself (Gentoo) to distributions for everyone (K/X/Ubuntu, Mandriva, SUSE,...). It's likely you'll find one that fits your needs (http://distrowatch.com/, http://www.kde.org/, http://www.gnome.org/). It's a bit confusing to try a new OS but after a while you probably won't want to go back ;).
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Re: Current beta packages

Post by zuzuf » Sun Feb 06, 2011 8:25 pm

New packages built from r2819 are ready.
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Re: Current beta packages

Post by Balthazar » Sun Feb 06, 2011 8:30 pm

zuzuf wrote:New packages built from r2819 are ready.
Gotta catch them all )

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Re: Current beta packages

Post by zuzuf » Mon Feb 07, 2011 3:12 am

New packages built from r2827 are available. It adds icons in tactical view for metal deposits and geothermal vents. It ships Matman's sky for acid world and many fixes.
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Re: Current beta packages

Post by Flashbang232 » Tue Feb 08, 2011 3:56 pm

When will we be adding matmans gui?
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Re: Current beta packages

Post by MattyWS » Tue Feb 08, 2011 5:29 pm

My gui is added already, just change hte options called 'current skin'. unless you mean the in-game one?

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Re: Current beta packages

Post by Flashbang232 » Wed Feb 09, 2011 1:22 pm

Oh crap, i renamed all the custom guis to the origional names (took away the Matt_ at the front of it) Same with the bitmaps used in the menus.
Lol
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Re: Current beta packages

Post by MattyWS » Wed Feb 09, 2011 4:42 pm

why would you rename files ?

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Re: Current beta packages

Post by Flashbang232 » Fri Feb 11, 2011 3:20 pm

because i wanted your gui to be permanent. xD
its awesome

i created a test button in pause menu on ta3d xD
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Re: Current beta packages

Post by zuzuf » Sun Feb 13, 2011 7:37 pm

Packages for revision 2843 are available. It features a few fixes and support for OpenMP to speed up the loading process on multicore CPUs. It can make TA3D load much faster but it may also crash during loading, if it's the case for you, then you should set the OMP_NUM_THREADS environment variable to 1 (it'll disable parallelism during the loading process).

PS: I've just updated the windows package which was missing several files.
Last edited by zuzuf on Mon Feb 14, 2011 5:41 pm, edited 1 time in total.
Reason: wrong revision number
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Re: Current beta packages

Post by zuzuf » Mon Feb 14, 2011 11:48 pm

New packages are available. They are built from r2849 and include several fixes to the 3D models loading process (loading crashes introduced in previous package should have disappeared) and other bug fixes (fog is no more walkable, nanolathe particles are rendered underwater). Holding shift and pointing or selecting a kamikaze or cloaked unit will show its detection and blast radius, holding control will show radar,sonar and jamming radius.
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Re: Current beta packages

Post by Balthazar » Tue Feb 15, 2011 6:43 am

Good ) Time to update the buglist )

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Re: Current beta packages

Post by zuzuf » Wed Feb 16, 2011 11:42 am

New packages built from r2854 are ready. Brings minor fixes and the windows package includes 7z.exe to allow extracting mod archives automatically.
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Re: Current beta packages

Post by zuzuf » Thu Feb 24, 2011 6:17 pm

I've made new packages from revision 2868. There are several important changes:
  • burnt map objects (trees) keep their orientation
  • rocks angle is randomized too, like trees (in both cases only when a 3D model is available)
  • visibility for units is computed geometrically instead of using a costly grid (OTA's yardmap) (fixes units with footprint 0 being invisible)
  • weapon/unit collision detection uses a BVH (Bounding Volume Hierarchy) instead of a grid (should reduce memory usage and fixes units with footprint 0 being indestructible)
  • the "air" yardmap for aircrafts is now useless and has been removed
  • TA3D's KdTree implementation has been optimized (it's much faster with thousands of units)
  • several minor fixes (some of them should improve stability and reduce crashes on loading)
Since there are lots of modifications in important internal structures it may also introduce a few bugs.

I've been trying to fix shields, unfortunately they seem to use some 2D hacks (the shield is a huge sprite which isn't right for TA3D because it's a flat 3D model and TA3D expects a real 3D object, both for rendering and collision detection). Replacing the flat shield model with a 3D sphere makes it possible to render the shield which is also capable of stopping weapons now but it's rendered in wired mode and after the first shot it just stops working :(. Note that it's possible to replace the model without actually replacing the .3DO file (since all other 3D formats have priority over 3DO) to keep compatibility with OTA. This is what I managed to get with a 3D sphere model:
Image
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Re: Current beta packages

Post by Balthazar » Thu Feb 24, 2011 7:10 pm

Even wired do looks cool )

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Re: Current beta packages

Post by zuzuf » Mon Feb 28, 2011 2:09 pm

New packages (r2887) are ready. Summary of changes:
  • fixed several rendering bugs
  • fixed several networking synchronization bugs
  • fixed crash on exit (windows)
  • added Matman's 3D models for trees
  • several internal structures rewritten to be safer and reduce memory requirements
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Re: Current beta packages

Post by Durand » Mon Feb 28, 2011 6:27 pm

Look good. How i add a shield to an unit ?

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Re: Current beta packages

Post by zuzuf » Mon Feb 28, 2011 6:33 pm

Currently those shields are a hack. If I understand how it works, the shields is rendered using a new unit (so the shield generator is implemented as a factory) but intercepts shots using an anti-weapon weapon which is invisible and extremely fast (currently this doesn't work in TA3D).

Regarding a future TA3D specific implementation of shields you may be interested in the following thread : http://www.ta3d.org/forums/viewtopic.php?f=2&t=2556
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Re: Current beta packages

Post by zuzuf » Mon Mar 14, 2011 3:51 pm

New packages built from r2902 are ready. Summary of changes:
  • fixed patrolling builders auto helping factories
  • pathfinder performance improved and loading time decreased (because of pathfinder precomputed stuffs being much faster)
  • reduced memory requirements when loading big maps
  • lots of bug fixes in multiplayer mode
  • fixed very high multiplayer latency
NB: because it includes lots of critical core changes this revision is likely to break compatibility with previous ones regarding a few things (like saved games) and breaks for sure multiplayer compatibility.
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Re: Current beta packages

Post by Balthazar » Mon Mar 14, 2011 5:17 pm

Great )

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Re: Current beta packages

Post by zuzuf » Thu Apr 21, 2011 8:32 pm

New packages (r2918) are available. I have been improving the stack traces produced by the bug report system to get more information about the program when it crashes (basically it reads all the stack of all running threads) and it should be a bit more robust. I also fixed lots of compilation warnings and a few minor bugs. I improved a bit the performance of building some internal data structures which are rebuilt for every simulation step. I might have introduced bugs when fixing those warnings (I've been rewriting some code) even though obvious regressions should be gone. As I made a few changes to a few internal stuffs related to game status loading games saved with previous versions is likely to crash (if it doesn't crash it won't work properly anyway).

I'd like to move to RC stage so this should be the last beta package before RC (this is needed to track regressions I could have introduced since r1902 before going RC).
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Re: Current beta packages

Post by Balthazar » Thu Jun 09, 2011 3:41 pm

Any news since 17 of April :P ?

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Re: Current beta packages

Post by zuzuf » Sun Jun 12, 2011 6:33 pm

I've been fixing a few bugs and Milipili has been working on OS X bugs.
Also I have been busy moving and right now I don't have a working DSL connection :( (I am using a wireless limited connection) which won't help me work on TA3D :(.
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Re: Current beta packages

Post by Balthazar » Mon Jul 18, 2011 3:09 pm

Maybe you can remotely build the latest binarie? I`m kinda missing new betas :P

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Re: Current beta packages

Post by zuzuf » Mon Jul 18, 2011 4:17 pm

Unfortunately I can only do that for Linux packages but without fully testing the install process on a clean install (I do that in a virtual machine). I don't have a working windows installer builder on my server to have this task automated for windows packages.
I now have a working DSL connection and I am working on it ;).
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Re: Current beta packages

Post by Balthazar » Mon Aug 01, 2011 8:29 am

:twisted:

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