TA3D 0.5.0 TEST 10

title is self explanatory / le titre est explicite non ?
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zuzuf
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TA3D 0.5.0 TEST 10

Post by zuzuf » Sun Oct 19, 2008 1:52 pm

Here is a new test release, with some improvements over TEST 9:

* reduced available units sync protocol weight (seems it's still not enough)
* fixed a dead lock when entering chat mode (in WND::msg ...)
* fixed new TDF parser not converting escaped characters to their real value ( "\\n" -> '\n' and "\\r" -> '\r')
* fixed error "could not load 8192"
* weapon entities are stored in a std::vector<WEAPON> object
* weapon free and occupied indexes are stored in std::list<uint32> objects
* Continuation of the code refactoring started a long time ago
* Added a routine to reset all parameters of a camera at once
* fixing some bug with torpedo bombers
* Removed an old workaround with the XLib on Linux
* Updated to FMOD 4.18.04 on OS X
* improved torpedo behavior
* planes maneuver length fixed
* fixed default language not being set when config file is not found (#91)
* fixed unit names and descriptions not being translated
* fixed infinite number of weapon per unit management
* Added an icon for the TA3D application on OS X (merely the same than intro.jpg)
* improved OS X application bundle
* fixed the orders bug
* The application bundle can now find its own resources
* When no resources could be found, does not throw an exception, only exits gracefully
* OSX: Added the revision to the DMG filename
* unit visibility test improved
* reduced number and life time of smoke particles emitted by debris
* added some randomness to debris life
* beginning of the animator module for 3DMEditor
* new icon for TA3D menu entry
* added menu entry for 3DMEditor
* new icon for 3DMEditor
* GFX::renderToTexture now support back buffer rendering when FBO isn't available (implies we need to copy from back buffer ==> less flexibility)
* removed some logs that were flooding the log file (I got 1.8 GB log file for a single game !)
* fixed some explosion particles parameters
* added support for WeaponMainDir and MaxAngleDif(f) FBI variables (corresponding to weapon restrictions).
* fixes ships and floatting units setting their orientation according to map geometry (like vehicles) like some used to
* greatly reduced loading time
* 3DO model textures are loaded at loading time but uploaded to OpenGL only the first time they're needed (like we do for map flat features)

as usual you can download Linux packages from repositories, and win32/source package here:
http://ta3d.org/ta3d-0.5.0-TEST-10-win32.7z
http://ta3d.org/ta3d-0.5.0-TEST-10-src.7z
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Doors
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Re: TA3D 0.5.0 TEST 10

Post by Doors » Mon Oct 20, 2008 4:08 am

zuzuf wrote: as usual you can download Linux packages from repositories, and win32/source package here:
http://ta3d.org/ta3d-0.5.0-TEST-10-win32.7z
http://ta3d.org/ta3d-0.5.0-TEST-10-src.7z
For those who care check my page.

http://ta3d.freedoors.org/Demo/Ta3d-0.5.0-T10.exe
Ready to play.

http://ta3d.freedoors.org/Demo/Ta3d-0.5 ... o-rsrc.exe
Ready for TA resources.

http://ta3d.freedoors.org/Demo/ta3d-050-t10.rar
Executables of test 10.

http://ta3d.freedoors.org/Source/Ta3d-0 ... -Mingw.exe
Complete development environment.

Resources localized to the ta3d directory.
Don't just look at the future through a window.
Open a door and go there.
http://ta3d.freedoors.org
http://www.freedoors.org
http://baencd.freedoors.org

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Post by Maximum » Mon Oct 20, 2008 5:52 am

Great job on the new version, its loads significantly faster; I used to have time to check other things while TA3D was loading but not anymore. :-)

I've got some questions regarding getting the tags I requested to work, I'll post my findings in the help thread.

TA3D is definetly maturing at a quick rate, keep up the great work.

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