Tests on 0.4.1 test 5

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Sirsurthur
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Tests on 0.4.1 test 5

Post by Sirsurthur » Mon Oct 15, 2007 10:28 am

Hello everybody,

I tested this version of TA3D and I was impressed. First I introduce myself. I worked on TA in the past on the website (www.planetannihilation.com/MAGMA) that is down now.

By testing this version, I have few comments and some questions :

1- Are totala3.hpi, totala4.hpi (from TA:CC) and rev3.1.gp3 (from the cavedog patch) loaded by TA3d too? It could be interesting to load all of these to play with the last version of TA.

2- I try to load a mod (TLL mod : www.planetannihilation.com/TLL) and it worked but my commander could not build anything. Is it planned to load more than 1 mod for 1 game (ex: TALON and TLL)?

3- I try to increase the speed of the game and it has not worked.

4- It seems that sometimes the units are "freezing". It seems that they can not walk anymore? Moreover I've seen that units did not always interact well with the map. It appears that they try to climb part that can not climb...


Oki that's my first views. Bravo for all the work. I think this TA3d will be great in the near future.

If I can help in the future, I will be there.

Best regards,

Sirsurthur

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Balthazar
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Post by Balthazar » Mon Oct 15, 2007 10:44 am

Hello there! Thanks for you reply.

Well, about your questions:

1. Yes, you can add totala3.hpi, totala4.hpi and rev31.gp3 to /ta3d/ folder and play the latest OTA version released.

2. To play mod you should extract mod resources to ta3d/mod/tll/ (for example) and select it in the options menu.
There are several mods that was tested with TA3D (you can see them in MOD section), and there are several mods, that was not tested yet. Some of mods may need ta3d.mod file to run correctly (it discribes where apropriate resources are stored - you can see it yourself).

Currently you can load only 1 mod per game, about future improvments you should ask Zuzuf - our lead developer.

3. There are Release versions and Test release versions. During testing some functions can be turned off temporally, but conserning time multiplyer - it seems like bug.

4. Units pathfinding are still in develpment progress, so there can be some "strange" behaviour thingies. Will be fixed step-by-step.

Waiting to hear more from you.

Best Regards
Balthazar

Sirsurthur
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Post by Sirsurthur » Mon Oct 15, 2007 10:59 am

Thanks for the answer.

For loading the TLL mod, I actually used your way but I has not really worked. As I told you, commander was not able to construct anything. Indeed it may need a TA3d.mod file to make it work correctly.

Well great work anyway because it really respects the TA:OTA feelings !

Best regards,

Sirsurthur

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Post by Balthazar » Mon Oct 15, 2007 11:36 am

Well, maybe Zuzuf will post text of ta3d.mod for TLL right here, so you could run TLL with your current version.

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Post by Balthazar » Mon Oct 15, 2007 4:37 pm

Sirsurthur - once you are from France, maybe you can help me with this :)

http://ta3d.sourceforge.net/forums/viewtopic.php?t=453

Sirsurthur
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Post by Sirsurthur » Mon Oct 15, 2007 4:37 pm

Thanks.

I also try to do it my self (the ta3d.mod). I tell you if it works.

However by testing ta3d I saw that the game is crashing when I try to play for more than 10 min.

1- Or the mouse is not responding anymore (perhaps after I try to use the "orders" menu and not the "construction" menu)

2- The game also crashed 3 times by returning directly to windows without having done something really special.

well don't know if I am helping but if you want to I can give you some crash reports.

BR,

Sirsurthur

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Balthazar
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Post by Balthazar » Mon Oct 15, 2007 4:40 pm

Sirsurthur - look at my post above.

What OS do you use? Have you service packs?
What videocard do you use?
What water quality are you using for playing?

Sirsurthur
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Post by Sirsurthur » Mon Oct 15, 2007 4:50 pm

OS : XP familial edition with SP2

Videocard : Nvidia Geforce 6800 LE

Water quality : default one

BR

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Post by zuzuf » Mon Oct 15, 2007 5:19 pm

Hi,

glad to see people interested by TA3D :wink:

Hmm you don't actually have an OS or a video card that is known to have problems with TA3D ... and water quality set as default should be safe, anyway could you post the ta3d.log file ? it contains everything we need to have an idea of what happens.

I'll test TLL when I have time, maybe tonight.
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Post by zuzuf » Mon Oct 15, 2007 9:17 pm

Ok,

while I was playing around with TLL I discovered a bug in the code that reads GUI files, it wasn't detecting build buttons the right way, in fact I thought it was the commonattribs = 4 that made an object a build button, whereas it's attribs = 32. Still testing with other mods, but TLL now works.
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Post by zuzuf » Mon Oct 15, 2007 9:49 pm

Something funny:
http://web.archive.org/web/200411210341 ... -v3.fr.st/

MAGMA will never die !
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Post by Balthazar » Tue Oct 16, 2007 5:17 am

Hehe :) Nice... We have one more supported mod to play :)

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Post by Sirsurthur » Tue Oct 16, 2007 8:06 am

Thanks for your support zuzuf. I will send you the Ta3d.log file so that you can tell me if I made something wrong which can justify the crashes that I lived yesterday.

Thanks for having checked for the TLL. In fact, that race was done by a team member of MAGMA :wink: that's why I personally like it. As you said: "MAGMA will never die !"

I had also two questions for you zuzuf :

1- Is it planned to allow the load of more than 1 mod for one multiplayer game? (ex: TLL and TALON)?

2- TA3D will also support the singleplayer campaign (like the one of TLL) ?

Thanks for all and courage for all you have to do to make it complete.

BR,

Sirsurthur



[/quote]

Sirsurthur
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Post by Sirsurthur » Tue Oct 16, 2007 9:43 am

Is it the TA3D log file that you wanted? I can send it by mail if you prefer.

BR,

Sirsurthur

-------------------------------------------

TA3D 0.4.1 initializing started:

build info : Oct 14 2007 , 16:57:52

Allegro: 4.2.1 (2006)
AllegroGL version: 0.4.0
OS : Windows XP
CPU: ??? AuthenticAMD amd64 -cpuid-x87 FPU-MMX-MMX+-SSE-SSE2-3DNow!-Enhanced 3DNow!-cmov

done some cleaning to make this topic readable again

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zuzuf
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Post by zuzuf » Tue Oct 16, 2007 11:07 am

I prefer you send it by mail since it's too large to be stored in the forum database (the end doesn't appear).

1) loading more than one mod can be done with some mods but not all because of the symbols (the names) they use in their files (some use replace ARM units, some leave some ARM stuffs in their files), so maybe we'll add support for this later, until then if you want to load more than one mod you'll have to manually merge them.

2) yes, support for single player campaign is planned as soon as we'll have AI working.
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Post by Balthazar » Tue Oct 16, 2007 3:43 pm

I`ve got 1 crash too. Zuzuf - logs are sent to you :)

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Post by zuzuf » Tue Oct 16, 2007 4:09 pm

ok, I am testing defense.lua again

PS: if you can, run TA3D from a console, so you'll have all the messages that are printed by the program - lua's code can print some and currently TA3D cannot write it to the ta3d.log file.
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Post by Balthazar » Tue Oct 16, 2007 4:24 pm

Ok, I can :)

Also - found two strange bugs:

1. Sound. Sound appears ONLY when moving camera. (yeah, fucking strange!!! ))
While I move camera - up/down or left/right - TA3D plays all the sounds (build, battle and so on). But once I stop moving the camera - all sounds just dissapears. And appears very very seldom. So I need constantly move camera to hear gameplay sounds :) Kinda boooring.

2. About transparent buildings placementprints (i mentioned above). I`ve noticed strange collision between water quality and building placment prints.
When I use water quality above high - they APPEAR! If water quality normal or below - they are transparent!!! I suppose you will figure why is that :)

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Post by zuzuf » Tue Oct 16, 2007 6:29 pm

Ok, I've tested water quality < 2 and I had the same bug with transparency. Now it's fixed, I forgot to disable alpha blending after drawing simple water models.
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Sirsurthur
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Post by Sirsurthur » Tue Oct 16, 2007 7:01 pm

Hope you recieved my mail with the TA3D.log.


I had also one question. When we modded for TA, we had limited weapon ID and also limited number of units that you could load at the same time by the old TA engine. I wanted to know if TA3d allows to put more than 3 ID weapons by unit and also if you can load an inlimited number of units (which could allow us to merge some mods).

Thanks for all.

BR,

Sirsurthur

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Post by zuzuf » Tue Oct 16, 2007 7:24 pm

since TA3D uses unit names to identify units and load all what's found in it's directory TA3D can uses an unlimited number of units - well it's limited but the limit is so high that you'll never have enough RAM to reach it -> 32768 units should be enough :D . Weapons have less limitations too, you can have as many as you want except it's still limited to 3 weapons per unit, but this will change and it will be easy to do this since it's all stored in arrays.

Except for number of weapon per unit the limitations are so high that you'll never have the required hardware to reach then before let's say 2020, even with that you'll need to create thousands of units and weapons ...

In fact TA3D can load correctly weapons and units that are conflicting with TA because it doesn't use their ID.

PS: as of now, I am sorry I haven't received your mail, please make sure you used the correct address -> zuzuf86@gmail.com
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Post by zuzuf » Tue Oct 16, 2007 7:37 pm

Ok, I've received it :wink:
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Post by Balthazar » Tue Oct 16, 2007 7:37 pm

If I`ll ever be in France, I`ll buy you a beer Zuzuf :)

Any clues about sound bug?

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Post by zuzuf » Tue Oct 16, 2007 7:59 pm

Thanks Balthazar :)

I haven't experienced the sound bug, but this might be due to the fact that the TA3D_Audio module doesn't build exactly the same code for mingw32 (the windows compiler I use to build TA3D from Linux) and for other compilers. It might also come from the OS, since I run much more tests on Linux and the TA3D_Audio module is designed to be thread safe (and thread management is very OS dependent).
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Post by Balthazar » Wed Oct 17, 2007 7:55 am

I see... I`ll test some previous release versions to chek this out.

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Post by Balthazar » Fri Oct 19, 2007 7:07 pm

While playing using defence.c algorythm - AI land units often spawned in the sea, where thay can`t move.
Somewhere before you wrote that now script can`t spawn units where thay can`t be - i.e. subs - on land, and k-bots or tanks on sea.

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Post by zuzuf » Sat Oct 20, 2007 10:12 am

Yes, instead they should not be spawned. Also now it's defense.lua script, the old module is gone :D
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Post by Balthazar » Sat Oct 20, 2007 4:35 pm

Yes, I mean .lua, sorry for this mismatch.

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