Are unit healthbars implemented?
Are unit healthbars implemented?
I'm sorry i haven't tried the latest 0.6.x alpha, just played a bit with 0.5.4. I wonder, are healthbars implemented? Pressing "~" (tilda) key does nothing for me.
- Balthazar
- Moderator
- Posts: 2055
- Joined: Wed Nov 01, 2006 4:31 pm
- Location: Russian Federation
- Contact:
Re: Are unit healthbars implemented?
AFAIK healthbars are not implemented yet. Will be later for sure.
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
It's planned, I've just added a ticket for it in the Trac
=>;-D Penguin Powered
Re: Are unit healthbars implemented?
zuzuf, may be it is easier for you to make my inputs right into the Trac next time?
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
I've just implemented health bars, you can toggle them with the HOME key (there were problems with ~ so let's use HOME at least for now).
=>;-D Penguin Powered
Re: Are unit healthbars implemented?
It could not be "M" like in the original TA ?zuzuf wrote:I've just implemented health bars, you can toggle them with the HOME key (there were problems with ~ so let's use HOME at least for now).
Damien Gerard
Ta3d & Yuni Developer
Ta3d & Yuni Developer
Re: Are unit healthbars implemented?
I will make a shortcuts editor
Damien Gerard
Ta3d & Yuni Developer
Ta3d & Yuni Developer
Re: Are unit healthbars implemented?
By the way, what's wrong with "~" key? It breaks TA3D main idea to make fully compatible TA but in 3D.
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
well when you press it, TA3D doesn't detect it properly ... this is a platform dependent thing that should be worked around.
=>;-D Penguin Powered
Re: Are unit healthbars implemented?
Make it compatible at least for WIN platform, please. For *NIX & others platforms make whatever you want. They have never had native OTA binary.
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
You can play OTA in wine on Linux and other wine supported platforms so everyone is concerned. The platform dependency problem not only depends on the OS but also on locales (it depends on keyboard and the way keys are mapped on it). Since I don't have never played OTA with a qwerty keyboard I don't know how to map the keys properly otherwise I would already have fixed it
=>;-D Penguin Powered
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
That's not the problem. The problem is a keyboard mapping problem. It's SDL related, see http://www.libsdl.org/cgi/docwiki.cgi/SDLKey for more info.
=>;-D Penguin Powered
Re: Are unit healthbars implemented?
I think it should be
Also you can make simple SDL app which prints key codes in SDL context (?) & then i can report you the result. Hope SDL has some code to detect type of keyboard. Mine is QWERTY of course.SDLK_BACKQUOTE '`' grave
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
That's the problem with SDL keyboard stuffs but I think I have an idea to overcome this limitation: use input from keyboard buffer. This should be portable.
PS: humpf, after looking closer to the problem, it would not always work because of Caps lock things ... we need to find something else
PS: humpf, after looking closer to the problem, it would not always work because of Caps lock things ... we need to find something else
=>;-D Penguin Powered
Re: Are unit healthbars implemented?
/:^]
Why not make a TA3D self KEY map, I mean:
Why not make a TA3D self KEY map, I mean:
Code: Select all
#ifdef _WINDOWS_
#define TA3DKEY_A VK_A
#elif _LINUX_
#define TA3DKEY_A LINUX_A// .............
#endif
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
It's already done but it's the same for all OSes because you can't write:
since you don't know at build time which keyboard you'll have to handle.
Code: Select all
#ifdef __KEYBOARD_QWERTY__
...
#elif defined __KEYBOARD_AZERTY__
#elif defined __KEYBOARD_****
...
#endif
=>;-D Penguin Powered
Re: Are unit healthbars implemented?
You may implement two sets of ambiguous keys and make a new option in config dialogue: keyboard layout. Values are: QWERTY, and yours (i have no idea what you're using).
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: Are unit healthbars implemented?
Let's say making a keymap for all existing keyboards (there are more than just QWERTY and French AZERTY) is not a priority yet and it's not an easy solution.
=>;-D Penguin Powered
Re: Are unit healthbars implemented?
/:^]
well, doesn't linux support virtual-keycode?
There no diffrent from diffrent keyboard for windows APP, when used VK_A for 'A'
well, doesn't linux support virtual-keycode?
There no diffrent from diffrent keyboard for windows APP, when used VK_A for 'A'
Who is online
Users browsing this forum: No registered users and 11 guests