pretty much everything works fine, and with good performance.
the more serious issue is lack of info on keyboard shortcuts. how do i rotate the camera? i can give some more detailed tests later on. also, there is no info on keyboard shortcuts, nor ability to configure them.
problems :
- i cannot build anything else than laser turrets in final arm missions (standard TA). what the heck?
- on first core prime arm mission i can see the sky texture behind the edge of terrain (default camera setting).
- arm commander walks funny when trying to capture core construction bot (zig-zags), which pretty much walks a straight line (first core prime mission from standard TA)
r2552 tests
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
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Re: r2552 tests
Thank you for reporting.
You can rotate the camera holding your mouse middle button when in free camera mode.
Keyboard shortcuts are difficult to configure, due to OTA design (they're mostly stored into GUI files for everything related to GUI like unit orders - because they are triggered through a menu button).
Build restrictions bug in final arm missions is fixed
You can rotate the camera holding your mouse middle button when in free camera mode.
Keyboard shortcuts are difficult to configure, due to OTA design (they're mostly stored into GUI files for everything related to GUI like unit orders - because they are triggered through a menu button).
Build restrictions bug in final arm missions is fixed

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Re: r2552 tests
coll, running off to test now.
i think left+right (pressed together) should also rotate the camera. on my mouse wheel serves as a middle button.
ok, it works.
one more bug found with current svn (r2554) - trying to order commander to reclaim the antenna unselects the commander (i think it was done with left click, or am i wrong?)
i'll try to reproduce this more accurately
also i saw nanolathe spray, but only when commander was building something to the top-left of his position. that's pretty strange, but i prefer to blame it on testing video drivers.
edit: it also works for making buildings to the north of commander position. weird.
segfault when saving game (only 0 byte file is created)
i suppose i can molest mesa (xorg) team with this, or is it a shader bug?
i think left+right (pressed together) should also rotate the camera. on my mouse wheel serves as a middle button.
ok, it works.
one more bug found with current svn (r2554) - trying to order commander to reclaim the antenna unselects the commander (i think it was done with left click, or am i wrong?)
i'll try to reproduce this more accurately
also i saw nanolathe spray, but only when commander was building something to the top-left of his position. that's pretty strange, but i prefer to blame it on testing video drivers.
edit: it also works for making buildings to the north of commander position. weird.
segfault when saving game (only 0 byte file is created)
Code: Select all
./ta3d(_Z17backtrace_handleri+0x21) [0x81e7681]
[0xa7709400]
/lib/libc.so.6(strlen+0x33) [0xa735b4b3]
/lib/libz.so.1(gzputs+0x25) [0xa7631525]
./ta3d() [0x83b16c3]
./ta3d(_ZN4TA3D9save_gameEN4Yuni10StringBaseIcLi128EEEPNS_8GameDataE+0x261) [0x83b19bd]
./ta3d(_ZN4TA3D6Battle7executeEv+0x86ea) [0x8375bf6]
./ta3d(_ZN4TA3D6Battle7ExecuteEPNS_8GameDataE+0x2e) [0x8363c66]
./ta3d(_ZN4TA3D12brief_screenEN4Yuni10StringBaseIcLi128EEEi+0x3152) [0x83d3c8b]
./ta3d(_ZN4TA3D18campaign_main_menuEv+0x1780) [0x83d09fd]
./ta3d(_ZN4TA3D5Menus4Solo16doGoMenuCompaignEv+0x10) [0x839f512]
./ta3d(_ZN4TA3D5Menus4Solo22maySwitchToAnotherMenuEv+0x2f8) [0x839f3b8]
./ta3d(_ZN4TA3D5Menus8Abstract6doLoopEv+0x5a) [0x839a8d8]
./ta3d(_ZN4TA3D5Menus8Abstract9doExecuteEv+0x18) [0x839a90c]
./ta3d(_ZN4TA3D5Menus8Abstract14doGuardExecuteEv+0x18) [0x839a6f2]
./ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0x20) [0x839a654]
./ta3d(_ZN4TA3D5Menus4Solo7ExecuteEv+0x1e) [0x839ee1e]
./ta3d(_ZN4TA3D5Menus8MainMenu12goToMenuSoloEv+0x10) [0x83a7a10]
./ta3d(_ZN4TA3D5Menus8MainMenu22maySwitchToAnotherMenuEv+0x1eb) [0x83a6dcd]
./ta3d(_ZN4TA3D5Menus8Abstract6doLoopEv+0x5a) [0x839a8d8]
./ta3d(_ZN4TA3D5Menus8MainMenu9doExecuteEv+0x18) [0x83a69c0]
./ta3d(_ZN4TA3D5Menus8Abstract14doGuardExecuteEv+0x18) [0x839a6f2]
./ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0x20) [0x839a654]
./ta3d(_ZN4TA3D5Menus8MainMenu7ExecuteEv+0x1e) [0x83a6546]
./ta3d(main+0x172) [0x84088ad]
/lib/libc.so.6(__libc_start_main+0xe6) [0xa72febb6]
./ta3d() [0x81c1231]
An error has occured.
Debugging information have been logged to:
/home/yoshi/.ta3d/log/backtrace.txt
Please report to our forums (http://www.ta3d.org/)
and keep this file, it'll help us debugging.
Code: Select all
[Tue Apr 6 19:24:25 2010][ta3d][error] [shader] Fragment shader: `shaders/map_shadow.frag` failed to compile
[Tue Apr 6 19:24:25 2010][ta3d][error] [shader] Error: undefined function 'abs'
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: r2552 tests
This is not a shader bug, the abs function should exist.
Thanks for the stack trace, it'll help find this nasty bug
Thanks for the stack trace, it'll help find this nasty bug

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