Search found 3281 matches

by zuzuf
Sat Jan 22, 2011 9:46 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

new packages are ready :)
by zuzuf
Sat Jan 22, 2011 9:19 pm
Forum: coding / développement
Topic: errr....i would ask a developer for this but.....
Replies: 9
Views: 25245

Re: errr....i would ask a developer for this but.....

Explaining script commands the ta3d engine finds buggy. It says [turn, a few explode, and some dont-cache] commands are buggy/dont exist. also; it says that the sprayangle=1024; on the core pyro weapon doesnt exist. Its in that little ta3d debug popup window or whatever. Can you send me the log/mes...
by zuzuf
Sat Jan 22, 2011 8:13 pm
Forum: Announcements / Annonces
Topic: Package building system
Replies: 6
Views: 19701

Re: Package building system

Unfortunately no, it doesn't build an installer but a 7zip archive. If you know how to use NSIS (or another windows installer generator) from a Debian server don't hesitate to tell me :).
by zuzuf
Sat Jan 22, 2011 8:08 pm
Forum: Maps
Topic: New Map:Crystal Aneurism
Replies: 7
Views: 48918

Re: New Map:Crystal Aneurism

I am going to give it a try :).

PS: I moved the thread to the "Maps" forum which was created for this kind of threads.
by zuzuf
Sat Jan 22, 2011 8:00 pm
Forum: Announcements / Annonces
Topic: Package building system
Replies: 6
Views: 19701

Re: Package building system

There was a compilation error so the binary was not updated. I've started the build process, hopefully we should have nice working packages soon :).
by zuzuf
Sat Jan 22, 2011 10:59 am
Forum: Help / Aide
Topic: **SOLVED**Can not install TA3D, constant errors!
Replies: 14
Views: 37965

Re: **SOLVED**Can not install TA3D, constant errors!

Try to refresh folder content in your file browser (F5).
by zuzuf
Fri Jan 21, 2011 9:16 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

Ooops, the windows package failed to build properly, it ships the same binary as previous package, I am going to remove it, fix the build process and make a working one.
by zuzuf
Thu Jan 20, 2011 9:39 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

That's interesting but I would like to run a few tests on other tags before fixing it (maybe the fix could be more general). I've seen your images for when middle button is pressed and I liked them :), it's much better than the old flat circle and arrows. Your new GUI bars are cool too but I fear I ...
by zuzuf
Thu Jan 20, 2011 9:12 pm
Forum: Help / Aide
Topic: **SOLVED**Can not install TA3D, constant errors!
Replies: 14
Views: 37965

Re: **SOLVED**Can not install TA3D, constant errors!

Hi, it's not recommended to copy TA3D's files to OTA's install folder. There should be an install.bat script which can install OTA's archives for you (from the CDs). Before starting TA3D again make sure the ta3d/cache folder is empty (just to avoid problems). You may be interested in current develop...
by zuzuf
Sun Jan 16, 2011 8:07 pm
Forum: Suggestion
Topic: constructive Criticism
Replies: 17
Views: 42085

Re: constructive Criticism

Umm, i mean like slightly more detail on certain stuff. Details is not a problem as long as it doesn't require changes to the various rendering paths. Actually the only lighting effect that could be done without disturbing things too much is SSAO(Screen Space Ambient Occlusion) (since it would be i...
by zuzuf
Sun Jan 16, 2011 7:57 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37638

Re: Found useful stuffs.....

So what you are saying that, in fact, this line defines where the waves show up? It's exactly what it does the "float offset = Coast_factor* 3.14 - cos(t) *1.57 - 2.0;" both defines the pattern of the coastline waves and where the waves show up? no, the offset is just where to look in the wave patt...
by zuzuf
Sun Jan 16, 2011 12:47 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37638

Re: Found useful stuffs.....

I think you can remove those waves by removing these lines: float coast_factor = clamp( 1.0 - 8.0 * depth, 0.0, 1.0 ); float offset = coast_factor * 3.14 - cos(t) * 1.57 - 2.0; float f = cos( offset ); float f2 = cos( offset - 0.2 ); f = (f <= f2) ? pow(clamp(f,0.0,1.0),10.0) : f; f *= (0.5 * cos(t+...
by zuzuf
Sun Jan 16, 2011 12:35 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

No I am not giving up :P. I am busy and tired that's all and current code revision has a few bugs I want to fix before making a new release (I changed a few internal data structures like strings and hashtables). I hope I can make TA3D build with Clang (a new C++ compiler) soon it's a nice tool which...
by zuzuf
Sun Jan 09, 2011 9:24 am
Forum: Suggestion
Topic: constructive Criticism
Replies: 17
Views: 42085

Re: constructive Criticism

Better graphics (this will surely improve as we head down the road of progression or something) It won't be that easy because of all the rendering paths for legacy hardware it's getting difficult to add new lighting effects. texture/explosion animations quality-the textures, if i look closely, look...
by zuzuf
Sat Jan 08, 2011 1:57 pm
Forum: Help / Aide
Topic: **SOLVED**Can not install TA3D, constant errors!
Replies: 14
Views: 37965

Re: Can not install TA3D, constant errors!

Hi, I guess you tried to install the last stable package (0.5.4). At the time I released it, I tested everything on windows XP so I guess the issue is specific to windows 7. I think it's probably related to admin rights being required to write things in C:\Program files\ and the installer don't ask ...
by zuzuf
Sat Jan 08, 2011 1:50 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37638

Re: Found useful stuffs.....

The coastline wave is controlled in the water_sim_reflec.frag file.
by zuzuf
Wed Jan 05, 2011 6:24 pm
Forum: Textures
Topic: Ta Textures?
Replies: 7
Views: 46719

Re: Ta Textures?

Making a free data set for TA3D is one of the objectives of the project (and it's far from being done). You may want to have a look at http://trac.ta3d.org/browser/trunk/src/ta3d/mods/ta3d , the TODO file should give you an idea of the task (even though it might not be totally up to date). Regarding...
by zuzuf
Wed Jan 05, 2011 6:18 pm
Forum: Help / Aide
Topic: Ta3d-More coding help
Replies: 2
Views: 13987

Re: Ta3d-More coding help

The AI files in \ta3d\ai\ contains some informations used only by some legacy AI code, in current state they are useless but you can write your own AIs in Lua and put them in ta3d/scripts/ai/. TA3D will list lua files in ta3d/scripts/ai/ as Lua AIs you can select in the AIs list for computer players...
by zuzuf
Wed Jan 05, 2011 6:03 pm
Forum: Suggestion
Topic: New tier
Replies: 3
Views: 16079

Re: New tier

I am not sure I understand what you mean by "2 tiers" but if I have it right then it can be extended by editing the factory/units graph (split in various TDF files)
by zuzuf
Wed Jan 05, 2011 5:55 pm
Forum: Suggestion
Topic: With my overly-active imagination....
Replies: 8
Views: 23675

Re: With my overly-active imagination....

I think it's possible to animate unit parts that way, but it would require some scripting. Regarding trees, there currently is no way to animate them like this without adding some C++ code. I'll definitely take this into account for Lua based effects.
by zuzuf
Wed Jan 05, 2011 5:50 pm
Forum: Suggestion
Topic: Water/model effects
Replies: 6
Views: 20772

Re: Water/model effects

Your AA problem might be related to your driver (I have experienced a similar issue with a few AA levels, if I set AA to 6x or above it won't work but if I set it to 4x it looks great :) )
by zuzuf
Wed Jan 05, 2011 5:48 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37638

Re: Found useful stuffs.....

the ta3d.lh header file contains several functions and variables which are used by the engine (like the unit table which contains animation data for Lua animated units) when running Lua scripts, it's not related to GLSL shaders. The Lua API is almost mapped to OTA Bos API with a few differences due ...
by zuzuf
Wed Jan 05, 2011 5:27 pm
Forum: coding / développement
Topic: errr....i would ask a developer for this but.....
Replies: 9
Views: 25245

Re: errr....i would ask a developer for this but.....

umm.....what is developer access? where i get programs to edit all the files? The SVN repository is a synchronized source tree stored on a server with the history of all the modifications made to it. You have anonymous read access to it but you need a developer account (write access rights to at le...
by zuzuf
Sat Jan 01, 2011 2:51 pm
Forum: coding / développement
Topic: ta3d solar energy patch
Replies: 4
Views: 16462

Re: ta3d solar energy patch

It seems it removes this line from the armsolar.fbi file:

Code: Select all

	Ovradjust=1;
and it looks like it changes the armsolar.cob file too.
by zuzuf
Sat Jan 01, 2011 2:04 pm
Forum: coding / développement
Topic: errr....i would ask a developer for this but.....
Replies: 9
Views: 25245

Re: errr....i would ask a developer for this but.....

Hehe TA3D is open source which means you can access the source code and if you want to help we can eventually grant you developer access to it.

Have a look at: http://trac.ta3d.org/browser/trunk
by zuzuf
Sat Jan 01, 2011 2:01 pm
Forum: café
Topic: Happy new year!
Replies: 2
Views: 12487

Happy new year!

I wish a happy new year and good health to everyone !
May this year bring you lots of joy, fortune, health, and a new stable release of TA3D fully playable with all mods and less bugs :P.

PS: I insist on health because I already started the year badly as I am sick since Monday :(.
by zuzuf
Thu Dec 30, 2010 5:54 pm
Forum: café
Topic: something that we should have for long
Replies: 2
Views: 12361

Re: something that we should have for long

Well, they always find a way to work around that kind of limitation. But currently the first message of any user should be approved by a moderator before being visible and when it's a spambot I am here to delete the user account :P (it's much faster than disapproving all their messages).
by zuzuf
Sun Dec 26, 2010 11:48 am
Forum: Suggestion
Topic: So, maps?
Replies: 18
Views: 41253

Re: So, maps?

If you encode a 24bits height into a RGB color with 8bits per channel, it won't be easy to edit with external tools.
by zuzuf
Fri Dec 24, 2010 11:52 am
Forum: Suggestion
Topic: So, maps?
Replies: 18
Views: 41253

Re: So, maps?

Well, if we support HDR image formats it won't but it won't be as convenient as 8bits channels because software support for those formats is less developed.
by zuzuf
Sat Dec 18, 2010 3:47 pm
Forum: coding / développement
Topic: libyuni : CustomString now replaces StringBase
Replies: 2
Views: 14027

Re: libyuni : CustomString now replaces StringBase

I've been trying CustomString and found that it currently lacks a few things:
  • no substr-like method either for ASCII or UTF8 strings
  • no overloaded operator+ (that could be overcome but it's annoying)
by zuzuf
Fri Dec 17, 2010 6:15 pm
Forum: café
Topic: Keep it up!
Replies: 5
Views: 17193

Re: Keep it up!

Interesting.

PS: I am running Firefox 3.6.13 too and I've just tested, it works for me. Do you use some add-on that could tweak some of Firefox parameters ?
by zuzuf
Thu Dec 16, 2010 9:35 pm
Forum: café
Topic: Keep it up!
Replies: 5
Views: 17193

Re: Keep it up!

Thanks, I like that kind of posts :).

Currently the multiplayer save feature is in an unknown state: it was broken somewhere in the middle of 0.6 development but I didn't have much time to test it lately. I may have a look at it this week end.
by zuzuf
Thu Dec 16, 2010 8:49 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

Sorry, I've been a bit busy I didn't found much time to work on TA3D (but I'll probably be forced to work on TA3D this week end because of the snow).
by zuzuf
Mon Dec 13, 2010 5:03 pm
Forum: Help / Aide
Topic: ta3d scans my /home/$USER on startup for resources
Replies: 11
Views: 30899

Re: ta3d scans my /home/$USER on startup for resources

hm, there is no explicit entry for it so I guess you started TA3D from your home directory (working directory is automatically used as a resource path) which can take a while and require lots of memory since it fills an hashtable with the paths to all the files it finds inside the resource paths (bo...
by zuzuf
Sat Dec 11, 2010 6:10 pm
Forum: Tests
Topic: r2727
Replies: 4
Views: 17682

Re: r2727

Waves seem to be rendered correctly. This could be an error in some foggy calculation in a water or maybe a buggy quad.

Try to disable particles(particles use many quads) and to run with the lowest water quality settings. If it works try enabling particles again.
by zuzuf
Fri Dec 10, 2010 10:28 am
Forum: café
Topic: 10 hours
Replies: 6
Views: 18434

Re: 10 hours

15cm of snow in 3 hours is unusual in Paris :(
by zuzuf
Thu Dec 09, 2010 9:12 pm
Forum: café
Topic: 10 hours
Replies: 6
Views: 18434

10 hours

... it's the time I spent driving back home last ni... hm yesterday evening and this morning. Today I decided to hate snow storms :evil:
by zuzuf
Thu Dec 09, 2010 9:07 pm
Forum: café
Topic: missing all
Replies: 11
Views: 28147

Re: missing all

You can render maps a bit "flatter" if you enable the "Low map definition" option (it'll render less geometrical details, I added this option mostly for Intel chips which don't like eating too much geometry).
by zuzuf
Mon Dec 06, 2010 10:02 pm
Forum: café
Topic: missing all
Replies: 11
Views: 28147

Re: missing all

I suggest you start with the files within the src/scripts folder, you'll most likely be interested by this one: http://trac.ta3d.org/browser/trunk/src/ta3d/src/scripts/lua.thread.h This file is the basis of all Lua low-level interface with TA3D (and the same API could be used for all kinds of langua...
by zuzuf
Sun Dec 05, 2010 10:36 pm
Forum: Suggestion
Topic: So, maps?
Replies: 18
Views: 41253

Re: So, maps?

I really like this idea :). Features can already be added/removed dynamically and a standard image format would be easy to use outside the engine. We have mostly all the tools to do it but there is still something to think of: medium and big maps will require a huge texture, bigger than lots of vide...
by zuzuf
Sun Dec 05, 2010 10:22 pm
Forum: Announcements / Annonces
Topic: 3DMEditor2 alpha 8 for windows
Replies: 19
Views: 45511

Re: 3DMEditor2 alpha 8 for windows

I wanted to make a full featured unit maker but I can't find the time to work on it :(.
by zuzuf
Sun Dec 05, 2010 10:21 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

Yeah the side bar is really nice :)
by zuzuf
Sat Nov 27, 2010 1:16 pm
Forum: Units
Topic: My lil' units
Replies: 23
Views: 51438

Re: My lil' units

There is something strange with the shadows. It looks like the shadow maps suffer some compression artifacts (but shadow maps cannot be compressed, they're just depth texture objects) so there is probably a problem with it that may be able to crash the game. Which shadow quality level have you set ?...
by zuzuf
Fri Nov 19, 2010 8:39 pm
Forum: café
Topic: missing all
Replies: 11
Views: 28147

Re: missing all

Well, I think you'll be interested in some Lua coding :). TA3D still needs some Lua AIs and the required Lua interface is not finished (actually a list of useful functions is still missing). You may also want to have a look at how to add Lua scripts to implement some user interface stuffs like Lua/G...
by zuzuf
Fri Nov 19, 2010 8:34 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

It looks like buggy wave sprites :?
by zuzuf
Wed Nov 17, 2010 5:04 pm
Forum: Tests
Topic: r2717
Replies: 4
Views: 15587

Re: r2717

I don't remember the name but it's something which matches *tree* or *leaf* and the file size should be much bigger than a few bytes (some .3dm files are only "shortcuts" to other files to reduce cost of duplicates)
by zuzuf
Wed Nov 17, 2010 4:56 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

Well ... r2720 includes your arrow/circle images so unless there is some cache issue you should see them. Regarding the style maybe it should be linked to the GUI theme: when you select default.skn theme it uses OTA styled images, when you select Matty.skn it uses your new images - which are really ...
by zuzuf
Tue Nov 16, 2010 9:56 pm
Forum: Tests
Topic: r2717
Replies: 4
Views: 15587

Re: r2717

Sorry for the poor loading performance but keep in mind these binaries are built in debug mode which means the compiler didn't optimize anything and the filter used to shrink textures is much faster with compiler optimizations enabled, if it's really too annoying even for testing I'll change the fil...
by zuzuf
Tue Nov 16, 2010 9:49 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

I've just fixed most of it (except the shader based wave effect). New packages are being built and this time I ran the right script so packages should also appear in the repositories once they're built :oops: .
by zuzuf
Tue Nov 16, 2010 5:28 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239803

Re: Current beta packages

package r2717 contains the binary :). The long wave effect is implemented in a shader. It lacks some randomness in wave distribution that's why it looks a bit ... odd. This effect only appears in the highest levels of water quality setting. I am going to look closer at the normal waves problem. I do...