Search found 3281 matches

by zuzuf
Mon Jul 18, 2011 4:20 pm
Forum: Help / Aide
Topic: TA3D freeze after 5-6 minutes.
Replies: 10
Views: 29940

Re: TA3D freeze after 5-6 minutes.

Looking at the FBI file would require lots of extra code. If someone is willing to implement this feature patches are welcome.
by zuzuf
Mon Jul 18, 2011 4:17 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239728

Re: Current beta packages

Unfortunately I can only do that for Linux packages but without fully testing the install process on a clean install (I do that in a virtual machine). I don't have a working windows installer builder on my server to have this task automated for windows packages. I now have a working DSL connection a...
by zuzuf
Sun Jul 17, 2011 9:36 pm
Forum: café
Topic: Forum spambots... gah
Replies: 11
Views: 32208

Re: stop this piece of shit

It looks like everything that is public ends up being worked around and spam is getting really annoying. I'll find some time to add a home made spam detector :twisted:
by zuzuf
Sun Jul 17, 2011 9:33 pm
Forum: Help / Aide
Topic: No Core Adv. Construction Sub
Replies: 6
Views: 22567

Re: No Core Adv. Construction Sub

Interesting, I am going to have a look at it before making the first RC package.
by zuzuf
Sun Jul 17, 2011 9:30 pm
Forum: Help / Aide
Topic: TA3D freeze after 5-6 minutes.
Replies: 10
Views: 29940

Re: TA3D freeze after 5-6 minutes.

This line tells you the ARMLLT script doesn't have the QueryNanoPiece function, all functions are not required for all units but it can tell if a function is missing when you're scripting a unit.
by zuzuf
Sun Jul 17, 2011 9:28 pm
Forum: Help / Aide
Topic: Compiling
Replies: 3
Views: 16381

Re: Compiling

Hi, it looks like C stdio header is missing from TA3D_hpi.cpp (it most likely was included by some dependency on my system). Just add this line at the top: #include <cstdio> You can also try the 0.6 branch (since I now have a working DSL connection I am going to build RC packages, so expect it to be...
by zuzuf
Sun Jul 17, 2011 9:23 pm
Forum: Suggestion
Topic: wait_for_turn => wait_for_move
Replies: 2
Views: 14985

Re: wait_for_turn => wait_for_move

There is a wait_for_move function, see scripts/ta3d.lh for details.
by zuzuf
Thu Jul 07, 2011 4:46 pm
Forum: Tests
Topic: <3 Ta3d
Replies: 2
Views: 13501

Re: <3 Ta3d

That's ... unexpected since this test only prevents "looking" outside the shadowmap (it disables shadows when no data is available for a given fragment). Does a bigger value still fix your problem (something like 0.49) ? It may be related to an issue with shadowmap borders (maybe there is an option ...
by zuzuf
Thu Jul 07, 2011 4:42 pm
Forum: Help / Aide
Topic: Fail to start TA3D after successfull installation
Replies: 1
Views: 13872

Re: Fail to start TA3D after successfull installation

Hi, you must run the install.bat script in TA3D's install folder. It will as for OTA cds and get the files it needs. NB: even though TA3D can run from OTA's install folder, it is not recommended that's the reason why there is a script to install the required files directly from the cds to TA3D's ins...
by zuzuf
Tue Jun 28, 2011 7:50 pm
Forum: Help / Aide
Topic: TA3D freeze after 5-6 minutes.
Replies: 10
Views: 29940

Re: TA3D freeze after 5-6 minutes.

Sorry for not being there more often I am still waiting for my ISP to set up my new DSL connection :(.

Maybe it's related to the settings you use, does it still freeze with everything turned off ?
by zuzuf
Wed Jun 15, 2011 10:20 pm
Forum: café
Topic: Hello
Replies: 3
Views: 14483

Re: Hello

That could be helpful :)
by zuzuf
Wed Jun 15, 2011 10:18 pm
Forum: Help / Aide
Topic: No Core Adv. Construction Sub
Replies: 6
Views: 22567

Re: No Core Adv. Construction Sub

Do you use rev31.gp3 and/or the free data set ?
by zuzuf
Sun Jun 12, 2011 6:50 pm
Forum: café
Topic: Hello
Replies: 3
Views: 14483

Re: Hello

Welcome to this forum and to the community :) TA3D 0.6 is almost in RC stage (there is no RC package yet because I have no convenient way to build and upload packages right now) so we'll need testers :). Multiplayer hasn't been tested as much as other parts of the engine so maybe you could try that ...
by zuzuf
Sun Jun 12, 2011 6:39 pm
Forum: Announcements / Annonces
Topic: Current status
Replies: 3
Views: 17215

Re: Current status

I guess the camera locking mechanism you're referring to is the tracking mode (should be something like tracking/target in the code). I am going to look at this sound bug, I expect it should be easy to fix. :P and this one...when some feature is in screen borderline, it will be hide in screen, maybe...
by zuzuf
Sun Jun 12, 2011 6:33 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239728

Re: Current beta packages

I've been fixing a few bugs and Milipili has been working on OS X bugs.
Also I have been busy moving and right now I don't have a working DSL connection :( (I am using a wireless limited connection) which won't help me work on TA3D :(.
by zuzuf
Sat May 21, 2011 10:43 pm
Forum: Announcements / Annonces
Topic: Current status
Replies: 3
Views: 17215

Current status

I've been fixing a few bugs, optimizing the loading process a bit on multi-core CPUs. I also added a new feature: TA3D minimizes on Alt-Tab when in full screen mode. It's not the native Alt-Tab behavior because SDL doesn't support it, so it's simulated but it works. If no major issue is found, I wil...
by zuzuf
Sat May 21, 2011 10:39 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

Ok, this has been continued on IRC and is now fixed. The problem was due to a threading issue, you can work around it by setting the OMP_NUM_THREADS environment variable to 1 (may 4 works too depending on the resource files you use, it's also faster to load if you have a multi-core CPU): export OMP_...
by zuzuf
Thu May 19, 2011 5:58 pm
Forum: café
Topic: Unfortunate yet happy news
Replies: 3
Views: 14862

Re: Unfortunate yet happy news

I think it's ok for the trees but I don't have the rocks and the metal steamvent. :) I have been there a few weeks ago too, passing tests, interviews, the most annoying interviews and tests all for the same company and in the end I got a job somewhere else :mrgreen: I wish you good luck with your in...
by zuzuf
Tue May 17, 2011 8:47 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

Ok, I found what was preventing the crash reporter from working: Ubuntu's default policy for ptrace has changed, by default a child process is no more allowed to attach to its parent which is what TA3D was doing when calling GDB to get a stack trace :evil: This can be temporarily (until next boot) d...
by zuzuf
Tue May 17, 2011 8:29 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

Do you have GDB installed ?
by zuzuf
Tue May 17, 2011 8:11 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

Never run something that is not a system service as root, it can only make things get worse by changing file permissions!
Does it show a bug report window ? (won't work if ran inside GDB)
by zuzuf
Tue May 17, 2011 5:34 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

Shadow quality = 7 is too high (only 0-3 are valid in TA3D 0.6 but I am not sure it has exactly the same meaning in 0.5.4).
FSAA = 8 may be the root of your problems, try to lower it to 4 or even disable it.
With an nvidia card and nvidia's driver you can safely enable texture caching.
by zuzuf
Mon May 16, 2011 8:12 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

This really shouldn't happen with NVidia's driver (I am running a 64bits Natty with nvidia's driver without issues).
Can you post here your ~/.ta3d/ta3d.cfg file ?
by zuzuf
Mon May 16, 2011 4:57 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

I guess the (mouse) input event loop in TA3D should be running in its own thread to prevent lag but it's not easy to change yet. Which version of TA3D (0.5.4 or 0.6) do you use ? (very important since they don't rely on the same library for keyboard/mouse inputs) Do you use the nouveau driver or NVi...
by zuzuf
Sun May 15, 2011 4:36 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

Compositing is likely to slow down things and increase input latency. You can try to disable your compositing manager or limit TA3D's frame rate. Playing in fullscreen mode can help too (compositing managers may bypass the compositing pass and allow TA3D to render directly to the screen). There are ...
by zuzuf
Sun May 15, 2011 4:30 pm
Forum: café
Topic: c++ Aid
Replies: 1
Views: 12097

Re: c++ Aid

Firstly, How is C++ used in ta3d. (Exe? Files that ta3d runs off of?) The final binary EXE is the output of the C++ compiler/linker. Secondly, What sorts of coding in general (diff types) are used in ta3d? If you mean "coding style" there is a file for you in the repository: http://trac.ta3d.org/br...
by zuzuf
Sun May 15, 2011 3:49 pm
Forum: café
Topic: Forum spambots... gah
Replies: 11
Views: 32208

Re: stop this piece of shit

Interesting, I am going to look for a phpBB mod right now 8)
by zuzuf
Sun May 15, 2011 3:47 pm
Forum: Tests
Topic: real quick test of latest version, feedback now.
Replies: 1
Views: 11353

Re: real quick test of latest version, feedback now.

And this package is still built in debug mode so you can expect a big performance improvement soon with RC and stable releases.
by zuzuf
Sun May 15, 2011 3:43 pm
Forum: Help / Aide
Topic: Maps have no Texture
Replies: 19
Views: 45773

Re: Maps have no Texture

Can you post your hardware specs (OS, video card, video driver,...), the TA3D version you use and your game settings (the ~/.ta3d/ta3d.cfg file) ?
by zuzuf
Sat May 07, 2011 12:49 pm
Forum: Help / Aide
Topic: Skirmish AI rush
Replies: 6
Views: 21477

Re: Skirmish AI rush

AI players take decisions based on a set of weights which changes to reflect AI needs. This represents the will to build metal extractors, power plants, offensive units, ... At some point it checks for enemies which are weak enough (estimating its military power) and attack them with offensive units...
by zuzuf
Sat May 07, 2011 9:36 am
Forum: Help / Aide
Topic: Skirmish AI rush
Replies: 6
Views: 21477

Re: Skirmish AI rush

There are RPM packages as well: ftp://downloads.ta3d.org/binaries/linux/urpmi/
by zuzuf
Fri May 06, 2011 10:19 pm
Forum: Help / Aide
Topic: Skirmish AI rush
Replies: 6
Views: 21477

Re: Skirmish AI rush

Hi,

I guess you've ran the last stable release, the AI has been improved in the 0.6 branch (which is in beta stage, almost RC).
by zuzuf
Mon May 02, 2011 9:01 am
Forum: café
Topic: A little hello
Replies: 3
Views: 14220

Re: A little hello

There are lots of fan made maps out there (cf http://www.tauniverse.com/) as well as a few map editors you can get legally. TA3D, like OTA, will launch as long as it can find game resources (game menus, maps, units, weapons, ...) and doesn't care if it's OTA's original resources, the demo, the free ...
by zuzuf
Sun May 01, 2011 12:53 pm
Forum: café
Topic: A little hello
Replies: 3
Views: 14220

Re: A little hello

Hi, yes, that's the correct list of TA3D's direct dependencies but you'll need the freetype library too to build FTGL. NB: TA3D will use the shipped libraries even if you have them installed on your system, it's not safe to bypass this behavior (TA3D ships a modified non-standard FTGL). With the fre...
by zuzuf
Tue Apr 26, 2011 2:30 pm
Forum: Tests
Topic: wierd pixellation on res below 1366x768
Replies: 8
Views: 21933

Re: wierd pixellation on res below 1366x768

ha oui merci, ça m'avait échappé.

Flashbang232: what you're referring to as DOS mode is windows's command line, so yes it works :).
by zuzuf
Tue Apr 26, 2011 10:05 am
Forum: café
Topic: Unfortunate yet happy news
Replies: 3
Views: 14862

Re: Unfortunate yet happy news

I wish you good luck :).

PS: did you finish your tactical icons ?
by zuzuf
Tue Apr 26, 2011 9:47 am
Forum: Tests
Topic: wierd pixellation on res below 1366x768
Replies: 8
Views: 21933

Re: wierd pixellation on res below 1366x768

TA3D works with DOS/Windows style paths and I've just checked the failsafe config tool in a VM (from the command line in order to get any message that could be generated). If you get an error about the path, then the path you're using is likely to be incorrect.
by zuzuf
Fri Apr 22, 2011 7:31 pm
Forum: Tests
Topic: r2918
Replies: 1
Views: 11121

Re: r2918

Non, pas encore mais je vais regarder ça de plus près. Concernant l'utilisation du CPU, ce paquet est encore compilé en mode debug (donc non optimisé) et nécessite donc plus de ressources CPU pour tourner qu'un paquet compilé en release (ce qui sera le cas des versions RC). Tu peux aussi limiter le ...
by zuzuf
Thu Apr 21, 2011 8:32 pm
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239728

Re: Current beta packages

New packages (r2918) are available. I have been improving the stack traces produced by the bug report system to get more information about the program when it crashes (basically it reads all the stack of all running threads) and it should be a bit more robust. I also fixed lots of compilation warnin...
by zuzuf
Sat Apr 16, 2011 8:52 pm
Forum: 3D Models
Topic: creating good 3d weapons graphics
Replies: 4
Views: 17251

Re: creating good 3d weapons graphics

The d-gun is rendered as a 3D model in OTA :P (but it's mostly covered with sprites from bounce/explosion effects). Regarding lasers, I really think the choice should be left to mod designers. Also unless you are looking at a (very) slow laser shot you won't see any detail on the object, only the co...
by zuzuf
Tue Apr 12, 2011 1:08 pm
Forum: 3D Models
Topic: creating good 3d weapons graphics
Replies: 4
Views: 17251

Re: creating good 3d weapons graphics

Weapons can use 3D models (OTA supports it, so does TA3D :wink: ). Missiles and rockets are rendered as 3D objects. Regarding classes, well it would reduce possibilities if it restricts the number of 3D models.
by zuzuf
Sat Apr 09, 2011 9:46 pm
Forum: café
Topic: home-made WebGL engine
Replies: 1
Views: 11056

Re: home-made WebGL engine

I've added SSAO (with optional blur) and fixed a few bugs. There is a small panel to toggle the effects (shadows, SSAO, etc...) but it seems it doesn't show up in Chrome (but it does in Firefox). WebGL really is a nice piece of technology : it just works provided you run it in a WebGL enabled browse...
by zuzuf
Sat Apr 09, 2011 12:32 pm
Forum: Tests
Topic: wierd pixellation on res below 1366x768
Replies: 8
Views: 21933

Re: wierd pixellation on res below 1366x768

from the DOS command line or the "run" dialog:
"path:/to/ta3d/ta3d.exe --config"
by zuzuf
Sat Apr 09, 2011 12:31 pm
Forum: Mods
Topic: A TA to ta3d conversion guide?
Replies: 1
Views: 32516

Re: A TA to ta3d conversion guide?

Since 2 years lots of things have been fixed. Normally no conversion should be needed (TA mods should be compatible with TA3D) however there are tricks which don't work properly yet with TA3D. As a mod developer your experience with bugs when porting from TA to TA3D would be very valuable to us (I m...
by zuzuf
Sat Apr 09, 2011 12:00 pm
Forum: café
Topic: home-made WebGL engine
Replies: 1
Views: 11056

home-made WebGL engine

WebGL is the new standard for web 3D. It allows you to have accelerated 3D in your (modern) web browser. I've been working on a small engine: http://www.zuzuf.net/webglengine/test.html (it may take some time to load since it needs to read a 4MB model). currently it features: shadow mapping deferred ...
by zuzuf
Sat Apr 09, 2011 11:55 am
Forum: Suggestion
Topic: TA3d using a "external shell" to detect stuff....
Replies: 3
Views: 17302

Re: TA3d using a "external shell" to detect stuff....

Wow, this is interesting. It could be useful for binaries and a few files but I think it would be better if handled directly by the (un)install/repair system. Also compressing the cache is a bad idea since it's already slightly compressed (compressed textures are cached, several files are compressed...
by zuzuf
Sat Apr 09, 2011 11:48 am
Forum: Suggestion
Topic: Linux/Windows packaging
Replies: 2
Views: 14543

Re: Linux/Windows packaging

I'll have a look at it.

Regarding windows packaging tools, do you know if they can be used from the command line (would be cool if I could run them on my server to build the RC packages :) ).
by zuzuf
Sun Apr 03, 2011 8:55 pm
Forum: Tests
Topic: wierd pixellation on res below 1366x768
Replies: 8
Views: 21933

Re: wierd pixellation on res below 1366x768

It looks like texture level of detail is wrong (maybe out of expected range). Try to run with the "--config" parameter and check your settings (not all are available with this config tool but main options are there).
by zuzuf
Sun Apr 03, 2011 8:51 pm
Forum: Tests
Topic: r2699 bugs
Replies: 4
Views: 16082

Re: r2699 bugs

Please use the last version for testing and if possible post step by step how to reproduce the problem.
by zuzuf
Sun Apr 03, 2011 8:48 pm
Forum: coding / développement
Topic: Other ta3d modding Stuff....
Replies: 6
Views: 20411

Re: Other ta3d modding Stuff....

Ooops, sorry the FBI tags list is complete but the documents about scripting isn't.