Search found 155 matches

by Flashbang232
Sat Feb 05, 2011 6:41 pm
Forum: coding / développement
Topic: Help with a Ta Script
Replies: 7
Views: 22475

Re: Help with a Ta Script

I compiled the Cob file, it doesnt work in ta. :p
Scriptor says its fine after i included sfxtype.h, smokeunit.h, and exptype.h

#ifndef is a typo. its supposed to be #ifundef
by Flashbang232
Sat Feb 05, 2011 6:39 pm
Forum: Translations / Traductions
Topic: New forum for translations :)
Replies: 24
Views: 129538

Re: New forum for translations :)

well a lot of the spanish words i know are also cuss words, idk if you want the single player button looking like a f-bomb. :P
im not necessarily fluent but i can translate a little bit, i may be of assistance here
by Flashbang232
Sat Feb 05, 2011 4:55 am
Forum: Translations / Traductions
Topic: New forum for translations :)
Replies: 24
Views: 129538

Re: New forum for translations :)

I was gonna say if this was for people translations i would welcome any spanish person here...... living near the border its easy to pick up spanish when your a baby.....lived in san diego yay i learned spanish from a druggy...... wait.....no. thats bad. but good. i guess.... ta3d is smart if it kno...
by Flashbang232
Sat Feb 05, 2011 4:48 am
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37620

Re: Found useful stuffs.....

Thank you zuzuf, your a lifesaver. :D
by Flashbang232
Mon Jan 31, 2011 3:19 am
Forum: coding / développement
Topic: errr....i would ask a developer for this but.....
Replies: 9
Views: 25220

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

I think I can show you a download link for an alpha release of a mod i released a long time ago.....


yeah! go to this thread on this site!
http://taet.forumfree.it/?t=52023014

also, i dont have the log/message :(
it got lostt........

damn it
by Flashbang232
Mon Jan 31, 2011 3:17 am
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37620

Re: Found useful stuffs.....

Is there a tutorial on editing these files?
This thread is hashed up and hurting my brain trying to follow the remarks/coding/codes and making a solution to bad-looking waves and showing it via code tags. :(
by Flashbang232
Mon Jan 31, 2011 3:10 am
Forum: coding / développement
Topic: Help with a Ta Script
Replies: 7
Views: 22475

Help with a Ta Script

#define ta //this is a ta script piece BASE, torso, sleeveR, rightarm, flareR, pelvis, lthigh, rthigh, lleg, rleg, rfoot, lfoot; static-var bmoving, baiming, bfiring; static-var gun; #define SIG_MOVEMENT 2 #define SIG_AIM 4 #define ANIM_VARIABLE bMoving #undef ANIM_VARIABLE #define SMOKEPIECE1 tors...
by Flashbang232
Wed Jan 26, 2011 3:54 am
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37620

Re: Found useful stuffs.....

Oh god, this is like Algebra 1 to me. >.< And getting a C- in there, it's not easy. Yet this makes more sense to me. XD the "depth" variable contains depth information relative to see level (positive means under see), so here it defines the coast zone as everything with a depth between 0 and 8. So w...
by Flashbang232
Wed Jan 26, 2011 3:49 am
Forum: Suggestion
Topic: With my overly-active imagination....
Replies: 8
Views: 23647

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

flying zbot would be impossible.
You gotta admit, matman, that would be awesome. :P
by Flashbang232
Wed Jan 26, 2011 3:48 am
Forum: Maps
Topic: New Map:Crystal Aneurism
Replies: 7
Views: 48803

Re: New Map:Crystal Aneurism

Im gonna reupload a new version tomorrow.
More resources. Version 1 had bad resource scattering on the map. :\
by Flashbang232
Mon Jan 24, 2011 4:23 am
Forum: coding / développement
Topic: Idk if i already posted this but...
Replies: 2
Views: 13482

Re: Idk if i already posted this but...

Ah Sh*t i will re-upload a new version within the next few weeks...
im still ironing out random bugs/bad balancing :)
by Flashbang232
Sun Jan 23, 2011 2:58 am
Forum: coding / développement
Topic: Idk if i already posted this but...
Replies: 2
Views: 13482

Idk if i already posted this but...

..i didn't see it in any forum. So obviously i didn't. New Mod: Total Annihilation Evil Team Mod Va1 Its old, unbalanced a bit, buggy in the slightest (here go my used carlot salesman tricks :P) but yet has tech 3 and all that boring sh*t. Basically, download here: http://www.mediafire.com/?yz0c­tbo...
by Flashbang232
Sun Jan 23, 2011 1:41 am
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239584

Re: Current beta packages

Same.


--------
Am i annoying? :(
by Flashbang232
Sun Jan 23, 2011 12:14 am
Forum: Announcements / Annonces
Topic: Current beta packages
Replies: 118
Views: 239584

~!!?!@?!@#!@3

yOU SERIOUSs>ds?qw
by Flashbang232
Sat Jan 22, 2011 8:45 pm
Forum: coding / développement
Topic: errr....i would ask a developer for this but.....
Replies: 9
Views: 25220

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. Also, i tried this in Comput...
by Flashbang232
Sat Jan 22, 2011 8:24 pm
Forum: Announcements / Annonces
Topic: Package building system
Replies: 6
Views: 19682

Re: Package building system

I dont know, but i will find out! 8)
http://www.pcmech.com/article/hidden-in ... indows-xp/

I actually searched this in windows 7 and im running it now. :P
by Flashbang232
Sat Jan 22, 2011 8:07 pm
Forum: Announcements / Annonces
Topic: Package building system
Replies: 6
Views: 19682

Re: Package building system

Oh okay. :)
So like a windows installer packages?
by Flashbang232
Sat Jan 22, 2011 8:07 pm
Forum: Suggestion
Topic: With my overly-active imagination....
Replies: 8
Views: 23647

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

Thank you very much Zuzuf. :) I appreciate being listened to.
Literally. I haven't been listened to like this before.
(Mainly because my ideas for TA used to be crap like a flying Zarganeth zbot or whatever)
by Flashbang232
Sat Jan 22, 2011 7:55 pm
Forum: Maps
Topic: New Map:Crystal Aneurism
Replies: 7
Views: 48803

New Map:Crystal Aneurism

An exact replica of one of my previous maps, Fight for Crystal Cross (thread located http://tauniverse.com/forum/showthread.php?t=40342 << here) Download here: http://www.fileswap.com/dl/5xKddPxo/Crystal_Aneuriusm_V1.ufo.html Preview HERE: http://i906.photobucket.com/albums/ac268/flashbang_232/crysf...
by Flashbang232
Sat Jan 22, 2011 7:38 pm
Forum: Announcements / Annonces
Topic: Package building system
Replies: 6
Views: 19682

Re: Package building system

Its a package building system? What an amazing package building system! :P This is absolutely, uber cool, package building system the 3rd. You know what we need now? Macgyver. Making a ta3d version out of notepad. :P But thats cool, now we have a proper package building system. Because package build...
by Flashbang232
Sun Jan 16, 2011 6:09 pm
Forum: Suggestion
Topic: constructive Criticism
Replies: 17
Views: 42057

Re: constructive Criticism

These textures are 8bits palletized sprites, 32bits textures should not be pixelized. Probably just my graphics or something..... I still feel there should be improved ones though, it would go with the mixed feel of ta & ta3d. It won't be that easy because of all the rendering paths for legacy hard...
by Flashbang232
Sun Jan 16, 2011 6:02 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37620

Re: Found useful stuffs.....

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+0.2) + 0.5); procedural_texture += vec4( coast_factor * coa...
by Flashbang232
Sat Jan 08, 2011 9:38 pm
Forum: Suggestion
Topic: constructive Criticism
Replies: 17
Views: 42057

constructive Criticism

Suggestions for Ta3d engine: ___________________________ New Fbi/Script tags support that can help create true teleporting (without massive scripts), sheilds (without massive scripting/script+weapon manipulation) Better graphics (this will surely improve as we head down the road of progression or so...
by Flashbang232
Sat Jan 08, 2011 9:00 pm
Forum: Suggestion
Topic: Ta3d *battle* music
Replies: 3
Views: 15534

Re: Ta3d *battle* music

They ARE, but I know of a loophole in copyright distribution. I have a few songs of those in .wav format on my ipod+old computer. So i can upload and then let you download. As long as i dont do it for profit. (i think) And if this doesnt work, i can rip them from my friends album. he will be happy t...
by Flashbang232
Thu Jan 06, 2011 11:52 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37620

Re: Found useful stuffs.....

Kind of what I was trying to get at matman :P But Zuzuf should know, he must have helped alot as well with ta3d graphics. In which file(s) are the coastline wave graphics located, Zuzuf? And I know i just remember reading about how Matman experienced problems with the script controls/animation... So...
by Flashbang232
Sun Jan 02, 2011 8:11 pm
Forum: Help / Aide
Topic: How does one install TA3D on Mac?
Replies: 10
Views: 29281

Re: How does one install TA3D on Mac?

Matman wrote:Not that its anything to do with this thread but turn down the graphics settings on your computer if it lags. The game can run on notebooks.
Thank you, because if I can run supreme commander on all *ultimate* graphics settings, and have decent speed, then I should be able to run ta3d normally.
by Flashbang232
Sun Jan 02, 2011 8:02 pm
Forum: Suggestion
Topic: So, maps?
Replies: 18
Views: 41232

Re: So, maps?

alas, i have been foiled by the coding of ta3d. :idea:
by Flashbang232
Sun Jan 02, 2011 7:58 pm
Forum: Suggestion
Topic: With my overly-active imagination....
Replies: 8
Views: 23647

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

like when you blow something up, surrounding stuff gets blasted backwards like 90 feet.
Can this effect be implemented into ta3d?
Like when a commander blows up trees get blown back and units get incinerated....its a nuke after all. :P
by Flashbang232
Sat Jan 01, 2011 11:37 pm
Forum: Suggestion
Topic: Ta3d *battle* music
Replies: 3
Views: 15534

Ta3d *battle* music

Songs: Victory _________ The Black Dahlia Murder-Paint it black The Black Dahlia Murder-I Will Return The Black Dahlia Murder-Deathmask Divine Asking Alexandria-Alerion Asking Alexandria-Not the American Average The Black Dahlia Murder-Miasma The Black Dahlia Murder-Vice Campaign Defeat (or losing) ...
by Flashbang232
Sat Jan 01, 2011 11:30 pm
Forum: Announcements / Annonces
Topic: off topic announcement
Replies: 0
Views: 14351

off topic announcement

Im sorry, i just want to be polite.

Merry Xmas/Happy new year! :D
by Flashbang232
Sat Jan 01, 2011 11:28 pm
Forum: Suggestion
Topic: With my overly-active imagination....
Replies: 8
Views: 23647

With my overly-active imagination....

i came up with the ultimate idea of units being knocked back football fields away when a plasma cannon/weapon strikes them. in other words: a nuke hits. because of the shockwave/explosion, all units not directly hit are knocked back, while exploding and falling apart, but.... all in a matter of the ...
by Flashbang232
Sat Jan 01, 2011 11:09 pm
Forum: Help / Aide
Topic: Ta3d-More coding help
Replies: 2
Views: 13967

Ta3d-More coding help

1:)Isnt there already ai scripts or something? then why do we have this in ai folder? : computerBRAIN BRAIN {computer.ai} \ta3d\ai\ also, i found png plugin libpng12-0.dll. good read. :P supermassive wall of code, dear reader png_bKGD png_build_gamma_table png_build_grayscale_palette png_cHRM png_ca...
by Flashbang232
Sat Jan 01, 2011 10:47 pm
Forum: Suggestion
Topic: So, maps?
Replies: 18
Views: 41232

Re: So, maps?

How about we use something like wings3d for heightmaps, the actual wings files, and in the map editor we use high-quality textures to texture the faces?
This might create problems though; i must think it over some more i guess. will try to edit post if necessary.
by Flashbang232
Sat Jan 01, 2011 10:19 pm
Forum: Suggestion
Topic: Ta Explosions
Replies: 2
Views: 14365

Re: Ta Explosions

I will get to work then. :)
I made a plasma cannon explosion
frame.....1
by Flashbang232
Sat Jan 01, 2011 10:03 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37620

Re: Found useful stuffs.....

Yay! And i like helping now. It makes me feel all warm and snuggly inside.

You should have seen me on TAuniverse.com I was a real dumba*s. :?
by Flashbang232
Sat Jan 01, 2011 9:30 pm
Forum: Suggestion
Topic: Matman's Custom Ta3d guis
Replies: 1
Views: 11255

Matman's Custom Ta3d guis

Can ta3d use his guis by default. They are cool.
I can create a batch file for ya.
I will right now (just in case its a yes)
if not, i keep it for personal reasons. I like his guis. Blue and yellow with a taco and an enchilada. (jk) :P
by Flashbang232
Sat Jan 01, 2011 9:29 pm
Forum: Announcements / Annonces
Topic: Real todo list! (Must read)
Replies: 5
Views: 17795

Re: Real todo list! (Must read)

Then i guess i just havent noticed it. :P
by Flashbang232
Sat Jan 01, 2011 9:25 pm
Forum: Suggestion
Topic: Water/model effects
Replies: 6
Views: 20748

Re: Water/model effects

thanks dude. :D
by Flashbang232
Sat Jan 01, 2011 9:20 pm
Forum: coding / développement
Topic: Found useful stuffs.....
Replies: 16
Views: 37620

Found useful stuffs.....

Browsing (and trying to learn basic LUA scripting) around ta3d folder, and i found this.... edit:please go to ta3d directory \scripts\ta3d.lh looks like a code that controls how ta3d uses ta scripts or something. I see familiar ta-bos script commands. Is this it? Because I remember matman said that ...
by Flashbang232
Sat Jan 01, 2011 9:09 pm
Forum: coding / développement
Topic: errr....i would ask a developer for this but.....
Replies: 9
Views: 25220

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

Thanks guys, that link will be very helpful.

*bookmark*

umm.....what is developer access? where i get programs to edit all the files?

Also i created like some text file yesterday on my laptop for ta3d, like ta script commands and the weapon tags the game finds buggy.
by Flashbang232
Sat Jan 01, 2011 9:06 pm
Forum: coding / développement
Topic: ta3d solar energy patch
Replies: 4
Views: 16435

Re: ta3d solar energy patch

The solar collector like crashed or something.
But i cant test NOW because my game crashes upon loading.
HULK SMASH [computer]. :evil:
by Flashbang232
Fri Dec 31, 2010 11:05 pm
Forum: coding / développement
Topic: ta3d solar energy patch
Replies: 4
Views: 16435

ta3d solar energy patch

Ok, so i hear that some other people have problems with Wind generator and Solar Collector. I release this patch to temporarily fix it. temporarily. It uses escalation fusion reactor model. Buildmenu isnt changed. download here: http://www.filefront.com/17731527/energypatch.zip I could use feedback....
by Flashbang232
Fri Dec 31, 2010 9:20 pm
Forum: Suggestion
Topic: Ta Explosions
Replies: 2
Views: 14365

Ta Explosions

lol, some ta explosions look kind of weird in ta3d. Well, would it be cool and would people be grateful if ta3d came with a custom explosion pack? And to not have the 256-color limit so we can make ta-escalation class or even supreme commander class explosions easily without worry of the colors gett...
by Flashbang232
Fri Dec 31, 2010 8:43 pm
Forum: Help / Aide
Topic: Ta3d doesnt run properly
Replies: 10
Views: 27707

Re: Ta3d doesnt run properly

heres my mumbo jumbo in mah folder:
totala1.hpi
totala2.hpi
ccdata.ccx
ccmiss.ccx
ccmaps.ccx
rev31.gp3
no mods


i believe it was the latest version, but i was a dumbass and deleted my directory..let me see if it is in recycle bin...
no >.<. damn im angry now!
by Flashbang232
Fri Dec 31, 2010 6:16 pm
Forum: Textures
Topic: Ta Textures?
Replies: 7
Views: 46586

Re: Ta Textures?

I think i can do that. ;) I know how to make textures though so the offer still stands.....i might make some anyways because sometimes i get bored..... Im thinking of creating a different variety of energy storage textures, and maybe even metal storages. Matman, do you know what makes an invisibilit...
by Flashbang232
Fri Dec 31, 2010 6:11 pm
Forum: Announcements / Annonces
Topic: Real todo list! (Must read)
Replies: 5
Views: 17795

Re: Real todo list! (Must read)

New FBI tags should be added to work with new features such as teleportation, shield generators or submersible subs. How this will be properly implemented is up to you really, but modders will use them for sure. I absolutely agree with this. That way I can play Escalation in peace. 2. The engine re...
by Flashbang232
Fri Dec 31, 2010 5:56 pm
Forum: Suggestion
Topic: Found that, too : TA refence bible.
Replies: 3
Views: 15312

Re: Found that, too : TA refence bible.

You should look at ta design guide.
Its in http://www.files.tauniverse.com/fu/file ... urces.aspx go to tutorials section.

very, very detailed.

Also, you should check out the tau faq, its very informative.

http://www.tauniverse.com/forum/faq.php
by Flashbang232
Fri Dec 31, 2010 5:54 pm
Forum: Suggestion
Topic: So, maps?
Replies: 18
Views: 41232

Re: So, maps?

Lol can't you make a map in annihilator and put it in ta3d directory? :P
by Flashbang232
Fri Dec 31, 2010 5:53 pm
Forum: Suggestion
Topic: Water/model effects
Replies: 6
Views: 20748

Re: Water/model effects

I got top of teh' line graphics card :P
Well is the "white lines" effect in a file outside of the .exe or would i have to edit the .exe if i wanted to fix it (which i do :P)
by Flashbang232
Fri Dec 31, 2010 5:49 pm
Forum: coding / développement
Topic: errr....i would ask a developer for this but.....
Replies: 9
Views: 25220

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

omg thank you matman :)
now...for my evil plan >:)
ahaha jk

And would you happen to know how to edit the .exe with a hex editor or another program?
i have HxD hex editor (http://mh-nexus.de/en/hxd/), and i hope its good enough.