wish list for TA3D 0.6.0
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
wish list for TA3D 0.6.0
TA3D 0.5.x is there, so now we're going to start working on 0.6.x (devel branch), we'll maintain here the wish list for these version . So post here any idea that isn't in the main goals of this version:
_switching from Allegro to SDL + use SDL_TTF to add TTF support (for chinese/japanese/russian... translations)
_optimize a few things (particle engine, shadows, ...)
_improve networking
_...
for the full list, see our trac
_switching from Allegro to SDL + use SDL_TTF to add TTF support (for chinese/japanese/russian... translations)
_optimize a few things (particle engine, shadows, ...)
_improve networking
_...
for the full list, see our trac
=>;-D Penguin Powered
hi everybody, long time to see.
hmm,i remeber TA by supercommander, in 2006 i saw a photo of sup,it look like very hign Resolution in TA,but that time i don't know TA.
just remeber it,i think this is my game,thus, when i find TA before 5mouths,i start be a TAer
yeh,this my seggestion:
make a view that Fixed in Vertical angle,and Regulation need be more Flat.
i don't know how to explain clear it,but it should eazy to understand for TAer.
well,infact TA3d supported Fixed in Vertical angle,but why not make a Dedicated?
hmm,i remeber TA by supercommander, in 2006 i saw a photo of sup,it look like very hign Resolution in TA,but that time i don't know TA.
just remeber it,i think this is my game,thus, when i find TA before 5mouths,i start be a TAer
yeh,this my seggestion:
make a view that Fixed in Vertical angle,and Regulation need be more Flat.
i don't know how to explain clear it,but it should eazy to understand for TAer.
well,infact TA3d supported Fixed in Vertical angle,but why not make a Dedicated?
Allow factory buildings the ability to fire weapons, despite scripting them properly and such they won't fire their weapons.
New FBI tag:
UnitRestricted=#;
Basically no more than the # defined can be built of a specific unit at any one time.
TA Spring supports this tag, would be nice to have it in TA3D for modding purposes.
Lastly, make polygons render double sided.
New FBI tag:
UnitRestricted=#;
Basically no more than the # defined can be built of a specific unit at any one time.
TA Spring supports this tag, would be nice to have it in TA3D for modding purposes.
Lastly, make polygons render double sided.
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
in that case it could be done with only a few modifications, the problem becoming "how do you chose orientation ?" which could be done easily:
just hold the mouse button and a small (but not too small) move would give the direction (and we already have most of the code to do that )
just hold the mouse button and a small (but not too small) move would give the direction (and we already have most of the code to do that )
=>;-D Penguin Powered
Since most people by this point have mice with scroll wheels perhaps enable rotation with a click on the scroll wheel then choose by rotating it then click again to make this the new default orientation for this item.Balthazar wrote:We should think about the best fitted way to rotate - maybe holding mouse button, maybe add some key... I vote for mouse :)
That would allow the scroll wheel to still do zoom in out without requiring any keyboard use or mouse movement.
Could be for just this time choosing or as the new default rotation until changed.
Could also be for all construction units or unit by unit.
Sorry I haven't updated my site for a while, I've been busy with a couple WELL paying projects.
I will be updating about the first I think but definitely by valentines day.
Don't just look at the future through a window.
Open a door and go there.
http://ta3d.freedoors.org
http://www.freedoors.org
http://baencd.freedoors.org
Open a door and go there.
http://ta3d.freedoors.org
http://www.freedoors.org
http://baencd.freedoors.org
Just make it like C&C Generals or Company of Heroes.
Left click to place the center of the building than pick another point away from that point to set the "front" direction. Easy and quick.
Also adding formations would be nice too for mobile units. IE: left click and hold in a direction to set the lineup direction.
Left click to place the center of the building than pick another point away from that point to set the "front" direction. Easy and quick.
Also adding formations would be nice too for mobile units. IE: left click and hold in a direction to set the lineup direction.
-
- Posts: 24
- Joined: Wed Dec 31, 2008 9:12 am
Todays suggestions, some new fbi tags for air only units.
AirHoverFactor=X: Where x is the amount the unit bobs up and down, 0 for none and 0.1 for a bit, and so on.
Dontland=X; Usefull when combined with the fbi tag above. If set to 1 the the air unit won't land and just stays in the air inplace if set to 0 it will land normally when it reaches its destination.
AirStrafe=X; Since the air unit doesn't have a vtol attack its default would be to strafe attack the target. Setting this tag to 0 would tell the unit to attack inplace and not move once it was in range of the target. Setting it to 1 would set the unit to attack strafe like it normally would.
These tags would be very nice to have for many reasons, my own project not withstanding.
It would be also cool if these two tags worked properly as well.
WeaponMainDirX= x y z;
MaxangledifX= degree;
Since they make multiple weapons possible without shooting through the hull of the unit by setting an attack arc.
AirHoverFactor=X: Where x is the amount the unit bobs up and down, 0 for none and 0.1 for a bit, and so on.
Dontland=X; Usefull when combined with the fbi tag above. If set to 1 the the air unit won't land and just stays in the air inplace if set to 0 it will land normally when it reaches its destination.
AirStrafe=X; Since the air unit doesn't have a vtol attack its default would be to strafe attack the target. Setting this tag to 0 would tell the unit to attack inplace and not move once it was in range of the target. Setting it to 1 would set the unit to attack strafe like it normally would.
These tags would be very nice to have for many reasons, my own project not withstanding.
It would be also cool if these two tags worked properly as well.
WeaponMainDirX= x y z;
MaxangledifX= degree;
Since they make multiple weapons possible without shooting through the hull of the unit by setting an attack arc.
Logs don't show anything saying the tags are bad.
Weaponmaindir1 = 0 0 1;
Maxangledif1=60;
Should force the unit to fire forward (as the 3rd number is the Z coordinate) and 30 degrees from the left to the right (60 is the total angle)
Doesn't do anything the units turret can spin right around.
Even testing this with 3 turrets shows no limitation to firing direction or angle.
With all the tags mentioned we can have some really great space and naval mods. If they find their way in there it would be quite nifty.
Weaponmaindir1 = 0 0 1;
Maxangledif1=60;
Should force the unit to fire forward (as the 3rd number is the Z coordinate) and 30 degrees from the left to the right (60 is the total angle)
Doesn't do anything the units turret can spin right around.
Even testing this with 3 turrets shows no limitation to firing direction or angle.
With all the tags mentioned we can have some really great space and naval mods. If they find their way in there it would be quite nifty.
-
- Posts: 24
- Joined: Wed Dec 31, 2008 9:12 am
That'd be awesome, but first that issue with the Aircraft movement needs to be fixed. I do believe someone mentioned this already.
Unless of course, you INTENDED the aircraft to move about like the Railway Express in Half-Life.
TA-Excess issues fixed in 0.6.0? AWESOME! Maybe now I could actually play something decent on my Mac.
Unless of course, you INTENDED the aircraft to move about like the Railway Express in Half-Life.
TA-Excess issues fixed in 0.6.0? AWESOME! Maybe now I could actually play something decent on my Mac.
-
- Posts: 24
- Joined: Wed Dec 31, 2008 9:12 am
You are ture.
Now for 0.6beta:
I got nothing from log,but it crashed(?) a lot times,the system lost control,or a bug made total system Unable to respond.
I feed this a lot times lose control in 0.6 beta,forgot the Results of 0.5's.
Any set,just Xp windows,and any computer,the system lose control in 10 mins.It is a harder bug.
I alway build a Factory,and some energy,then moved com,shift camera,i no any idea in this confused bug.
And ta3d.mod,it need added a tab that made ta3d look spec file as spec data,like:
"scrop.3dm = .3do"
Now for 0.6beta:
I got nothing from log,but it crashed(?) a lot times,the system lost control,or a bug made total system Unable to respond.
I feed this a lot times lose control in 0.6 beta,forgot the Results of 0.5's.
Any set,just Xp windows,and any computer,the system lose control in 10 mins.It is a harder bug.
I alway build a Factory,and some energy,then moved com,shift camera,i no any idea in this confused bug.
And ta3d.mod,it need added a tab that made ta3d look spec file as spec data,like:
"scrop.3dm = .3do"
no,it no help.
I think some wrong in ati drive.I'm try some other driver,may i can fixed by try some no-ati card.
I install ati_omega_38442 instead VGA_XP_070129 as card driver,then i find it stop crash.It just halt some frames,then normaly.After some times,again.
I find kobt lab some time couldn't start build unit.Adv and normal kob lab some time couldn't close Export.Maverick couldn't fire some times,and its move like Fly,no any action,just dolly......
The most importand,unit forgot how to Executive my order(bomber's attack,unit's far and tortuous move.
i used 70angle Camera,but it control like 90 angle,if i order unit attack Enemy,it's good,but the control trouble when i order in Surface.
I think some wrong in ati drive.I'm try some other driver,may i can fixed by try some no-ati card.
I install ati_omega_38442 instead VGA_XP_070129 as card driver,then i find it stop crash.It just halt some frames,then normaly.After some times,again.
I find kobt lab some time couldn't start build unit.Adv and normal kob lab some time couldn't close Export.Maverick couldn't fire some times,and its move like Fly,no any action,just dolly......
The most importand,unit forgot how to Executive my order(bomber's attack,unit's far and tortuous move.
i used 70angle Camera,but it control like 90 angle,if i order unit attack Enemy,it's good,but the control trouble when i order in Surface.
yes.
I find that attck as soon as saw Enemy was the OTA Most concerned about.I delete the all "luo" then about 2/3 forgot how to fire.When i delete all"luo" and "h",the game could't work.that cause "nothing in screen".
I find TAESC_2_0_ALPHA_2 feed a great wrong in ta3d,all the Defensive structure couldn't attack at Enemy's units,i must control it attack surface for fire.
I find that attck as soon as saw Enemy was the OTA Most concerned about.I delete the all "luo" then about 2/3 forgot how to fire.When i delete all"luo" and "h",the game could't work.that cause "nothing in screen".
I find TAESC_2_0_ALPHA_2 feed a great wrong in ta3d,all the Defensive structure couldn't attack at Enemy's units,i must control it attack surface for fire.
Re:
I prefer with "[" & "]" keys. Anyway this feature is low priority because we was living too long without this feature in OTA. Also as was mentioned earlier this could be "fixed" by a mod, i.e. UberHack.Balthazar wrote:We should think about the best fitted way to rotate - maybe holding mouse button, maybe add some key... I vote for mouse
Re: wish list for TA3D 0.6.0
Hrmpf..
AI that can learn and is compatible with almost all Mods
"Awesome Imba" Particle System featuring - bouncing , collision , damping and so on..
"Realistic" Ballistic System
the ability to do Turret-less Tanks/Turrets and so on.. *
Dynamic Velocity for Groups meaning that fast Units and slow Units doesn't get "Scatter" too far from each other just because they are (too) slow/fast
Gadget (mod side) support so Mods can have much more complex Gameplay *
Widget (client side) support *
the Gadget/Widget would be useful to do shiny Post-Process effect , Distortion etcetera..
Or creating own Particle System
*some of my Wish-list is already possible on Spring RTS which is CPP/Lua how hard would it be to salvage it from there?
AI that can learn and is compatible with almost all Mods
"Awesome Imba" Particle System featuring - bouncing , collision , damping and so on..
"Realistic" Ballistic System
the ability to do Turret-less Tanks/Turrets and so on.. *
Dynamic Velocity for Groups meaning that fast Units and slow Units doesn't get "Scatter" too far from each other just because they are (too) slow/fast
Gadget (mod side) support so Mods can have much more complex Gameplay *
Widget (client side) support *
the Gadget/Widget would be useful to do shiny Post-Process effect , Distortion etcetera..
Or creating own Particle System
*some of my Wish-list is already possible on Spring RTS which is CPP/Lua how hard would it be to salvage it from there?
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: wish list for TA3D 0.6.0
everything that is related to GUI would be quite difficult to extract from Spring and reuse in TA3D, it would probably be easier to implement it from the ground up.
=>;-D Penguin Powered
Who is online
Users browsing this forum: No registered users and 17 guests