Search found 54 matches
- Sun Dec 25, 2011 12:32 pm
- Forum: Tests
- Topic: r2932 tests
- Replies: 2
- Views: 15894
Re: r2932 tests
posting screens. sorry it took so long. it's still present on current svn. https://picasaweb.google.com/105250767104102268082/Ta3d the issue appears when nanolathe particles occupy upper half of the screen. also, severe slowdown is observed at that time. scrolling map so that nanolathe is in lower h...
- Sun Oct 16, 2011 7:48 pm
- Forum: Tests
- Topic: r2932 tests
- Replies: 2
- Views: 15894
r2932 tests
Seems that some work went into this game, but old issues still bug me ;) As usual the arm mission 5 (beachhead on thalassean) takes a beating ;) - nanolathe causes weird green fog to appear over portion of land, under the trees and units, and on water. goes away after nanolathe. only disabling parti...
- Mon Jan 31, 2011 8:17 am
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31973
Re: ta3d scans my /home/$USER on startup for resources
well basically, when i install the game, libyuni also gets installed into the system into /usr/include. /usr/lib etc.
i would like to separate that, considering that (from what i understood) game links libyuni statically.
it's more of a game buildsystem issue, not libyuni issue.
i would like to separate that, considering that (from what i understood) game links libyuni statically.
it's more of a game buildsystem issue, not libyuni issue.
- Mon Jan 24, 2011 10:32 am
- Forum: Tests
- Topic: r2741 - assertion failed at grid.hxx
- Replies: 2
- Views: 13692
Re: r2741 - assertion failed at grid.hxx
the usual "beachhead at thalassean" mission
i'll try a few more times.
i'll try a few more times.
- Sun Jan 23, 2011 7:36 pm
- Forum: Tests
- Topic: r2741 - assertion failed at grid.hxx
- Replies: 2
- Views: 13692
r2741 - assertion failed at grid.hxx
this happens staraight after displaying few secconds of a mission. [Sun Jan 23 20:33:46 2011][ta3d][infos] [battle] initPostFlight() done in 14 msec. [Sun Jan 23 20:33:46 2011][ta3d][infos] [battle] waitUntilReady() done in 0 msec. [Sun Jan 23 20:33:46 2011][ta3d][infos] Time of loading :38.921001s ...
- Sun Jan 23, 2011 7:33 pm
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31973
Re: ta3d scans my /home/$USER on startup for resources
cool, it seems to be working. i am still having some problems with libyuni - it's about it installing it's development files along with the game, which is more suited for a separate package. i hope to work it around someway. anyway, here's the gentoo ebuild i hacked together https://github.com/yoshi...
- Thu Jan 06, 2011 8:16 pm
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31973
Re: ta3d scans my /home/$USER on startup for resources
while we're at it, some new build error popped up from /mnt/data2/tmp/games-strategy-ta3d-9999/work/ta3d/src/libs/yuni/src/yuni/core/version/version.cpp:2: /mnt/data2/tmp/games-strategy-ta3d-9999/work/ta3d/src/libs/yuni/src/yuni/core/version/../string/../customstring/traits/into.h: In static member ...
- Wed Dec 15, 2010 8:42 am
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31973
Re: ta3d scans my /home/$USER on startup for resources
ok, it went past that. now i'm stuck further in [ 39%] Building CXX object libs/yuni/src/yuni/CMakeFiles/yuni-static-core.dir/core/uri/uri.cpp.o /mnt/data2/tmp/games-strategy-ta3d-9999/work/ta3d/src/ta3d/src/misc/paths.cpp: In function 'TA3D::String TA3D::Paths::ExtractFilePath(const TA3D::String&, ...
- Tue Dec 14, 2010 5:32 pm
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31973
Re: ta3d scans my /home/$USER on startup for resources
i'll let you know in 3 hours (will update post).
edit: no, it still doesn't build.
libyuni is at r1385 atm.
edit: no, it still doesn't build.
libyuni is at r1385 atm.
- Mon Dec 13, 2010 9:36 pm
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31973
Re: ta3d scans my /home/$USER on startup for resources
cool, i'll test it in a moment. now i only have to review how to invoke ta3d --install to install files off cd properly. [100%] Built target yuni-config -- Looking for the Yuni Framework - Requires: core -- Looking for the Yuni Framework - failed - the required modules could not be found yuni-config...
- Mon Dec 13, 2010 8:37 am
- Forum: Help / Aide
- Topic: ta3d scans my /home/$USER on startup for resources
- Replies: 11
- Views: 31973
ta3d scans my /home/$USER on startup for resources
I've finally managed to package ta3d for gentoo. It builds and works fine, but for some strange reason it includes my ENTIRE home directory on resource directories list. that means that starting it up takes a while, as it goes through my entire home directory looking for...someting (as seen through ...
Re: r2727
not quite, i am getting a big gray rectangle that goes between invisible and 100% opaque . it seems like each cycle takes ~1 second. i'll try doing screenshots. it looks similar to first screen, a bit. it behaves a bit like water, after further investigation. higher areas are unaffected by this grap...
r2727
i'm having an odd problem which might be related to my drivers. after i start any mission i get something that looks like huge gray rectangle that slowly fades in and out and covers entire screen (except menus). it sometimes changes angles. does anybody know which video option might be causing such ...
- Tue May 18, 2010 5:54 am
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
if that helps with anything - units that fire missiles/torpedos/big projectiles (bertha) have pretty high hit rate. the problem usually applies to lasers. pewees also have a decent hit rate, whatever they are shooting with ;) d-gun also has ~100% accuracy as far as i can say (the only accurate way t...
- Mon May 17, 2010 11:14 am
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
16. Commander can hit and destroy still units, when ordered to target the ground somewhere behind them ;) [the aiming bug is still there] this needs to be rephrased. there's nothing wrong in scoring an accidental hit on an object that is in the line of fire. what i meant was - it is much easier to ...
- Mon May 10, 2010 10:09 am
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
I don't see a problem here. It is a nice and logic extension to OTA. Commander has two arms with nanolate spray & lazer. You issued two actions and if distance allows why no to make two things simultaneously? I hope zuzuf will leave this. Also you can order attack and reclaim on the same unit to sp...
- Wed May 05, 2010 4:38 pm
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
starting and exiting arm CC mission 1 few times in a row results in a crash 1st run - high water quality, normal shadow quality 2nd run - normal water quality, normal shadow quality 3nd run - normal water quality, shadows off (not sure if it matters) Obtained 24 stack frames. ./ta3d(_Z17backtrace_ha...
- Wed May 05, 2010 5:00 am
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
Well, looks like some troubles with lua scripts. Are you using Linux? (Cause on Win XP no such bug noticed). yes. and i must say i'm glad i am, because it would pass unnoticed ;) tested, and seems to be ok now. i can start the mentioned mission, the water and land looks normal too. i'll have to tes...
- Tue May 04, 2010 6:56 pm
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
first map of arm CC mission. just the sea and black terrain. no units at all, even on minimap. edit: there is something interesting in the log, wait a moment [Tue May 4 20:55:03 2010][ta3d][infos] [battle] Loading details texture... [Tue May 4 20:55:03 2010][ta3d][infos] [battle] Initialising the Fo...
- Tue May 04, 2010 10:02 am
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
when starting some water-based missions there are no units on the map. also, the land is barely visible (black).
i was thinking it was graphics error, but i cannot select any units by dragging , or ctrl+a . also, mission doesn't end too.
i'd like somebody to verify this, before adding to the list.
i was thinking it was graphics error, but i cannot select any units by dragging , or ctrl+a . also, mission doesn't end too.
i'd like somebody to verify this, before adding to the list.
- Mon May 03, 2010 8:40 am
- Forum: Tests
- Topic: Need actualisation - test report from beta 11
- Replies: 52
- Views: 102492
Re: Beta 11 test report
pressing ESC in "solo" menu quits the game. it's not a crash judging by the output.
also, when reclaiming something small (e.g. a burnt tree) the nanolathe beam is way too wide.
also, when reclaiming something small (e.g. a burnt tree) the nanolathe beam is way too wide.
- Sun May 02, 2010 10:07 pm
- Forum: Tests
- Topic: r2580 tests
- Replies: 2
- Views: 13549
Re: r2580 tests
* order a commander to attack something, then order him to build something next to his target. the commander will attack and nanolathe at the same time ;) * commander can get stuck between trees, and even reclaiming is impossible in this situation (wtf?) * ship pathfinding sucks. order a ship to go ...
- Mon Apr 26, 2010 8:35 pm
- Forum: Tests
- Topic: r2580 tests
- Replies: 2
- Views: 13549
r2580 tests
so far a minor annoyance noticed - order commander to move somewhere, and in the meantime change his orders to build something in the middle of the way he was ordered to walk. the commander will build the structure, while walking without moving ;) - commander can hit and destroy still units, when or...
- Sun Apr 25, 2010 4:12 pm
- Forum: Tests
- Topic: r2572 tests
- Replies: 9
- Views: 25359
Re: r2572 tests
ok one more thing that is dragging through revisions. let's assume you've selected a big building to build, but have no suitable place to build it on. both right click and left click will attempt to place it. there is no way to cancel placing the "blueprint" with mouse (maybe there is a key for it?)...
- Sun Apr 25, 2010 10:16 am
- Forum: Tests
- Topic: r2572 tests
- Replies: 9
- Views: 25359
Re: r2572 tests
defeat bug is fixed, all right. enemy units are much better at hitting their target. commander still has ~33% aim, even for still units. it only has good aim against buildings. i think there should be a command line parameter to be able to launch a selected mission without clicking through the menu....
- Sat Apr 24, 2010 7:18 pm
- Forum: Tests
- Topic: r2572 tests
- Replies: 9
- Views: 25359
Re: r2572 tests
ok, looks like the enemy can (randomly) hit the commander now. but he cannot hit anything, unless he uses a d-gun. definitely an improvement.
also, it looks like the instant-defeat on arm mission 6 is random. restarting the mission helps.
also, it looks like the instant-defeat on arm mission 6 is random. restarting the mission helps.
- Sat Apr 24, 2010 4:01 pm
- Forum: Tests
- Topic: r2572 tests
- Replies: 9
- Views: 25359
Re: r2572 tests
also, when starting arm mission 6 (my favorite test monkey ;)) commander gets attacked by a few A.K.'s, but neither him of the enemies can hit (and damage) each other with their lasers. only the d-gun works. it looks like they are hitting the ground right before their target. there is some serious f...
- Fri Apr 23, 2010 6:59 pm
- Forum: Tests
- Topic: r2572 tests
- Replies: 9
- Views: 25359
r2572 tests
not much for now. this one needs fixing, though my soundcard was locked by another process (somehow alsa dmix doesn't work on arch linux) LSA lib pcm_dmix.c:1010:(snd_pcm_dmix_open) unable to open slave [Fri Apr 23 21:02:53 2010][ta3d][error] [audio] Mix_OpenAudio: No available audio device during s...
- Mon Apr 19, 2010 6:34 pm
- Forum: Tests
- Topic: r2561 tests
- Replies: 4
- Views: 17093
Re: r2561 tests
glxinfo output :
Code: Select all
yoshi@box ~ $ glxinfo | grep point
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
- Mon Apr 19, 2010 10:09 am
- Forum: Tests
- Topic: r2561 tests
- Replies: 4
- Views: 17093
Re: r2561 tests
If you want to test video support, just create a smpeg compatible video and name it video/intro.mpg, it should be played at startup. oooh, i thought it supports original files natively (they are smacker videos if i remember correctly, and ffmpeg should handle them). i'll post the required into in a...
- Sun Apr 18, 2010 6:57 pm
- Forum: Tests
- Topic: r2561 tests
- Replies: 4
- Views: 17093
Re: r2561 tests
also, just updated svn (2562 ) and i have this when reconfiguring with cmake : CMake Warning at libs/yuni/src/yuni/cmake/core.cmake:64 (FIND_PACKAGE): Could not find module Findzlib.cmake or a configuration file for package zlib. Adjust CMAKE_MODULE_PATH to find Findzlib.cmake or set zlib_DIR to the...
- Sun Apr 18, 2010 4:32 pm
- Forum: Tests
- Topic: r2561 tests
- Replies: 4
- Views: 17093
r2561 tests
[Sun Apr 18 18:33:25 2010][ta3d][infos] [paths] findPath : 30574 µs (....) [Sun Apr 18 18:33:49 2010][ta3d][infos] [paths] findPath : 13458 µs (...) [Sun Apr 18 18:34:33 2010][ta3d][infos] [paths] findPath : 15280 µs happens when trying to capture or build anything on TA arm 6 mission "Beachhead on...
- Wed Apr 07, 2010 8:43 pm
- Forum: Tests
- Topic: r2556 tests
- Replies: 8
- Views: 23689
Re: r2556 tests
ok, the shaders look good. i'll start a new thread soon. in the meantime : - starting the mission 6 "beachhead on thalassean" (arm campaing, standard TA) results in instant defeat ;) - annihilator turret cannot hit a stationary target [facepalm here]. the beam doesn't seem to hit the ground either -...
- Wed Apr 07, 2010 7:52 pm
- Forum: Tests
- Topic: r2556 tests
- Replies: 8
- Views: 23689
Re: r2556 tests
ok, i found a shader bug, that's most likely not related to the mesa 3d library [Wed Apr 7 21:54:35 2010][ta3d][debug] [shader] Vertex shader: `shaders/map_shadow.vert` compiled [Wed Apr 7 21:54:35 2010][ta3d][error] [shader] Fragment shader: `shaders/map_shadow.frag` failed to compile [Wed Apr 7 21...
- Wed Apr 07, 2010 7:34 pm
- Forum: coding / développement
- Topic: unbundling the libraries
- Replies: 1
- Views: 12428
unbundling the libraries
i'd like to attempt to package the game for gentoo. in order to do that i will need to unbundle the 3rd party stuff from the game and package it separately. so i'd like to ask about a few things. - will cmake pick up system installation of libyuni and luajit (and possibly some other extra dep) or do...
- Wed Apr 07, 2010 7:24 pm
- Forum: Tests
- Topic: r2556 tests
- Replies: 8
- Views: 23689
Re: r2556 tests
one more thing - there is an awful right-click left-click incosistency that's really confusing capture order for commander [keyboard O,C] and left click - will capture the unit capture order for commander [keyboard O,C] and right click - will attack the unit. also the pathfinding is really messed up...
- Wed Apr 07, 2010 7:01 pm
- Forum: coding / développement
- Topic: Sky renderer
- Replies: 7
- Views: 22464
Re: Sky renderer
ok, time for a dumb question - how do we rotate the camera to actually see it?
- Wed Apr 07, 2010 6:02 pm
- Forum: Tests
- Topic: r2556 tests
- Replies: 8
- Views: 23689
r2556 tests
various unit behavior i noticed with aircraft - construction units don't help with building when patrolling (tested on construction planes). i think they did in TA, but i could be wrong. - selecting 2 construction units of the exact same type does not allow building (build menu is disabled when you ...
- Tue Apr 06, 2010 5:06 pm
- Forum: Tests
- Topic: r2552 tests
- Replies: 3
- Views: 14395
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 w...
- Mon Apr 05, 2010 3:46 pm
- Forum: Tests
- Topic: r2552 tests
- Replies: 3
- Views: 14395
r2552 tests
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 bui...
- Sun Apr 04, 2010 1:05 pm
- Forum: coding / développement
- Topic: LuaJIT
- Replies: 10
- Views: 26440
Re: LuaJIT
It's the first report we have with a regular mesa driver well, not quite the regular one. it's the new gallium driver, from the experimental branch. it finally advertises opengl 2.1 support, while classic mesa has 1.3/1.4. it still has its quirks. if you can give some more technical info on those n...
- Sat Apr 03, 2010 6:05 pm
- Forum: coding / développement
- Topic: LuaJIT
- Replies: 10
- Views: 26440
Re: LuaJIT
i don't know how it affects gameplay, but i've tested current svn with current git of mesa gallium drivers.
works like a charm, but i cannot see nanolathe particles. is that a known issue, or maybe it's a problem with current mesa?
works like a charm, but i cannot see nanolathe particles. is that a known issue, or maybe it's a problem with current mesa?
- Tue Sep 01, 2009 4:06 pm
- Forum: Tests
- Topic: Bugs on 0.6.0. alpha 14
- Replies: 10
- Views: 17850
Re: Bugs on 0.6.0. alpha 14
i think some extra error handling around SDL audio should be enough (if possible)
- Mon Aug 31, 2009 7:10 pm
- Forum: Tests
- Topic: Bugs on 0.6.0. alpha 14
- Replies: 10
- Views: 17850
Re: Bugs on 0.6.0. alpha 14
current svn, rev 2030 when audio is playing on linux (by other process) and you exit the "options" menu to the main menu (actually i have dmix set up, so it should not block the card). ALSA lib pcm_dmix.c:1008:(snd_pcm_dmix_open) unable to open slave ALSA lib pcm_dmix.c:1008:(snd_pcm_dmix_open) unab...
- Mon Aug 10, 2009 3:22 pm
- Forum: coding / développement
- Topic: cmake 2.6.4 cannot configure sources
- Replies: 16
- Views: 27966
Re: cmake 2.6.4 cannot configure sources
i figured out the issue - i tend to checkout svn via git-svn and it didn't fetch that library somehow (if it's an external svn source - that might be the reason)
- Sat Aug 08, 2009 11:56 am
- Forum: coding / développement
- Topic: cmake 2.6.4 cannot configure sources
- Replies: 16
- Views: 27966
cmake 2.6.4 cannot configure sources
i've been stuck for this since ~ a week or so, when trying to run cmake . in src directory. CMake Error at CMakeLists.txt:53 (ADD_SUBDIRECTORY): add_subdirectory given source "libs/yuni/src" which is not an existing directory. does anybody have a clue what does that dir do in CMakeFiles.txt ? what i...
- Sun Oct 26, 2008 10:05 pm
- Forum: coding / développement
- Topic: recurring trunk build issue
- Replies: 3
- Views: 8958
recurring trunk build issue
/usr/src/ta3d/src/3do.cpp:2129: undefined reference to `TA3D::Math::RandFromTable()' /usr/src/ta3d/src/3do.cpp:2136: undefined reference to `TA3D::Math::RandFromTable()' i've been getting this quite often since a month or two. sometimes it goes away. do you have any clue whether i need some extra l...
- Sat Aug 23, 2008 7:37 pm
- Forum: coding / développement
- Topic: Linux packages :)
- Replies: 2
- Views: 6189
as soon as this thing starts building with gcc-4.3 i'll be happy to provide a gentoo ebuild. right now i'm fighting with compilation problems. one requires allegrogl patch, the other seems to be already discussed on the forums, and might originate from old allegro/allegrogl edit: seems like updating...
- Sun Mar 09, 2008 9:21 pm
- Forum: coding / développement
- Topic: TA3D 0.4.2 RC 1
- Replies: 6
- Views: 12221
- Sun Mar 09, 2008 10:27 am
- Forum: coding / développement
- Topic: TA3D 0.4.2 RC 1
- Replies: 6
- Views: 12221
linux bugs? well, only one that is really annoying is gcc 4.2 incompatibility ;) . but that's not something that can be solved for 0.4.2 :] i mostly have nanolathe spray dissappearing quite often. oh, and weird things happen when you build 2 or more things and you run out of metal or energy (it's mu...