Search found 79 matches

by slogic
Fri Feb 04, 2011 9:13 pm
Forum: café
Topic: my other projects :)
Replies: 4
Views: 16660

Re: my other projects :)

He will leave, for sure.
by slogic
Wed Sep 22, 2010 7:08 pm
Forum: Tests
Topic: 0.6.0 WIP 2663
Replies: 11
Views: 27537

Re: 0.6.0 WIP 2663

Updated my post above. These are just general interfaces.
by slogic
Wed Sep 22, 2010 3:13 pm
Forum: Tests
Topic: 0.6.0 WIP 2663
Replies: 11
Views: 27537

Re: 0.6.0 WIP 2663

Here are basic interface files for so called "Legacy C++ AI API". There are 4 working AI based on this interface in Spring. If you'll have some mood to implement this i can tell what each function generally does, what functions are not important, etc. Also i see the problem is in bypassed structures...
by slogic
Tue Sep 21, 2010 12:23 pm
Forum: Weapons
Topic: Lasers!
Replies: 30
Views: 172094

Re: Lasers!

Well, i don't see dynamic lightning. So environment depth is not sensible. Leave shadows until dynamic light is implemented :)
by slogic
Tue Sep 21, 2010 10:35 am
Forum: Weapons
Topic: Lasers!
Replies: 30
Views: 172094

Re: Lasers!

zuzuf wrote:I removed those shadows :P
Why? Make it optional.
by slogic
Tue Sep 21, 2010 10:33 am
Forum: Tests
Topic: 0.6.0 WIP 2663
Replies: 11
Views: 27537

Re: 0.6.0 WIP 2663

Is it possible to make some bridge interface to attach Spring AIs? I know this is complex from the start, but i need to know what TA3D devs are thinking. I'm currently supporting one of Spring AIs and i would like to see it in OTA games because my remembrances about OTA was about AI is too stupid in...
by slogic
Thu Sep 09, 2010 5:23 pm
Forum: Suggestion
Topic: Some idea for the zoom
Replies: 4
Views: 18131

Re: Some idea for the zoom

I don't understand "Mouse wheel in". What's this direction? Towards a user?
by slogic
Mon May 31, 2010 8:05 am
Forum: Suggestion
Topic: A config file
Replies: 7
Views: 23207

Re: A config file

It is written in FAQ: http://trac.ta3d.org/wiki/FAQ#Idontwant ... ificsource

zuzuf, check some link on frontpage. http://ta3d.org/help/index.html is broken.
by slogic
Mon May 31, 2010 8:00 am
Forum: Announcements / Annonces
Topic: Total Annihilation re-relase for newer windows systems
Replies: 11
Views: 32612

Re: Total Annihilation re-relase for newer windows systems

Am i right that they added a new launcher mainly? If attack stall bug is not fixed there is no sense in new revision.
by slogic
Thu May 06, 2010 4:46 pm
Forum: Tests
Topic: Need actualisation - test report from beta 11
Replies: 52
Views: 99391

Re: Beta 11 test report

18. 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 (Funny ) 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 ...
by slogic
Thu Apr 29, 2010 1:55 pm
Forum: Tests
Topic: Need actualisation - test report from beta 11
Replies: 52
Views: 99391

Re: Beta 11 test report

zuzuf wrote:Yeah but it won't really match the selection rectangle on screen ...
I feel absolutely no discomfort. Usually player move the cam in horizontal plane and do not change an angle during selection.
by slogic
Wed Apr 28, 2010 9:07 pm
Forum: Tests
Topic: Need actualisation - test report from beta 11
Replies: 52
Views: 99391

Re: Beta 11 test report

zuzuf wrote:for #1, there is still the problem of how do we attach the selection box to the map in perspective mode ?
Bound it to intersection with land at this point like it is done in Spring.
by slogic
Mon Apr 26, 2010 5:53 pm
Forum: Tests
Topic: Need actualisation - test report from beta 11
Replies: 52
Views: 99391

Re: Beta 11 test report

1. Bounding to land coordinates of left top corner of Selection box is not fixed (i reported this earlier), thus this box is moving with my camera 2. MOVE command for builders is not translated to GUARD action when clicking on allied units 3. In unit placement mode (to build) right mouse button clic...
by slogic
Thu Feb 25, 2010 1:17 pm
Forum: Help / Aide
Topic: Can't register on trac
Replies: 3
Views: 13105

Re: Can't register on trac

Can you fix some tag i have no access to, which defines the owner in reports. When i'm executing "Active Tickets, Mine first" your (milipili) tickets are first, not mine.
by slogic
Sun Jan 31, 2010 11:14 am
Forum: Tests
Topic: Bugs on 0.6.0. Beta 6
Replies: 10
Views: 24355

Re: Bugs on 0.6.0. Beta 6

I don't like it. Scrolling should be smooth. Why do i need to know some default position when i'm adjusting zoom for my own needs?
by slogic
Sun Jan 31, 2010 10:25 am
Forum: Tests
Topic: Bugs on 0.6.0. Beta 6
Replies: 10
Views: 24355

Re: Bugs on 0.6.0. Beta 6

Mine bug report: 1) MOVE command is not translated to GUARD or REPAIR when clicking on friendly units (REPAIR is when builder selected & when i clicked unit that has less than 100% health). It is very inconvenient to play without it because i always have to switch a page in build menu & select appro...
by slogic
Sun Jan 24, 2010 11:16 am
Forum: Tests
Topic: Bugs on Beta 6
Replies: 5
Views: 16016

Re: Bugs on Beta 6

Where did you get beta 6?
by slogic
Fri Jan 22, 2010 5:42 pm
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 5 for win32
Replies: 8
Views: 24548

Re: TA3D 0.6 beta 5 for win32

Hm, I have to point smth. For builders MOVE action on not finished buildings/units translates to REPAIR in OTA. What was absent in OTA is that you can't queue GUARD action on a unit which is being built by a builder (in human terms: assist a fab when you finish it). So, you may translate MOVE action...
by slogic
Fri Jan 22, 2010 11:37 am
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 5 for win32
Replies: 8
Views: 24548

Re: TA3D 0.6 beta 5 for win32

Can you give us more details about how to reproduce the GUARD action bug ? Sure! Let assume a unit is selected. MOVE command on a building (or any other unit) should be translated into GUARD (if the source unit can GUARD clicked unit). Also you can even improve gameplay without breaking OTA idea: a...
by slogic
Fri Jan 22, 2010 7:25 am
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 5 for win32
Replies: 8
Views: 24548

Re: TA3D 0.6 beta 5 for win32

Finally launched the game. Reclaiming is not working. Default unit action for a building is GUARD. Currently not working.
by slogic
Thu Jan 21, 2010 8:09 pm
Forum: coding / développement
Topic: Scrollable build menus
Replies: 3
Views: 15308

Re: Scrollable build menus

cool. next step is to introduce mod independent settings for build menu layout. switchable of course. it is like in Opera: author mode or user mode css styles.
by slogic
Mon Jan 18, 2010 11:08 am
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 4 for windows
Replies: 16
Views: 38830

Re: TA3D 0.6 beta 4 for windows

Mee too. I haven't played 0.6 branch ever!
by slogic
Sun Jan 17, 2010 1:44 pm
Forum: coding / développement
Topic: ESC menu behavior
Replies: 15
Views: 36893

Re: ESC menu behavior

I still vote for ESC as AFK default action. I hate people pausing multiplayer game & everybody hates them usually. Also i don't like to enter some command in chat to tell my teammates that i'm going to be AFK. Just press ESC & quickly go to toilet for example. As for singleplayer. I changed my mind ...
by slogic
Sat Jan 16, 2010 10:27 pm
Forum: coding / développement
Topic: ESC menu behavior
Replies: 15
Views: 36893

Re: ESC menu behavior

Seems useless to me, since pause state in multiplayer game mean that the player have to DO SOMETHING ELSE, than play the game. I see gamer has the following possibilities in breaking a multiplayer game: 1) just block input (AFK) 2) leave it (& loose) to menu or by exiting an application 3) go to sp...
by slogic
Sat Jan 16, 2010 8:27 pm
Forum: coding / développement
Topic: ESC menu behavior
Replies: 15
Views: 36893

Re: ESC menu behavior

I don't like the AFK stuff, player should be given the choice to tell others when he is AFK otherwise others could launch an unfair attack on him just because he is AFK. Sensible, until player explicitly sets this option in TA3D settings. For example it may report AFK for teammates only. So we get ...
by slogic
Sat Jan 16, 2010 8:20 pm
Forum: Help / Aide
Topic: PLEESE HEEELLLPPP MMMEEEEEEE
Replies: 9
Views: 21680

Re: PLEESE HEEELLLPPP MMMEEEEEEE

it was nVidia GeForce4 440 Go
by slogic
Sat Jan 16, 2010 7:52 pm
Forum: Help / Aide
Topic: Suggestion: sticky topic to FAQ page
Replies: 3
Views: 12805

Re: Suggestion: sticky topic to FAQ page

It's "Frequently", not "Frequantly" ;)
by slogic
Thu Jan 14, 2010 10:27 am
Forum: Suggestion
Topic: Merge Tests into Help forum?
Replies: 2
Views: 14070

Re: Merge Tests into Help forum?

This is a description of Help forum:
You have a problem with TA3D, it doesn't run or it crashes...
So, this is exactly what we do in Tests forums. If you wanna split Bugreports from Help, use trac instead of Tests forum.
by slogic
Wed Jan 13, 2010 11:20 pm
Forum: Suggestion
Topic: Merge Tests into Help forum?
Replies: 2
Views: 14070

Merge Tests into Help forum?

Every time I enter current forums I ask myself what's the difference between them? I think you should merge them into Help only forum. What do you think?
by slogic
Wed Jan 13, 2010 11:17 pm
Forum: Help / Aide
Topic: Suggestion: sticky topic to FAQ page
Replies: 3
Views: 12805

Suggestion: sticky topic to FAQ page

You may want to make sticky topic to http://trac.ta3d.org/wiki/FAQ page. This should reduce the number of obvious & boring problems here in future.
by slogic
Wed Jan 13, 2010 10:57 pm
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 4 for windows
Replies: 16
Views: 38830

Re: TA3D 0.6 beta 4 for windows

Balthazar wrote:I`ve used all the DLL`s from beta 2 - the slowdown in the main menu is still there. Looks like it`s the ta3d.exe itself.
Yes, they are binary the same, i've just compared.
by slogic
Wed Jan 13, 2010 6:06 pm
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 4 for windows
Replies: 16
Views: 38830

Re: TA3D 0.6 beta 4 for windows

zuzuf, i'll check skin stuff, but only at home. ...The alt+1/2/3/4... select group, and switchalt switch to 1/2/3/4/.. select group. And alt+1/2/3/4/.. had new mothed, select menu for units. I think having a switch like "+switchalt" is obsoleted for modern games (TA's rudiment). I mean it should be ...
by slogic
Wed Jan 13, 2010 3:23 pm
Forum: Help / Aide
Topic: Clarification about "resources" folder
Replies: 12
Views: 20145

Re: Clarification about "resources" folder

What's splitter?
by slogic
Wed Jan 13, 2010 12:05 am
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 4 for windows
Replies: 16
Views: 38830

Re: TA3D 0.6 beta 4 for windows

Can't smack your small victory. Under W7 there are still jerks & great CPU load in menu introduced with beta 3.
by slogic
Sun Jan 10, 2010 11:33 pm
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 3 for windows
Replies: 2
Views: 12876

Re: TA3D 0.6 beta 3 for windows

Menu started to load CPU at 50% (i have 2 cores), thus mouse cursor moves jerkily.

PS. "FMOD warning" appeared in logs.

PPS. Still there is a crash :(
by slogic
Sun Jan 10, 2010 7:51 pm
Forum: Help / Aide
Topic: Can't register new mod
Replies: 4
Views: 10141

Re: Can't register new mod

You should read this: http://trac.ta3d.org/wiki/Mods Hm, actually i have read this. But i did not get that old style is not supported anymore. By the way, is there an error in paths? let's your mod name is my_mod, create a folder named my_mod in ~/.ta3d/resources/mods (Linux) or ta3d/mods (windows)
by slogic
Sun Jan 10, 2010 3:54 pm
Forum: Help / Aide
Topic: Clarification about "resources" folder
Replies: 12
Views: 20145

Re: Clarification about "resources" folder

I don't understand. Here http://springrts.com/phpbb/viewtopic.ph ... 39#p337839 Baltazar told to put packs into "resource" directory. I was 100% sure you can put them into TA3D root folder or subfolder under "mods" dir.
by slogic
Sun Jan 10, 2010 3:25 pm
Forum: Tests
Topic: Bug in Beta1
Replies: 41
Views: 77290

Re: Bug in Beta1

Yeah, i thought about build by request.
by slogic
Sun Jan 10, 2010 3:23 pm
Forum: Help / Aide
Topic: Again freeze after load
Replies: 6
Views: 12723

Re: Again freeze after load

3 min of loading. Awfully :(
by slogic
Sun Jan 10, 2010 3:06 pm
Forum: Help / Aide
Topic: Can't register new mod
Replies: 4
Views: 10141

Can't register new mod

In $(TA3D)\mods\Excess II\ folder i have the following files:

Code: Select all

GoK31.gp3
readme.txt
ta3d.mod
ta3d.mod contents:

Code: Select all

[MOD]
{
unit_ext = .fbi;
unit_dir = unitGoK;
weapon_dir = weapGoK;
download_dir = downloadGoK;
}
In config i see only "default" mod.

What am i doing wrong?
by slogic
Sun Jan 10, 2010 3:02 pm
Forum: Help / Aide
Topic: Clarification about "resources" folder
Replies: 12
Views: 20145

Clarification about "resources" folder

Am i right its contents are the representation of (for example) totala1.hpi pack? So i can just unpack its contents there & this data is considered default (base) for all mods. Right?
by slogic
Sun Jan 10, 2010 2:50 pm
Forum: Help / Aide
Topic: Are unit healthbars implemented?
Replies: 21
Views: 29918

Re: Are unit healthbars implemented?

You may implement two sets of ambiguous keys and make a new option in config dialogue: keyboard layout. Values are: QWERTY, and yours (i have no idea what you're using).
by slogic
Sun Jan 10, 2010 1:51 pm
Forum: coding / développement
Topic: The resource installer
Replies: 12
Views: 29357

Re: The resource installer

I don't understand why we can't leave ta3d /install function. I personally don't like many .exe files in game directory. Also it is true that end user will use it only once in general. So why do we need to make a separate application for this?
by slogic
Sun Jan 10, 2010 1:44 pm
Forum: coding / développement
Topic: ESC menu behavior
Replies: 15
Views: 36893

Re: ESC menu behavior

I recommend the following. Single player. ESC pauses the game. Multiplayer. ESC sets player property AFK to true. This property is replicated among other players so they can see in player list that this player is AFK. Game is NOT paused. Host can always pause a game with PAUSE button only. Other pla...
by slogic
Sat Jan 09, 2010 9:50 pm
Forum: Tests
Topic: Bug in Beta1
Replies: 41
Views: 77290

Re: Bug in Beta1

I removed the only OGG file from "music" folder. There are no *.wav files in "resource" folder. Same shit. May be you will add /nosound option into future version?
by slogic
Sat Jan 09, 2010 9:43 pm
Forum: Suggestion
Topic: Is it possible to replace faq.html with wiki?
Replies: 12
Views: 30642

Re: Is it possible to replace faq.html with wiki?

Check this out: http://trac.ta3d.org/wiki/FAQ :) I think we may move abbreviations into separate pages (one abbreviation per page) & make references to them. But too many references makes page hard to read (there is some article on the Internet about this) in the long term. Anyway in future we'll fa...
by slogic
Sat Jan 09, 2010 8:59 pm
Forum: Suggestion
Topic: Don't allow cursor move outer window borders during the game
Replies: 16
Views: 38234

Re: Don't allow cursor move outer window borders during the game

Well, i have to admit you made not exactly what i meant. I told about clipping mouse input during gameplay only. The main & the only positive moment in clipping mouse is to avoid suddenly clicking with a mouse outside of a main window & loosing a focus. And i specifically told that when i press <Esc...
by slogic
Sat Jan 09, 2010 8:14 pm
Forum: Suggestion
Topic: Is it possible to replace faq.html with wiki?
Replies: 12
Views: 30642

Re: Is it possible to replace faq.html with wiki?

If you make non-automatic trac registration then problem of spam is automatically annihilated. I remember how me was registered. There were plenty errors. Thanx to milipili i'm there. But i don't get how can i edit pages. I see no [EDIT] link.
by slogic
Sat Jan 09, 2010 8:10 pm
Forum: Help / Aide
Topic: Are unit healthbars implemented?
Replies: 21
Views: 29918

Re: Are unit healthbars implemented?

I think it should be
SDLK_BACKQUOTE '`' grave
Also you can make simple SDL app which prints key codes in SDL context (?) & then i can report you the result. Hope SDL has some code to detect type of keyboard. Mine is QWERTY of course.