Search found 41 matches

by Maximum
Sat Feb 07, 2009 5:06 pm
Forum: coding / développement
Topic: Any news?
Replies: 12
Views: 17903

:-D
by Maximum
Wed Jan 28, 2009 4:49 am
Forum: coding / développement
Topic: SDL port is on its way :)
Replies: 39
Views: 47200

Sounds great, looking forward to the next release. :-)
by Maximum
Sat Jan 24, 2009 4:17 am
Forum: coding / développement
Topic: how can i write a AI for TA3D
Replies: 6
Views: 13034

Sounds great.

Although Supreme Commander was kind of short lived its LUA AI was pretty neat to mess around with and some pretty good ones did arise.
by Maximum
Fri Jan 23, 2009 11:51 pm
Forum: Suggestion
Topic: Perspective discussion
Replies: 25
Views: 371944

Thanks for adding the option, it'll be good to have for new players that just want "TA in 3D" and nothing more.
by Maximum
Fri Jan 23, 2009 11:49 pm
Forum: coding / développement
Topic: how can i write a AI for TA3D
Replies: 6
Views: 13034

Would it be possible to have it reference the default.txt file in the AI directory like TA does for the weights?
by Maximum
Tue Jan 20, 2009 12:15 am
Forum: Suggestion
Topic: wish list for TA3D 0.6.0
Replies: 43
Views: 114518

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 ...
by Maximum
Mon Jan 19, 2009 6:55 pm
Forum: Suggestion
Topic: wish list for TA3D 0.6.0
Replies: 43
Views: 114518

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...
by Maximum
Fri Jan 16, 2009 5:32 am
Forum: Suggestion
Topic: wish list for TA3D 0.6.0
Replies: 43
Views: 114518

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 ...
by Maximum
Tue Jan 13, 2009 12:17 am
Forum: Announcements / Annonces
Topic: TA3D 0.5.2 is out :)
Replies: 6
Views: 12985

Couldn't break it just like the last couple releases. I've really been enjoying the stability for testing things. Great work as always.
by Maximum
Fri Jan 09, 2009 3:52 am
Forum: Suggestion
Topic: wish list for TA3D 0.6.0
Replies: 43
Views: 114518

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 T...
by Maximum
Sat Jan 03, 2009 9:15 pm
Forum: Help / Aide
Topic: Odd mouse cursor lag - Solved! - Set Processes Priority High
Replies: 3
Views: 10911

Odd, setting its priority above normal fixes the mouse lag but the oddest part is that the pathfinder seems to be improved ALOT as a result too. Setting the application to "realtime" makes a unit pick a direction much more smoothly and there is zero "unit stuttering" on the way to the location. (Bef...
by Maximum
Sat Jan 03, 2009 5:06 pm
Forum: Help / Aide
Topic: Odd mouse cursor lag - Solved! - Set Processes Priority High
Replies: 3
Views: 10911

Odd mouse cursor lag - Solved! - Set Processes Priority High

Had some time to finally mess around with 0.5.1 today, besides just firing it up to make sure its working. For some reason I get really bad mouse lag; the cursor hands when moving the mouse around. Its not due to FPS as I get between 173 and 83 fps (450+ zoomed out in cursor mode, ;-) ) while playin...
by Maximum
Fri Jan 02, 2009 8:29 am
Forum: Suggestion
Topic: wish list for TA3D 0.6.0
Replies: 43
Views: 114518

All things Balthazar posted. :-)

Ability to disable shadows for Tree features specifically. Would be nice for maps with lots of tree's (when using the custom 3D ones TA3D has)

The ability to set custom build orders for the AI or even just the weight/limits being interpreted by TA3D.
by Maximum
Mon Dec 29, 2008 7:02 am
Forum: Announcements / Annonces
Topic: new video in progress ...
Replies: 5
Views: 11639

Nice.

Heh, Supreme Commander music; god I wish it had been a better game. :-(

Only critique is that you may want to limit your viewing angle to avoid showing the draw distance limit / popup. :-)
by Maximum
Sat Dec 27, 2008 11:40 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.1 is out !
Replies: 4
Views: 10244

Random thoughts... Would it be possible to have the pathfinder 'give up' moving the units once they find out that the space they're trying to occupy is filled or blocked, just the target location. Right now units seem to be gunning for the same spot. I would also love to see drag-able formations. Cl...
by Maximum
Sat Dec 27, 2008 10:30 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.1 is out !
Replies: 4
Views: 10244

I'm really enjoying the near-daily engine updates; keep up the great work.

If anybody complains send them my way. *clenches fists* ;-)
by Maximum
Fri Dec 26, 2008 7:35 am
Forum: Announcements / Annonces
Topic: TA3D 0.5.0 is finally out !
Replies: 4
Views: 9766

Finally got some time to test the official 0.5.0 release; excellent job. "Ultimate" animates better than RC 4 with about the same FPS hit. :-)

Right click interface works perfectly. :-)
by Maximum
Wed Dec 24, 2008 11:10 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.0 RC 4
Replies: 8
Views: 13485

Cool. Christmas Eve release. :-)

I'll give it a test later after the family thing. Although it sounds like you answered one of the tings on my wish list. (right click, woo! ) :-)
by Maximum
Tue Dec 23, 2008 11:37 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.0 RC 3
Replies: 8
Views: 13787

RC 3 seems pretty stable as usual these days. I haven't been able to crash it yet. :-) I'd love to do some LAN testing for you guys but my friends insist on having right click interface. :-( All Blizzard games, Newer C&C games, AOE 3, use it and TA had the option to switch as I've mentioned before. ...
by Maximum
Tue Dec 23, 2008 7:44 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.0 RC 3
Replies: 8
Views: 13787

Wow the new ULTIMATE water effect is really nice, reminds me of Red Alert 3's almost. The map load time is a bit longer so for testing I'll use a lower setting but for playing this is definetly nice. Is there a way to set the waters animation speed manually, I can't really tell but could we base it ...
by Maximum
Mon Dec 22, 2008 4:16 pm
Forum: Announcements / Annonces
Topic: TA3D 0.5.0 RC 2
Replies: 5
Views: 10130

Works fine now, good job. :-)
by Maximum
Mon Dec 22, 2008 5:45 am
Forum: Announcements / Annonces
Topic: TA3D 0.5.0 RC 1
Replies: 6
Views: 12028

Crashes :-( -- UPDATED It works, reason for the crash found!

Downloaded new version. Deleted all files/folders minus the HPI's in the TA3D directory. Tried RC1. "An Error has occured." It crashes after: *** Good luck Commander - The game has started! *** (Displayed in the command prompt debug window, game window is just black) All settings are exactly the sam...
by Maximum
Sat Dec 13, 2008 2:34 am
Forum: Tests
Topic: New bug in version 0.5.11 - Work around found
Replies: 8
Views: 14259

That would be handier, or just an option to refresh the models built into the executable.

Since unless you're working on custom content there is never a need to refresh the model cache files. ;-)
by Maximum
Thu Dec 11, 2008 10:17 am
Forum: Tests
Topic: New bug in version 0.5.11 - Work around found
Replies: 8
Views: 14259

Now that I know where it's saving this information I can just clear it manually. For some reason I never thought to just look at the command prompt debug window and just look up the directory where things were being stored. "C:\Documents and Settings\ **LOGIN NAME** \Local Settings\Application Data\...
by Maximum
Wed Dec 10, 2008 9:23 pm
Forum: Tests
Topic: New bug in version 0.5.11 - Work around found
Replies: 8
Views: 14259

Update: I decided to try to find if maybe it was an issue with the texture cache option. I never have it enabled in TA3D but perhaps its on by default now? Reason I ask is because I changed the 1 texture again, renamed the unit to "NAME2" than set that as the commander in the gamedata.tdf file (so i...
by Maximum
Wed Dec 10, 2008 5:37 am
Forum: Tests
Topic: New bug in version 0.5.11 - Work around found
Replies: 8
Views: 14259

New bug in version 0.5.11 - Work around found

Good work on Version 11, its very stable; I've been working with it on/off for the entire day and haven't had it crash yet. But there seems to be a problem and its a weird one. I've been converting TA Spring content over to TA3D with no problems UNTIL I decided to remodel a chassis for a unit. Upon ...
by Maximum
Tue Dec 09, 2008 10:10 pm
Forum: Help / Aide
Topic: Getting custom Non-TA AI to build - SOLVED!
Replies: 4
Views: 10256

Found out what was causing it. :-) The units FBI tag: "Side=NAME;" has to be identical to the "Side=NAME;" in the /Gamedata "Sidedata.tdf" file. Spring nor the origional TA cared about this but it seems TA3D does. AI builds and attacks normally now which is great. Also I haven't had TA3D version 0.5...
by Maximum
Tue Dec 09, 2008 9:33 am
Forum: Help / Aide
Topic: Getting custom Non-TA AI to build - SOLVED!
Replies: 4
Views: 10256

Getting custom Non-TA AI to build - SOLVED!

I've been working on a mod that doesn't use TA units. I've setup a defense script to spawn them and that works well enough but I'd like to get the AI working with the units. Regardless of setting up a default.txt weight/limit file nothing happens, AI's starting unit (mod "commander") just sits there...
by Maximum
Tue Dec 09, 2008 8:34 am
Forum: Suggestion
Topic: Day and night changes *hack*
Replies: 1
Views: 6472

Day and night changes *hack*

Would it be possible to modify: "rotate light : make the sun light rotate" And make it much slower say 1 full rotation of the 'sun' every 5 minutes or so. When the shadow hits north increase the gamma slightly and when the shadow hits south decrease the gamma slightly. It would definetly be a neat e...
by Maximum
Sun Dec 07, 2008 6:10 pm
Forum: coding / développement
Topic: what about releasing 0.5.0 for Christmas ?
Replies: 2
Views: 7324

Sounds good, keep up the good work.
by Maximum
Mon Nov 10, 2008 11:32 pm
Forum: coding / développement
Topic: resource management and recent improvements
Replies: 11
Views: 16693

Sounds great, keep up the good work.

Its hard to be active lately with all the games that are coming out in such a short timeframe.
by Maximum
Mon Oct 20, 2008 5:56 am
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Fired up the new version, really liking the new fast loadtimes. For WeaponMainDir#=x y z; what is TA3D looking for as far as this tag goes to get it to become active? All my tests have failed to give any results regardless if I typed it in all caps, no caps and just like I've posted here with a mix ...
by Maximum
Mon Oct 20, 2008 5:52 am
Forum: Announcements / Annonces
Topic: TA3D 0.5.0 TEST 10
Replies: 2
Views: 8271

Great job on the new version, its loads significantly faster; I used to have time to check other things while TA3D was loading but not anymore. :-) I've got some questions regarding getting the tags I requested to work, I'll post my findings in the help thread. TA3D is definetly maturing at a quick ...
by Maximum
Thu Oct 16, 2008 6:25 am
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Thanks Doors

Thanks for compiling the newest SVN Doors, makes testing easier.

More than 3 weapons per unit works fine.

I tested WeaponMainDir#=x; and Maxangledif#x; and they don't seem to do anything.

But atleast more than 3 weapons works, nice work Zuzuf :-)
by Maximum
Mon Oct 13, 2008 4:25 am
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Looks like I'll be waiting till then, not a problem I've got some stuff I've been working on.

Keep up the good work.
by Maximum
Sun Oct 12, 2008 7:00 pm
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Have a link to the win32 SVN test build by any chance?
by Maximum
Tue Oct 07, 2008 10:38 pm
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Awesome to hear, can't wait. :D
by Maximum
Tue Oct 07, 2008 5:23 pm
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Ah good to hear healtime is working, I'll have to recheck my FBI files later. The two tags interact with the script (cob) aiming and limit it to a certain direction and angle. "For instance, if you want your Primary Weapon to have a 90° fire arc forward, you'd write: WeaponMainDir1=0 0 1;//x:0 y:0 z...
by Maximum
Tue Oct 07, 2008 2:07 am
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Thanks for emailing me about having the Weapon#'s working in the new version of TA3D. Any word on possibly having Weapon direction and angle code in? Also is the FBI tag. " healtime=x; " implimented properly yet? It was in TA origionally and is required for a small project I've been working on. Keep...
by Maximum
Wed Sep 24, 2008 11:05 pm
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Tests...

Did some quick test while on supper break - working 2pm till 10pm this week so I'll try some more things later. Changing the weapon#'s to Primary/Secondary/Tertiary in the script lets the unit fire like normal but only if the "weapon4's and higher" are deleted. TA3D does appear to interpret having a...
by Maximum
Wed Sep 24, 2008 5:29 pm
Forum: Help / Aide
Topic: Questions regarding more than 3 weapons per unit
Replies: 34
Views: 42037

Questions regarding more than 3 weapons per unit

Before I post my question I just want to say really good job on TA3D thus far. I've been working on a TA Spring project but as Spring continues to go in odd directions and becomes more CPU/GPU hungry with each release I find myself alot more interrested in TA3D; which runs amazing on any system I've...