Search found 3281 matches
- Mon Jun 05, 2017 5:18 pm
- Forum: Help / Aide
- Topic: TA3D doesn't load any mods
- Replies: 11
- Views: 37693
Re: TA3D doesn't load any mods
Ok, so if possible I'll need the mods files in order to try to reproduce it.
- Mon May 29, 2017 8:50 pm
- Forum: Help / Aide
- Topic: TA3D doesn't load any mods
- Replies: 11
- Views: 37693
Re: TA3D doesn't load any mods
That's interesting, in both files the names of the 2 sides are ARM and CORE and since it is where TA3D looks for these names it's what it shows. What happens if you select ARM or CORE and start a game ?
- Thu May 11, 2017 8:24 pm
- Forum: Help / Aide
- Topic: TA3D doesn't load any mods
- Replies: 11
- Views: 37693
Re: TA3D doesn't load any mods
hmm looks like a bug involving the gamedata/sidedata.tdf file of the mod. Can you find it in your mod files ?
- Tue Apr 25, 2017 7:47 pm
- Forum: Suggestion
- Topic: 0.6 in game text too small
- Replies: 2
- Views: 22643
Re: 0.6 in game text too small
Hi,
it didn't matter much in the old days but you are right its gets difficult to read on modern high resolution monitors. Maybe a GUI scaling factor could be useful here.
it didn't matter much in the old days but you are right its gets difficult to read on modern high resolution monitors. Maybe a GUI scaling factor could be useful here.
- Tue Apr 25, 2017 7:42 pm
- Forum: Help / Aide
- Topic: TA3D doesn't load any mods
- Replies: 11
- Views: 37693
Re: TA3D doesn't load any mods
hmm, I think you put your mod files in the wrong folder. It would be .ta3d/resources/mods instead of .ta3d/mods
- Sat Apr 08, 2017 8:32 pm
- Forum: Help / Aide
- Topic: TA3D doesn't load any mods
- Replies: 11
- Views: 37693
Re: TA3D doesn't load any mods
Interesting, can you post your log file ?
- Sat Apr 08, 2017 8:31 pm
- Forum: Suggestion
- Topic: Eventual graphical Modernization
- Replies: 2
- Views: 13600
Re: Eventual graphical Modernization
I updated your username ;). Regarding all the features you described, some of them are almost impossible to fit into an OTA like engine (like animation because script timings and events rely on animation timings so that would break too much things). Regarding shaders, as they will become mandatory i...
- Sat Apr 08, 2017 8:01 pm
- Forum: coding / développement
- Topic: TA3D 0.7 Qt5 port progress
- Replies: 2
- Views: 15491
Re: TA3D 0.7 Qt5 port progress
Qt5 is much bigger framework than SDL. SDL is only for graphics, audio, basic networking and basic user inputs whereas Qt5 brings many APIs, to access files, network, complex user inputs, threads, bluetooth, graphical interface with look and feel integrated to the target platform, ... Qt5 APIs are h...
- Sat Apr 08, 2017 7:51 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.6
- Replies: 7
- Views: 41591
Re: TA3D 0.6
The 0.6 branch is the last stable branch and is based on SDL, not Qt5. The Qt5 port is the 0.7 branch which is currently unstable. Also the 0.6 package is much bigger because it contains much more data (graphics for menus, unicode fonts which are quite big) than the 0.5 branch.
- Tue Apr 04, 2017 9:33 pm
- Forum: coding / développement
- Topic: TA3D 0.7 Qt5 port progress
- Replies: 2
- Views: 15491
TA3D 0.7 Qt5 port progress
This thread will be dedicated to the progress of the ongoing port to Qt5. The first changes are quite visible (many dependencies have been removed and Qt5 is the only big dependency left) but because lots of code still rely on OpenGL API, very few parts of the code are running through the Qt5 OpenGL...
- Mon Apr 03, 2017 7:11 pm
- Forum: Announcements / Annonces
- Topic: CURRENT ISSUES/BUGS
- Replies: 1
- Views: 11502
Re: CURRENT ISSUES/BUGS
good idea.
I didn't do much testing in the last few years so I don't have all the bugs in mind. I can at least remember this one: last time I checked torpedos didn't work when dropped from planes.
I don't remember if transport units work as expected, will have to be checked.
I didn't do much testing in the last few years so I don't have all the bugs in mind. I can at least remember this one: last time I checked torpedos didn't work when dropped from planes.
I don't remember if transport units work as expected, will have to be checked.
- Sat Mar 25, 2017 10:43 am
- Forum: Help / Aide
- Topic: How To Start?
- Replies: 3
- Views: 23172
Re: How To Start?
The .sh script is for Linux, run the .bat one.
- Sat Mar 25, 2017 9:30 am
- Forum: Help / Aide
- Topic: How To Start?
- Replies: 3
- Views: 23172
Re: How To Start?
Hi, the game comes with an installer for OTA resource files (that's the ota_resources_installer.sh/bat script). It will ask for the game CDs (some of which can be skipped if you don't have all the extensions). You can also copy manually the .hpi, .ccx and .ufo files to the resources folder, which wi...
- Sun Mar 19, 2017 10:58 pm
- Forum: Tests
- Topic: Package removed from newer version of Ubuntu, Debian, Mint
- Replies: 3
- Views: 27296
Re: Package removed from newer version of Ubuntu, Debian, Mint
The last stable release (0.6) doesn't use Allegro any more and the package has been built against recent versions of its dependencies.
- Sun Mar 19, 2017 12:15 am
- Forum: Suggestion
- Topic: TA3D's future
- Replies: 4
- Views: 16999
Re: TA3D's future
There is still a bit of OpenGL code everywhere but since textures are 100% wrapped into Qt objects I also replaced FTGL with Qt font API :). The 2 last dependencies are: - GLUT, which will be useless once all rendering is done using Qt's wrapper for OpenGL functions - Lua : this one is required and ...
- Mon Mar 06, 2017 10:39 pm
- Forum: Suggestion
- Topic: TA3D's future
- Replies: 4
- Views: 16999
Re: TA3D's future
I have started porting the code to Qt5. So far I completely removed SDL, SDL_image, SDL_mixer, SDL_net, SDL_sgui, GLEW, Yuni, OpenMP. I broke many things in the process but it still loads and runs but with a few features disabled/broken (like water rendering and shadows). There is still FTGL for fon...
- Mon Mar 06, 2017 8:57 pm
- Forum: Suggestion
- Topic: Should we have an IRC
- Replies: 3
- Views: 15498
- Sat Feb 25, 2017 12:52 pm
- Forum: Suggestion
- Topic: Should we have an IRC
- Replies: 3
- Views: 15498
Re: Should we have an IRC
There used to be a #ta3d chan on freenode. I'm on it right now.
- Mon Feb 20, 2017 11:10 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.6
- Replies: 7
- Views: 41591
Re: TA3D 0.6
I am already starting to port the code to Qt5. I already have threads and mutex from Qt, new smart pointers, I am also replacing the String type with Qt's QString. Current version number of the master branch is 0.7 ![Wink ;)](./images/smilies/icon_wink.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
- Sat Feb 18, 2017 10:32 pm
- Forum: Suggestion
- Topic: TA3D's future
- Replies: 4
- Views: 16999
TA3D's future
Now that TA3D 0.6 is released ... and a few years have passed, it is time to modernize TA3D. I was thinking about porting it to Qt5 (cf https://www.qt.io/ ). This would bring many new interesting features and increase portability. Qt5 would make it possible to play TA3D on tablets or smart TVs for i...
- Sat Feb 18, 2017 10:24 pm
- Forum: Announcements / Annonces
- Topic: TA3D 0.6
- Replies: 7
- Views: 41591
TA3D 0.6
Most activity stopped just before TA3D 0.6 had a chance to get released :( . So I decided to test windows build with new tools and I managed to get a working win64 build and an Ubuntu 16.04 amd64 package. These 2 packages and a source package are already available. So here we are: TA3D 0.6 is offici...
- Sat Feb 18, 2017 10:20 pm
- Forum: café
- Topic: Registration lock?
- Replies: 9
- Views: 37337
Re: Registration lock?
The new version of phpBB has a new anti-spam feature (enabled of course
). Registration is enabled again. So far so good.
![Razz :P](./images/smilies/icon_razz.gif)
- Fri Feb 17, 2017 9:38 pm
- Forum: Suggestion
- Topic: updates
- Replies: 1
- Views: 10869
Re: updates
What do you have in mind ? Are you talking about the forums or the rest of the website ?
The website itself has 2 styles OTA and modern, but you have to register in order to select one.
The website itself has 2 styles OTA and modern, but you have to register in order to select one.
- Wed Feb 15, 2017 8:46 pm
- Forum: Announcements / Annonces
- Topic: IT LIVES
- Replies: 2
- Views: 12869
Re: IT LIVES
Yeah but that's the only spam post ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Mon Feb 13, 2017 11:05 pm
- Forum: Announcements / Annonces
- Topic: Forum update
- Replies: 1
- Views: 11343
Forum update
Hi everybody ! I know it has been a long time without activity but things are starting to change a little. I have updated the forums and done some cleaning. The source repository has been exported to github: https://github.com/zuzuf/TA3D I have been recently contacted by 2 persons interested in TA3D...
- Sun Apr 01, 2012 8:39 pm
- Forum: café
- Topic: Registration lock?
- Replies: 9
- Views: 37337
Re: Registration lock?
What we need is a way of detecting junks based on content analysis ... does someone here knows of a solution which could be easily plugged into a phpBB forum ?
- Sun Apr 01, 2012 8:32 pm
- Forum: Help / Aide
- Topic: Game crashes as I get into the game. [SOLVED]
- Replies: 2
- Views: 16194
Re: Game crashes as I get into the game. [SOLVED]
Indeed, MP3 may be broken ... anyway OGG is better and well supported
.
![Wink ;)](./images/smilies/icon_wink.gif)
- Sun Apr 01, 2012 8:31 pm
- Forum: Help / Aide
- Topic: TA3D can't install : libglew1.5 dependance problem
- Replies: 3
- Views: 19551
Re: TA3D can't install : libglew1.5 dependance problem
No, I am just busy.
New versions of Ubuntu ship glew >=1.6, the package needs to be built for those versions (which I think are not 100% binary compatible with glew 1.5 or for some other reason they decide to include the version in package name).
New versions of Ubuntu ship glew >=1.6, the package needs to be built for those versions (which I think are not 100% binary compatible with glew 1.5 or for some other reason they decide to include the version in package name).
- Sun Apr 01, 2012 8:28 pm
- Forum: coding / développement
- Topic: ta3d coding
- Replies: 16
- Views: 51682
Re: ta3d coding
I think TAK file specs are available (at least most of it) so adding support for it in TA3D could be done with "minor" efforts but the new game mechanics may require some more work.
- Sun Apr 01, 2012 8:25 pm
- Forum: Announcements / Annonces
- Topic: Is TA3D dead now?
- Replies: 6
- Views: 25808
Re: Is TA3D dead now?
I may build/release a Linux package soon (using current SVN code). I don't want to see TA3D dying but the truth is it's becoming difficult to maintain because of a lot of legacy stuffs (the renderer is quite difficult to understand). This is a consequence of reverse engineering: you don't know where...
- Sun Apr 01, 2012 8:20 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 250169
Re: Current beta packages
I've just deleted some spams maybe I'll build and release something soon (as I start playing with a cousin I will likely find motivation to fix bugs ... when I find time
).
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- Mon Oct 17, 2011 5:33 pm
- Forum: Maps
- Topic: New Map:Crystal Aneurism
- Replies: 7
- Views: 52602
Re: New Map:Crystal Aneurism
I think I still have it somewhere in my TA3D resources if needed.
- Mon Oct 17, 2011 5:32 pm
- Forum: Suggestion
- Topic: Waterline (screenshot included FINALLY!)
- Replies: 3
- Views: 18468
Re: Waterline (screenshot included FINALLY!)
If you're interested in shadowing stuffs you may want to have a look at a few papers regarding shadow map filtering, especially "Percentage Closer Filtering".
- Mon Oct 17, 2011 5:29 pm
- Forum: Suggestion
- Topic: many new types of ta3d suggestions! :D
- Replies: 6
- Views: 39042
Re: many new types of ta3d suggestions! :D
I think supcom2 pathfinding implementation will be kept secret at least for a few years and reverse engineering it would be too time consuming.
TA3D 0.6 stable packages will be compiled in release mode of course but shaders, scripts and every aspect of the game will remain moddable.
TA3D 0.6 stable packages will be compiled in release mode of course but shaders, scripts and every aspect of the game will remain moddable.
- Mon Oct 17, 2011 5:19 pm
- Forum: coding / développement
- Topic: ta3d coding
- Replies: 16
- Views: 51682
Re: ta3d coding
I am against Java in a game engine if it is to be used as an extension mechanism (if you write a game in Java that's another story) because a Java VM is not something light. Lua is just the perfect balance for what we need and there is a JIT for it which is quite fast. Regarding pathfinding, this is...
- Mon Oct 17, 2011 5:12 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 250169
Re: Current beta packages
Sorry for the long time not being there. I've been really busy and recently sick. TA3D is not dying actually but things are going slowly because releasing TA3D 0.6 implies fixing a windows specific compilation error and because I develop with windows at work I am a bit fed up with it right now which...
- Sun Sep 18, 2011 8:28 pm
- Forum: Tests
- Topic: My first experience
- Replies: 13
- Views: 33631
Re: My first experience
Thanks, I like that kind of post ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- Sun Sep 18, 2011 8:26 pm
- Forum: Suggestion
- Topic: many new types of ta3d suggestions! :D
- Replies: 6
- Views: 39042
Re: many new types of ta3d suggestions! :D
DLLs are binary files you need to know the API and ABI to use them. Also I doubt we can really use them because of design differences between TA and TA3D. 1) TA3D has its own COB virtual machine. No, your code shouldn't crash TA3D. For now explosions and many special effects are just sprites. I want...
- Sun Sep 18, 2011 8:13 pm
- Forum: coding / développement
- Topic: ta3d coding
- Replies: 16
- Views: 51682
Re: What if i tried to physically shove this coded lemon in
Only vertex and fragment shaders would be processed and non-conforming ones would produce error messages in the logs but it would not crash.
- Fri Sep 09, 2011 6:42 pm
- Forum: café
- Topic: Forum spambots... gah
- Replies: 11
- Views: 33954
Re: stop this piece of shit
I guess the ones interested in promoting what's pointed by their links.
- Wed Sep 07, 2011 7:12 pm
- Forum: café
- Topic: Forum spambots... gah
- Replies: 11
- Views: 33954
Re: stop this piece of shit
I guess some of them get paid for it ![Sad :(](./images/smilies/icon_sad.gif)
![Sad :(](./images/smilies/icon_sad.gif)
- Wed Sep 07, 2011 7:11 pm
- Forum: Help / Aide
- Topic: Game crashes when start graphics engine :(
- Replies: 2
- Views: 15559
Re: Game crashes when start graphics engine :(
Hello, you may want to try the 0.6 branch : tt's still in beta stage only because I couldn't find the time to work on build RC packages ... so the last beta package should be quite stable for a beta. You'll find it there: ftp://downloads.ta3d.org/binaries/windows/dev/0.6/ You'll have to extract it w...
- Wed Sep 07, 2011 7:02 pm
- Forum: Announcements / Annonces
- Topic: Long Time TA Fan New to TA 3D
- Replies: 3
- Views: 18278
Re: Long Time TA Fan New to TA 3D
TA3D uses whatever you put in its folders. By default (without the free data set) it should use the last Evolva models.
- Tue Aug 16, 2011 9:11 pm
- Forum: coding / développement
- Topic: Shadows! :D
- Replies: 5
- Views: 22131
Re: Shadows! :D
Use the console: "screenshot()" will do the job.
- Mon Aug 15, 2011 10:09 pm
- Forum: coding / développement
- Topic: Shadows! :D
- Replies: 5
- Views: 22131
Re: Shadows! :D
Can you post a screen shot
?
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
- Mon Aug 15, 2011 10:08 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 250169
Re: Current beta packages
Until now the installer was made with NSIS. There is a script in the repository, it may help you (but it is outdated).
Help with the installer is more than welcome (I still haven't got a working windows binary
).
Help with the installer is more than welcome (I still haven't got a working windows binary
![Sad :(](./images/smilies/icon_sad.gif)
- Tue Aug 02, 2011 9:12 pm
- Forum: Announcements / Annonces
- Topic: Current beta packages
- Replies: 118
- Views: 250169
Re: Current beta packages
I am sorry, I've been busy and building RC packages for windows takes me more time than expected because the build process is currently broken.
- Wed Jul 27, 2011 5:49 pm
- Forum: Announcements / Annonces
- Topic: Long Time TA Fan New to TA 3D
- Replies: 3
- Views: 18278
Re: Long Time TA Fan New to TA 3D
You need an OpenGL capable video card with OpenGL driver installed.
If your computer can run vista with aero enabled it should be able to run TA3D.
For vista specific issues I let windows users help you.
If your computer can run vista with aero enabled it should be able to run TA3D.
For vista specific issues I let windows users help you.
- Mon Jul 25, 2011 9:49 pm
- Forum: Units
- Topic: Beherith public domain T2 Core units
- Replies: 3
- Views: 40121
Re: Beherith public domain T2 Core units
Thanks! I already have put a few of them in the free data set but since then there may be new ones
.
![Smile :)](./images/smilies/icon_smile.gif)
- Mon Jul 18, 2011 4:34 pm
- Forum: café
- Topic: Forum spambots... gah
- Replies: 11
- Views: 33954
Re: stop this piece of shit
It is activated but it seems to be inefficient.
There is a phpBB update available so I am going to install it right now, I hope it'll help.
There is a phpBB update available so I am going to install it right now, I hope it'll help.