Search found 3281 matches

by zuzuf
Tue Sep 14, 2010 8:09 pm
Forum: Units
Topic: "Spin" don't use the "axis" value.
Replies: 7
Views: 22759

Re: "Spin" don't use the "axis" value.

Ha yes I forgot to write about it. I tired now but tomorrow I'll write some documentation about scripting in Lua.
by zuzuf
Tue Sep 14, 2010 4:44 pm
Forum: Units
Topic: "Spin" don't use the "axis" value.
Replies: 7
Views: 22759

Re: "Spin" don't use the "axis" value.

does it happen on all calls to spin ? Did you try all the values (0, 1, 2) ?
by zuzuf
Mon Sep 13, 2010 8:56 pm
Forum: Units
Topic: "Spin" don't use the "axis" value.
Replies: 7
Views: 22759

Re: "Spin" don't use the "axis" value.

what happens if you replace it with 0, 1 or 2 ?
by zuzuf
Mon Sep 13, 2010 3:58 pm
Forum: Units
Topic: [LUA] How make pumping ?
Replies: 5
Views: 19465

Re: [LUA] How make pumping ?

Just use the start_script function which accepts as many parameters as you want: __this.my_function = function(this, parameter1, parameter2) end __this.Create = function(this) this:start_script(this.my_function, this, this.head, this.lleg) end Since you can manipulate only variables in Lua, the mode...
by zuzuf
Mon Sep 13, 2010 3:51 pm
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta r2686
Replies: 5
Views: 19705

Re: TA3D 0.6 beta r2686

Yes and with the new package builder I hope to be able to release betas more often :). Let's make some noise :mrgreen:
by zuzuf
Sun Sep 12, 2010 5:10 pm
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta r2686
Replies: 5
Views: 19705

Re: TA3D 0.6 beta r2686

would be really helpful indeed, I am going to add it right now :twisted:

PS: done :P
by zuzuf
Sun Sep 12, 2010 11:53 am
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta r2686
Replies: 5
Views: 19705

TA3D 0.6 beta r2686

This is the first beta package which includes the failsafe GUI stuffs (config tool, crash report window, critical messages display). It mainly brings: updated LuaJIT (for packages built with LuaJIT) the failsafe GUI stuffs improved bandwidth requirements for multiplayer (this breaks compatibility wi...
by zuzuf
Sun Sep 12, 2010 9:36 am
Forum: Units
Topic: [LUA] How make pumping ?
Replies: 5
Views: 19465

Re: [LUA] How make pumping ?

you need to start a script (which will then run in parallel to the function that started it) with a loop containing one cycle of the pumping animation which will be repeated until the loop ends. Something like: local ANIM_SPEED = 0.2 __this.PumpingAnimation = function(this) while true do this:move( ...
by zuzuf
Sat Sep 11, 2010 3:00 pm
Forum: Suggestion
Topic: Found that, too : TA refence bible.
Replies: 3
Views: 16050

Re: Found that, too : TA refence bible.

Wow, looks like the holy grail :D
by zuzuf
Sat Sep 11, 2010 12:02 pm
Forum: Suggestion
Topic: Need asbolutely a SIMPLE mean to make a lab !
Replies: 3
Views: 16816

Re: Need asbolutely a SIMPLE mean to make a lab !

Are you using COB or Lua ? With COB there is not much we can do without breaking OTA compatibility but Lua is very flexible and it should not be difficult to write a basic interface on top of what already exists.
by zuzuf
Sat Sep 11, 2010 11:18 am
Forum: Units
Topic: [OBJ files] Do MTL is used ?
Replies: 2
Views: 14255

Re: [OBJ files] Do MTL is used ?

Yes it is possible, just put your MTL file with your OBJ file in the objects3d folder :). TA3D will then look for textures in the textures folder
by zuzuf
Fri Sep 10, 2010 10:13 pm
Forum: Suggestion
Topic: Some idea for the zoom
Replies: 4
Views: 18983

Re: Some idea for the zoom

It should be possible to implement this as a Lua script. Currently there is no scripts running in background waiting for events but it can easily change :), I think I'll work on it tomorrow.
by zuzuf
Thu Sep 09, 2010 4:29 pm
Forum: Units
Topic: Spin in reverse direction
Replies: 9
Views: 25575

Re: Spin in reverse direction

Interesting ... I didn't notice the package was broken.

Yes the free data set is the ta3d-data package but you can also find it there : http://downloads.ta3d.org/mods/ta3d_free_data_set.7z (I've just updated it)
by zuzuf
Thu Sep 09, 2010 4:06 pm
Forum: Suggestion
Topic: Some idea for the zoom
Replies: 4
Views: 18983

Re: Some idea for the zoom

It's difficult to please everyone and something intuitive won't be intuitive for everyone.

If you want to have a closer look at your units you can toggle the free camera mode and use the arrow keys to move and your mouse to look around :)
by zuzuf
Wed Sep 08, 2010 4:14 pm
Forum: coding / développement
Topic: failsafe GUI
Replies: 2
Views: 14561

Re: failsafe GUI

Normally SDL should be able to get a working video mode since we don't ask for a specific color depth or driver so if SDL can't do that you're in trouble because it won't be able to manage the game window. However if the game crashes and the signal handler can't do anything with SDL_sgui then it's l...
by zuzuf
Wed Sep 08, 2010 4:08 pm
Forum: Units
Topic: Interresting explanations for BOS scripting
Replies: 1
Views: 12574

Re: Interresting explanations for BOS scripting

Oh yes, it is :). I used this document a lot during TA3D's development :D. I have there too:
http://downloads.ta3d.org/misc/tadesign%20guide/
by zuzuf
Tue Sep 07, 2010 4:03 pm
Forum: Units
Topic: Spin in reverse direction
Replies: 9
Views: 25575

Re: Spin in reverse direction

There are 3 ways of animating models: use default animation parameters for 3DM models (doesn't work on units) write a COB script (OTA scripting language) to animate a unit model (unit only) write a Lua script (using TA3D's Lua API) to animate a unit model (unit only) Lua is a scripting language desi...
by zuzuf
Sun Sep 05, 2010 11:35 am
Forum: Units
Topic: Spin in reverse direction
Replies: 9
Views: 25575

Re: Spin in reverse direction

The spin function takes several parameters (in the Lua scripting API): spin(unitID, obj, axis, speed, (accel)) Where unitID is the 'this' parameter (it's designed to be called like this:spin(this.piece, ...) ). Setting speed to something negative should make the model piece spin in reverse direction.
by zuzuf
Wed Sep 01, 2010 4:11 pm
Forum: Help / Aide
Topic: 0.6 r2669 crashes on battle start
Replies: 5
Views: 20539

Re: 0.6 r2669 crashes on battle start

Actually it just doesn't read the info ... this part of the code has been left in "work in progress" mode for too long.
by zuzuf
Tue Aug 31, 2010 4:09 pm
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 54032

Re: The game replace my unit with this unknown one

I think I know what's going on: TA3D uses a useonly/useonly.tdf file (you'll find this in your ta3d.cfg file in the "Game Data" variable) which doesn't list your units for a yet unknown reason. Just remove (or clear the whole Game Data variable) the useonly/useonly.tdf from your ta3d.cfg file and it...
by zuzuf
Sun Aug 29, 2010 8:44 pm
Forum: Help / Aide
Topic: 0.6 r2669 crashes on battle start
Replies: 5
Views: 20539

Re: 0.6 r2669 crashes on battle start

Sorry for taking so long to reply, I've been busy these days. Have you enabled texture compression ? Since Intel chips use shared system memory the huge memory consumption could be due to textures. The backup error line is due to a small change in the backup function which doesn't tell any more when...
by zuzuf
Sun Aug 29, 2010 8:24 pm
Forum: Help / Aide
Topic: 0.5.4: CMake can't find required libs
Replies: 2
Views: 15095

Re: 0.5.4: CMake can't find required libs

TA3D 0.5.x has been tested with Allegro up to version 4.2.x. Several libs like AllegroGL have been merged into newer versions of Allegro, I've not run much tests with these versions but I doubt TA3D is compatible with them, you should try the 0.6 branch which is based on SDL.
by zuzuf
Mon Aug 23, 2010 4:53 pm
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 54032

Re: The game replace my unit with this unknown one

I tried to reproduce the dark buildpic bug ... unsuccessfully. Which (global) resource files are you using ?
by zuzuf
Sun Aug 22, 2010 2:46 pm
Forum: coding / développement
Topic: failsafe GUI
Replies: 2
Views: 14561

failsafe GUI

I am working on implementing a few failsafe modules based on SDL_sgui (the small GUI I developed for SDL). So far I've replaced the critical message window (which didn't exist on Mac OS and wasn't guarantied to work on Linux) with the built-in message window from SDL_sgui. I've also added a small co...
by zuzuf
Sun Aug 22, 2010 9:57 am
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 54032

Re: The game replace my unit with this unknown one

It's indeed but this has to be fixed in order to have mods working properly.
by zuzuf
Sun Aug 22, 2010 9:56 am
Forum: Suggestion
Topic: A config file
Replies: 7
Views: 24281

Re: A config file

It seems it's already in the FAQ :P
by zuzuf
Wed Aug 18, 2010 5:09 pm
Forum: café
Topic: missing all
Replies: 11
Views: 29291

Re: missing all

Hi and welcome back on the forums :)
by zuzuf
Wed Aug 18, 2010 5:07 pm
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 54032

Re: The game replace my unit with this unknown one

This is a real problem. Maybe we could use a kind of (explicit) dependency system so you would have to say somewhere: my mod needs OTA, OTA + BT, OTA + CC or another mod ... so you would explicitly tel TA3D what to load and what to look for.
by zuzuf
Wed Aug 18, 2010 5:01 pm
Forum: Suggestion
Topic: A config file
Replies: 7
Views: 24281

Re: A config file

you can set as many as you want, the variable in ta3d.cfg takes a comma-separated string list :)
by zuzuf
Wed Aug 18, 2010 5:00 pm
Forum: Announcements / Annonces
Topic: TA3D 0.6 beta 13 for win32
Replies: 19
Views: 47613

Re: TA3D 0.6 beta 13 for win32

It may be a numerical stability issue (the moving algorithm tries to minimize an "energy")
by zuzuf
Mon Aug 02, 2010 9:25 pm
Forum: 3D Models
Topic: Help... ;]
Replies: 12
Views: 29277

Re: Help... ;]

Now you can also take into account the average number of copies of a unit during a game. If it's designed to be unique then you can put more polygons on it. Adding more polygons will be more useful for FPS view or big zoom factor than default camera settings so it won't be lost anyway :P.
by zuzuf
Sun Aug 01, 2010 7:06 pm
Forum: 3D Models
Topic: Help... ;]
Replies: 12
Views: 29277

Re: Help... ;]

A unit is made of several pieces. Each piece can have up to 32768 polygons and up to 32768 vertices. You can have as many pieces as you want so there is no real limit, only the processing power available to render the unit and the RAM required to store it :P. However, in order not to hurt performanc...
by zuzuf
Sat Jul 31, 2010 12:19 pm
Forum: 3D Models
Topic: Help... ;]
Replies: 12
Views: 29277

Re: Help... ;]

Hi! You can use several model formats: 3DO - OTA's format, no UV-mapping, compatible with OTA (can use any GAF texture in TA3D, including 32bits ones) 3DM - TA3D's own model format, supports UV-mapping, GLSL shaders and default animation (useful for map features, you can use it to simulate the wind ...
by zuzuf
Mon Jul 19, 2010 6:21 pm
Forum: Announcements / Annonces
Topic: New package building system
Replies: 4
Views: 17718

Re: New package building system

I hope there is no report about missing DLLs because none is missing :P. I only tested on my virtual machine which has all the DLLs somewhere not only in the package :D and right now I don't have my own computer (I am in an Internet cafe) so I can't test the package.
by zuzuf
Mon Jul 19, 2010 6:11 pm
Forum: Help / Aide
Topic: Install fail on ubuntu 10.4 64 bit
Replies: 5
Views: 18530

Re: Install fail on ubuntu 10.4 64 bit

Tiens c'est un curieux problème ... je retesterais mes paquets plus en détails. Sinon il devrait être prossible de faire fonctionner TA3D sans l'installer dans les dossiers du système au cas où vous auriez peur de casser quelque chose, il faudra seulement le lancer depuis le dossier où se trouve le ...
by zuzuf
Mon Jul 19, 2010 6:06 pm
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 54032

Re: The game replace my unit with this unknown one

I´ve just checked your files, everything seems correct. I think there is definitely a bug in TA3D. I am in vacation in Spain right now so I won´t be able to fix it before I am back (sunday next week).
by zuzuf
Tue Jul 13, 2010 5:27 pm
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 54032

Re: The game replace my unit with this unknown one

do you use the mod system or do you use global files ? Normally mod files should have priority over global ones unless there is a bug.
by zuzuf
Tue Jul 13, 2010 5:01 pm
Forum: Announcements / Annonces
Topic: New package building system
Replies: 4
Views: 17718

New package building system

I've been working on a way to build packages for all supported platforms automatically. Mac OS support is still missing but it already works for Linux 32/64 bits and windows. TA3D is compiled, packaged and Linux repositories are updated with a single command :). I've just built new packages (revisio...
by zuzuf
Tue Jul 13, 2010 2:13 pm
Forum: Help / Aide
Topic: The game replace my unit with this unknown one
Replies: 22
Views: 54032

Re: The game replace my unit with this unknown one

Clearing the cache should help indeed. I am going to build a new package, there is a new option that does it automatically (even better it just doesn't use the cache :) ).

PS: the new packages are ready :)
by zuzuf
Sat Jul 10, 2010 3:24 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

Well it explains why TA3D couldn't load textures then :)
by zuzuf
Sat Jul 10, 2010 2:14 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

Ok, I've added the filename to the logs :). I've seen this: [Sat Jul 10 13:40:19 2010][ta3d][error] [obj] could not load texture ! Did you put the texture and MTL files in the textures folder (either in ta3d/textures or ta3d/resources/textures) ? TA3D won't find them if they're somewhere else. I am ...
by zuzuf
Sat Jul 10, 2010 1:42 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

yeah that's in order to save some space and bandwidth. Join a compressed archive (zip, rar, tar.gz, tar.bz2, 7z, ...).
by zuzuf
Sat Jul 10, 2010 1:26 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

I do but the code is huge and it's difficult to find something related to a line in the logs if I don't have the logs. Lots of code tells which file has a problem, but not all so I really need some keyword to do a search in the code. What does this log look like ?
by zuzuf
Sat Jul 10, 2010 11:55 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

Wow, looks like you're really having bad luck. Can i suggest the log file say in what file it found an error ? For this I have to know which part of the code produces these log lines, that would be easier with the log lines :(. FBI files refers to model files, that may be related. Also try to clear ...
by zuzuf
Sat Jul 10, 2010 10:45 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

Ok, according to the stack trace this is a bug in the model structure parser (the module which is responsible for transforming standard meshes into TA3D's internal structure). Which model format do you use ? PS: try notepad++ ( http://notepad-plus.sourceforge.net/fr/site.htm ), it should read anythi...
by zuzuf
Fri Jul 09, 2010 1:36 pm
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

hm, I've run a few tests with armcom1.gui and sidedata.tdf on OTA, it seems it doesn't care that much about sidedata.tdf content (at least with 3.1 patch). So I made TA3D aware of sidedata.tdf menu order but I priority is given to GUI files which seems to reproduce OTA's behavior but I am not quite ...
by zuzuf
Thu Jul 01, 2010 9:01 am
Forum: Help / Aide
Topic: How to make TA3D really use my mod ?
Replies: 23
Views: 265735

Re: How to make TA3D really use my mod ?

It uses the .gui files and the .tdf files from the download directory. It should not be difficult to take into account the order from sidedata.tdf, I'll do that when I have time.
by zuzuf
Thu Jul 01, 2010 8:59 am
Forum: Units
Topic: My lil' model
Replies: 3
Views: 15429

Re: My lil' model

Indeed that's nice :). I am currently moving from Paris so I won't have much time to fix the menu bugs until I am done but after I am in vacation 8) .
by zuzuf
Wed Jun 30, 2010 12:31 pm
Forum: Help / Aide
Topic: TA3D crashes in loading battle...
Replies: 4
Views: 17727

Re: TA3D crashes in loading battle...

I've just tested with only totala1.hpi and totala2.hpi and discovered a nasty bug that was crashing the whole thing. Try to play with the rev31.gp3 file from the 3.1 patch, or add a few archives from TA:CC (like ccdata.ccx, ccmiss.ccx for campaign missions, ccmaps.ccx for maps). You can also play wi...
by zuzuf
Wed Jun 30, 2010 11:24 am
Forum: Help / Aide
Topic: TA3D crashes in loading battle...
Replies: 4
Views: 17727

Re: TA3D crashes in loading battle...

Hi !

According to the logs, there is something wrong with at least one resource file. Do you use modified HPI archives, files or a mod ? Which game archives did you install ?