Search found 3281 matches
- 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.
- 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) ?
- 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 ?
- 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...
- 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
- 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
PS: done
PS: done
- 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...
- 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( ...
- 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
- 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.
- 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
- 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.
- 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)
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)
- 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
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
- 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...
- 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 . I have there too:
http://downloads.ta3d.org/misc/tadesign%20guide/
http://downloads.ta3d.org/misc/tadesign%20guide/
- 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...
- 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.
- 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.
- 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...
- 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...
- 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.
- 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 ?
- 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...
- 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.
- 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
- 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
- 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.
- 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
- 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")
- 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 .
- 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...
- 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 ...
- 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 . I only tested on my virtual machine which has all the DLLs somewhere not only in the package and right now I don't have my own computer (I am in an Internet cafe) so I can't test the package.
- 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 ...
- 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).
- 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.
- 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...
- 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
PS: the new packages are ready
- 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
- 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 ...
- 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, ...).
- 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 ?
- 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 ...
- 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...
- 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 ...
- 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.
- 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 .
- 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...
- 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 ?
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 ?