TA3D 0.6 alpha 4 for win32

title is self explanatory / le titre est explicite non ?
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zuzuf
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TA3D 0.6 alpha 4 for win32

Post by zuzuf » Sat Jun 06, 2009 6:11 pm

I've made a package with current SVN for win32 (and I couldn't build it automatically so I did nasty things to get it built :oops: )

You'll find it there:
ftp://downloads.ta3d.org/binaries/windows/dev/0.6

What does it brings compared to previous alpha ? Lots of things but mainly:
  • OpenGL is loaded at runtime and no more linked against the program (fixes lots of bugs on all of platforms)
  • Translations have been updated/improved
  • There is a window to access the online mod repository (it's still Work In Progress so don't expect it to work without bugs)
  • Lua AI API has been improved and includes more functions required by AI coders
  • some new console commands for Lua debugging (mission and AI scripts)
  • String code replaced with libYuni Strings
  • lots of bug fixes everywhere
Keep in mind this is still alpha (not even beta!!) software, so it's incomplete and still buggy (but we hope it's less buggy than previous alpha :P).
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Re: TA3D 0.6 alpha 4 for win32

Post by xpoy » Sat Jun 06, 2009 7:03 pm

Downloading.
And I got it, yep less bugs. Infact I play 2 games without crash(script game and a default 3 AI).
That freatures' "Old units screen down/right/left couldn't see" need be fixed. That should be fixed when units be normal, but does features and units used diffrent display mothed?
And I meet a comm some times couldn't d-gun, may duo to sluggish unit script buffer or mission, but beable move, after some times, D-gun worked. I'm trying to D-gun a diffrent height map feature, before that, d-gun lots of features.
Last edited by xpoy on Sat Jun 06, 2009 7:12 pm, edited 1 time in total.

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Re: TA3D 0.6 alpha 4 for win32

Post by zuzuf » Sat Jun 06, 2009 7:12 pm

I don't understand what feature you're referring to, maybe a screen shot can help :D

Features and units use the same code when they need to display polygon meshes with varying properties (animation, varying color). But static models are rendered using display lists (it's much faster), and flat features are first put in a vertex array then all the features of a same type are rendered in one pass.
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Re: TA3D 0.6 alpha 4 for win32

Post by xpoy » Sat Jun 06, 2009 7:31 pm

Well. The shots:

Down features didn't show:
http://bbs.taclub.net/taclub/newTA/atta ... 1c23e2.jpg
The feature:
http://bbs.taclub.net/taclub/newTA/atta ... 0b7ca4.jpg

My advice is show 1280*960 when screen was 1024*768

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Re: TA3D 0.6 alpha 4 for win32

Post by zuzuf » Sat Jun 06, 2009 7:36 pm

no, trying to display too large portion of the map will slow the game down too much, especially on low-end machines. this is just a matter of visibility code tweaking I guess.
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Re: TA3D 0.6 alpha 4 for win32

Post by xpoy » Sun Jun 07, 2009 9:39 am

Wrong object size?
That object couldn't show when screen include apart of feature, may the feature' image didn't equivalent to size of object

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Re: TA3D 0.6 alpha 4 for win32

Post by Balthazar » Sun Jun 07, 2009 10:04 am

Hurray :P Testing.. testing... testing...

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Re: TA3D 0.6 alpha 4 for win32

Post by Balthazar » Sun Jun 07, 2009 10:25 am

Zuzuf, I`m f*cking love Ta3d :P
Hell, it was really good! Units behave more correct, ARM Flash now shoots as it should :P
Unit animation seem to be better (but it may be because of my old experience with last 0.6.0 alfa 3 Ta3d)
All lev.1 units work as they should.

Bugs:
- texture corruption bug is still here. Strange, the only version without it was 0.6.0. Alfa 1.
- Subs can shoot in land units/buildings (it`s good that torpedoes cant` reach surface, but they souldn`t shoot at land units at all :P)
- same for AA missles on land and naval units - they shoot everywhere :P
- First builded K-bot lab couldn`t build anything. But the second one - could build anything without problem.
- Load/Unload scripts for naval transport doesn`t work yet.

More detailed report will be later.

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Re: TA3D 0.6 alpha 4 for win32

Post by Balthazar » Sun Jun 07, 2009 10:27 am

Important note - sounds now play correctly :P HURRAY!

And a few bugs.

1. Tactical map bug. (1+2 screen)
2. Build icons of strange color. (3 screen)
Image
Image
Image

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Re: TA3D 0.6 alpha 4 for win32

Post by zuzuf » Sun Jun 07, 2009 11:08 am

hm, I suspect memory corruption. What happens if you remove all unit lua scripts from scripts/ ?
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Re: TA3D 0.6 alpha 4 for win32

Post by Balthazar » Sun Jun 07, 2009 12:20 pm

Well, if i remove lua scripts - the game doesn`t starts. I see the map but no units. And zoomed view is still bugged, so lua scripts doesn`t affect zooming bug.

Added:
The first K-bot lab and Plane Factory lv.1 doesn`t build anything.

But if i build the second one - the second operate correct.

And Bloody AI can`t build - it starts the building but it never progress till finish.

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Re: TA3D 0.6 alpha 4 for win32

Post by xpoy » Sun Jun 07, 2009 12:55 pm

F*ck AI as more as you can in now, since the AI finshed, you must play 3V1 for win him. HAHAHAHAHAHAHAHA
And I also meet the K-bot lab and Plane Factory wrong
I seggtion play the script game at now.It's very eazy to modify units, for example spawn 100 skeets in sea, and spawn 100 flashs in land...And I really enjoy creat 100 KROS/per mins in top for AI and Creat 10 SUBB in down for me. /:^]

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Re: TA3D 0.6 alpha 4 for win32

Post by Balthazar » Sun Jun 07, 2009 1:01 pm

Well, i prefer games with small amount of units, to see how it all works, if there are any bugs or so. I enjoy the ta3d itself, not the amount of units or huge battles :P

I`ll enjoy huge battles later, when TA3D is not far from finish :P

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Re: TA3D 0.6 alpha 4 for win32

Post by zuzuf » Sun Jun 07, 2009 1:25 pm

Yeah but huge battles tend to show bugs quickly (since fixing bugs reduces the probability to find new ones it also increases the mean time you need to find them).

Scripts are very buggy in this last win32 package, I fixed lots of bugs in script code since then and could play large battles without too much problems. Also you'll be glad to hear that loading a game is now faster when texture compression is on due to low definition map not using compression any more (it may fix the texture corruption bug, this needs testing), so now I can load a game in 6 seconds instead of 16 :D.
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Re: TA3D 0.6 alpha 4 for win32

Post by Balthazar » Sun Jun 07, 2009 1:51 pm

Yeah, loading time is pretty small.

Also I`ve noticed HD textures on several buildings and units - looks really cool.

AI bug with building process. There is probability nearly 50-60% that nanolathe process of building creation will starts. So I had to look for AI Comm and destroy the buildings that are halted, after that Comm can build the next one or two and halts again.

Planes behave ...emmm... doesn`t behave. Only Construction planes seems nearly normal.

P.S. Megazoom map may be because of my new video driver, will test that more throughfully.

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