Ta3D ver.0.4.1. RC and mods

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Balthazar
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Ta3D ver.0.4.1. RC and mods

Post by Balthazar » Mon Nov 26, 2007 7:12 am

There are some nice suggestions from modders about:

- support for 12 unit menus for build menus.
- support for large GUI pics for super units.


TAWP should be tested for compatibility, since there are troubles with buildmenu and units don`t move.

TAWP version G
http://www.fileuniverse.com/?p=down&a=/ ... ip&id=4653

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Post by zuzuf » Mon Nov 26, 2007 2:31 pm

hm yes, I didn't implement modded build menus because I didn't know how to read the *.tdf & *.gui files. The fact is that GUI files are taking too much space in memory and currently only the minimum is loaded, so I'll look for a way to store only required data (probably won't change the GUI module).
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Post by Balthazar » Mon Nov 26, 2007 2:54 pm

Yes, memory optimisation is always wellcome. Also I do love 12 buildpics menu and big super units icons :P

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Post by zuzuf » Mon Nov 26, 2007 4:52 pm

Yes but I prefer to take the time to do things correctly, its better here than to have to recode it later because memory consumption is too high, this functionality involves more than one module ... so it would be more difficult to come back on that piece of code later.
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Post by Balthazar » Mon Nov 26, 2007 5:52 pm

Well, ok :) We can return to this later.

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Post by zuzuf » Mon Nov 26, 2007 6:37 pm

Don't worry, this should be part of the 0.4.2 release.
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Re: Ta3D ver.0.4.1. RC and mods

Post by chaosch » Thu Feb 28, 2008 6:56 pm

Balthazar wrote:There are some nice suggestions from modders about:

- support for 12 unit menus for build menus.
- support for large GUI pics for super units.


--does 0.42 test 11 supports 12 unit menus?

--i copy my mod's rev32.gp3 and a default ta3d.mod file to my own mod folder under mods folder,when i apply my own mod,TA3D quit.restart it and play,it is OTA still,why?

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Post by Balthazar » Thu Feb 28, 2008 7:28 pm

Yeah, now it support 12 unit menus for build menus.

Maybe because there is no need in default ta3d.mod file? What kind of mod are you using exactly?

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Post by chaosch » Fri Feb 29, 2008 2:30 am

Balthazar wrote:Yeah, now it support 12 unit menus for build menus.

Maybe because there is no need in default ta3d.mod file? What kind of mod are you using exactly?
that's a mod fixed from OTA and include level3,leve4 buildings and units collected in internet .

i tried another way to run my mod in TA3D,i copy my rev31.gp3 to TA3D folder,overwrite orignal rev31.gp3,but it crashed whiled loading.

my mod has a 12 unit menus and some buildpic split to four parts(shipyard,adv shipyard,..etc has four directory build button).does it support?

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Post by Balthazar » Fri Feb 29, 2008 8:28 am

As I remember - yes, splitted build icons are supported.

About crashing - that`s strange.
There are two ways of running a mod.

1. place mod resource files in /ta3d/ directory with totala1.hpi and any map. Run the game without any additional configuration.
2. place mod resource files in /ta3d/mod/_name_of_mod/ folder (maybe with modified ta3d.mod file if needed) and select this mod in options screen.

Since test versions of ta3d is in development progress - there are crashes sometimes.

To avoid crashes there are several suggestions:
1. Before running ta3d clear the /cache/ dir.
2. After changing mods or options or resource files - re-run ta3d (run till main menu shows up and exit).
3. Sometime test versions of ta3d crashes randomly during loading process - so to be shure you can re-run the same game 2 - 3 times. If crashes still present - then it`s time to call to the great spirit of Ta3D - Zuzuf :D

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Post by zuzuf » Fri Feb 29, 2008 10:51 am

hi there,

when TA3D crashes before you had time to exit it properly it reverts to last "good settings" (there is a ta3d.cfg.bak file), if you want to keep it even if it crashes, then change the settings, leave the game and restart it manually.

The right way to install a mod is:
create a subdir with its name in ta3d/mods/ and extract all the mod files in that directory (it should have a TA like structure: *.hpi, *.ufo, *.ccx, *.gp3 and subdirs you find in those archives if any). Then if your mod uses some strange names for subdirs you have to put a ta3d.mod file in it too which will tell TA3D where to look for those files.

in the case of TAWP, you don't need ta3d.mod file since it uses normal names for directories.

when you change current mod in menu options it shouldn't restart TA3D except if you changed video settings like screen resolution or full screen mode.

hope it helps :wink:
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Post by chaosch » Sun Mar 02, 2008 5:56 pm

i run Absolute annihilation 6.0 in TA3d successefully,but i cant see any splitted buildpic in the game .which i can see when i run totala.exe.

u can download AA6.0 from
http://www.fileuniverse.com/?p=show&a=it&id=4621

would you take a test ?plz

and i run TAWP successefully,it has 12 buildpics menu,but the menu
seems not good,wrong positions and some unit build button missed.
Last edited by chaosch on Sun Mar 02, 2008 6:16 pm, edited 2 times in total.

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Post by zuzuf » Sun Mar 02, 2008 6:03 pm

I'll test it :)
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Post by Balthazar » Sun Mar 02, 2008 7:59 pm

New version of TA:Excess will be released soon. You can get pre-release version here.

http://koti.mbnet.fi/wiitanen/Backup_290208_2247.zip

Enormous changes and many new stuff like shielding :)

I`ve tested it almost in every way and it seems that almost all works very smooth in Ta3D, even shields.
You can look deeper into it, Zuzuf, since TA:Excess is really something :D

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