Where new test build will become available?

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Balthazar
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Where new test build will become available?

Post by Balthazar » Mon May 11, 2009 7:16 pm

Well, new test build seems to be obvious :P

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Re: Where new test build will become available?

Post by xpoy » Mon May 11, 2009 8:22 pm

You can got a playable [1809] build from here:
http://translate.google.com/translate?u ... N&ie=UTF-8

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Re: Where new test build will become available?

Post by zuzuf » Mon May 11, 2009 9:44 pm

it'll be available when we'll have fixed several obvious things broken by recent changes.
Most likely after 0.5.4 release (so not before next week).
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Re: Where new test build will become available?

Post by Balthazar » Tue May 12, 2009 5:53 pm

xpoy wrote:You can got a playable [1809] build from here:
http://translate.google.com/translate?u ... N&ie=UTF-8
There is no way I can download anything from there. It asks to install some nano-robot stuff, all in chineese... Hell, nothing I can do about it. Is there a more easy way to download only TA3D build (10-15 mb). Rapidshare maybe?

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Re: Where new test build will become available?

Post by xpoy » Tue May 12, 2009 7:03 pm

you should copy TA files for playable
This is the playable files At least :)
http://cid-dd761cec1c1d3498.skydrive.li ... D/beta.rar

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Re: Where new test build will become available?

Post by milipili » Tue May 12, 2009 10:21 pm

Rev 1809 : http://ta3d-download.shikami.org/binari ... -r1809.exe (it is the ta3d binary only)
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Re: Where new test build will become available?

Post by Balthazar » Wed May 13, 2009 5:33 am

milipili wrote:Rev 1809 : http://ta3d-download.shikami.org/binari ... -r1809.exe (it is the ta3d binary only)
Hurray :P Thanks man!

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Re: Where new test build will become available?

Post by xpoy » Wed May 13, 2009 5:49 am

:|
Well....
Milipili should reply more quickly,blablabla

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Re: Where new test build will become available?

Post by Balthazar » Wed May 13, 2009 7:22 am

xpoy wrote::|
Well....
Milipili should reply more quickly,blablabla
Somehow you are prefer quite annoying file hostings :D

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Re: Where new test build will become available?

Post by milipili » Wed May 13, 2009 8:41 am

Daily snapshots are planned. :wink:
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Re: Where new test build will become available?

Post by xpoy » Wed May 13, 2009 1:32 pm

a Wayfinding src
寻路算法.rar
Press "此进入http下载页面" ->"网通"for download.

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Re: Where new test build will become available?

Post by zuzuf » Wed May 13, 2009 5:25 pm

:( got an error
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Re: Where new test build will become available?

Post by xpoy » Wed May 13, 2009 5:39 pm

Program error?
I just think that DLL may useful.

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Re: Where new test build will become available?

Post by zuzuf » Wed May 13, 2009 5:49 pm

no, sorry, when I try to download it, the server sends me an error :(
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Re: Where new test build will become available?

Post by xpoy » Wed May 13, 2009 5:57 pm

:o
I upload to another site.
This time may work.
http://bbs.taclub.net/taclub/newTA/atta ... gBQlQiGqt4

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Re: Where new test build will become available?

Post by milipili » Wed May 13, 2009 6:31 pm

What is Maze Engine ? Sorry but I have more affinity with Japanese rather than Chinese :)
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Re: Where new test build will become available?

Post by zuzuf » Wed May 13, 2009 6:37 pm

Thanks, it worked :)

I tested the program and all the AI I found in the package. The problem is not finding a path, TA3D does that well (but it doesn't try to optimize it, but it seems those AIs doesn't either), the real problem is the blocky representation used to compute the path doesn't match the real stuffs once you look at how things move :( .
TA3D algorithm is very simple, it goes toward the target destination until it hits some obstacle, then it follows the edges of this obstacle (which is a lot faster when the obstacle is not convex). The computed path you get with that king of algorithm is not optimized, but you can then check for direct paths between points of the original path (if you test from the end and then divide by two the path length each step it doesn't take too long), note that this could be optimized to get the optimal path at a computational cost of 2^nb_obstacles times current complexity. Once you have a path, units must follow it, but they have to obey physics laws and rounding errors :(, so they are never exactly where they should and sometimes they can't go where they are ordered to even if it looks they can, because of those small errors. I tried to add a small distance between objects and units without success :(

NB: concerning heavily recursive algorithms (like superman :p), they are too costly when there are non convex obstacles (think a map with rivers), that's why TA3D doesn't use that kind of algorithm any more (on some maps, pathfinder could use up to 95% of the CPU :evil: )

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Re: Where new test build will become available?

Post by xpoy » Wed May 13, 2009 8:09 pm

algorithm trouble me more than english.
I study by Memory and Reasoning more than Think :mrgreen:
Same as you see,may my advice are very bad.
But i will show all my advice, at least they maybe work, :P

TA use a slope and a Climbing ability to check something,i think we can made some simple path map for common Climbing ability when load map.It just cast some load time and some memory.The simple path map only include 2 types groud,that pass or unable pass.
Or we can use a virtual,that virtual unit pass run the return of wayFind,if they arrived,it ok,or return false,a wapper.May it cast too many Performance.

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Re: Where new test build will become available?

Post by zuzuf » Wed May 13, 2009 8:35 pm

The main problem is memory requirements ... TA uses slopes and footprint sizes as two constraints to units movements, as well as a minimum and maximum map height (sea level being defined as the 0 here). Units have their own parameters, so precomputation cost would be very high and memory requirements would be worse.
Also, the yardmap (TA's units and features map in footprint units) is changing during the game and changes pathfinder's behavior, so precomputing is not the way to go I think. Current algorithm is very fast and things are computed only when it is required, I think we could just find better constraints to make it find good paths, by good I mean easy to follow. For example we prefer that the unit follows a wide road instead of crossing a dense forest.

Concerning slopes, TA define slopes, but I don't really know how those slopes are given, is it an angle, a tan, which unit system ?
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Re: Where new test build will become available?

Post by xpoy » Wed May 13, 2009 8:55 pm

It was a convex :mrgreen:
The unit's fbi,or may in tdf,just that file define category.The maxslope and maxunderwater.It was a useful thing in convex
PS: i wil sleep early since today,thus i couldn't keep those immediately talk.

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