Everything related to the code /
Tout ce qui touche au code
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zuzuf
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by zuzuf » Tue Oct 16, 2007 8:13 pm
Here is a list of things that aren't done yet, so if you want to help, here is what you can do:
- *internationalization -> we need translations for more languages (soon we`ll get ttf-style fonts support)
*create 3D models for all the sprites in TA's resources (trees, rocks, map features, coursor and other)
*create high definition textures
*create a free set of data to have a free(as in freedom) playable mod -> would be great if it was compatible with TA to make mods work with it
*improve Artificial Intelligence
*write/update documentation (FAQ, game manual, installation instructions, ...)
*test everything and fix bugs
*help others on the forums
*port TA3D to other platforms (BSD, MacOS, Solaris, ...)
*add support for replays
*implement loading/saving multi player games (almost done)
*advertise (making videos, screen shots, talking on forums, ...)
*we have video capture, add sound capture to the audio module
*add support for resource/units give system between players
*add support for units experience and hp/dmg/acc and so on increase
*implement a Lua based skinning system
just done in current SVN:
- *implement loading/saving single player games
*add support for multi-player
*add support (i suggest leave just this one) for extended build menu and big buildpics
*add support for single player campaign mode
*add support for shields (at least the shields we've tested seem to work)
We have a powerfull 3DMeditor in ta3d package, that allows models conversion, adding transparency, animation, shaders and many other usefull features. Documentation about 3DMeditor will be soon.
The purpose of this Topic is to show the list of all the things we have to do, if some are missing or if something doesn't have to appear in it any more then feel free to post here, but beware that we'll keep this topic CLEAN and posts will be removed as soon as they become useless
Last edited by
zuzuf on Sun Aug 17, 2008 10:10 am, edited 2 times in total.
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Balthazar
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by Balthazar » Sun Oct 19, 2008 3:20 pm
A 0.5.0. test 10 suggestion.
In multiplayer lobby when clicking on the created server should be displayed creator`s version of TA3D. I`ve seen several servers lately, but couldn`t join because of version difference (as it seems to me)
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zuzuf
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by zuzuf » Sun Oct 19, 2008 8:44 pm
you could see version differences ? in fact it only displays matching versions, but currently only the 0.5.0 TEST branch has multiplayer support ...
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Balthazar
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by Balthazar » Sun Oct 19, 2008 8:48 pm
Then it was a bug - there was 2 different servers and I was unable to connect to any. Game setup screen appears for 1 sec and then disconnect and I return to multiplayer lobby.
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zuzuf
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by zuzuf » Sun Oct 19, 2008 8:56 pm
grr, we'll a popup to display a message saying what happens in that case
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DOT
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by DOT » Sun Sep 20, 2009 3:18 pm
Some of your Todo list's are already done in Spring RTS which is GPL so you can salvage stuff for it no need to code for it IMO
"*add support for resource/units give system between players
*add support for units experience and hp/dmg/acc and so on increase"
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zuzuf
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by zuzuf » Sun Sep 20, 2009 4:32 pm
Unfortunately engine stuffs are very code dependent, so it's difficult to reuse things from another engine. We're mainly interested in reusing any free piece of game resource to make a free OTA resource set since it should be more or less compatible. What is interesting in Spring code is the way it handles OTA compatibility
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DOT
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by DOT » Sun Sep 20, 2009 5:21 pm
as off like those CEG,Healing etc depends on other scripts stuff too? hm i thought they were sort of "stand alone" or however you would name it and they are written in C++ IIRC
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slogic
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by slogic » Fri Sep 25, 2009 3:55 pm
*implement loading/saving multi player games (almost done)
How is that?? Loading/saving is for campaigns only. Or are you really talking about making a pause in multi-players game then continuing it later?
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Balthazar
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by Balthazar » Fri Sep 25, 2009 5:45 pm
slogic wrote:*implement loading/saving multi player games (almost done)
How is that?? Loading/saving is for campaigns only. Or are you really talking about making a pause in multi-players game then continuing it later?
Yes, exactly. Have you ever play multiplayer in Starcraft?
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slogic
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by slogic » Fri Sep 25, 2009 8:17 pm
Guilty, i played SC in multiplayer mode. But i never thought about stopping the process & continuing it later.
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Balthazar
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by Balthazar » Sat Sep 26, 2009 8:09 am
Since SC MP games can last for a hour or more - saving game sometimes does look like the perfect feature
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zuzuf
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by zuzuf » Sun Sep 27, 2009 10:12 am
It can be very useful during a LAN-party for example, when it's pizza time you just save the game in case it crashes for no obvious reason while eating pizzas :p.
Saving can also be interesting when the game crashes, it may be possible to save the game state and load it to continue playing (or for debugging purposes it'd be great too
)
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xpoy
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by xpoy » Mon Oct 26, 2009 4:29 pm
loading/saving multi player games
well, is this a replay?
I mean, do it save all action?
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Balthazar
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by Balthazar » Mon Oct 26, 2009 4:37 pm
Not exactly.
Replay is about replay watching.
Save/Load is about saving and loading.
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milipili
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by milipili » Mon Oct 26, 2009 5:07 pm
"Replay" could be expansive. You have to save a lot of things. Or a "bullet-time" like replay for the last X seconds
But still it may be costly.
Damien Gerard
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zuzuf
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by zuzuf » Mon Oct 26, 2009 5:22 pm
Writing all the network sync data that is produced during a multiplayer game should be enough to have a replay
.
Currently TA3D dumps all its network traffic to a file (to run a few tests on these data, like compression, etc...), overhead is quite small
.
However those replays would be quite big.
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Balthazar
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by Balthazar » Mon Oct 26, 2009 5:33 pm
Maybe you can do it as they do in Starcraft? Record interface inputs, like mouse clicks, buttons pressed and so on. They emulate the player and his actions during replay viewing?
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zuzuf
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by zuzuf » Mon Oct 26, 2009 5:41 pm
no it would not work as easily as this because of the engine not being totally deterministic
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xpoy
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by xpoy » Mon Oct 26, 2009 8:29 pm
I prefer net packed, this give a possable that one day a 3rd party addtion out, for replay TA-demos
for size, compression will reduce 50%, and maybe some elemt that used for checksum or somethings beable to delete in demo files, what used for multi-play modify (maybe sync)
For record input, I can finshed window's work
, but it maybe no need.
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milipili
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by milipili » Mon Oct 26, 2009 8:37 pm
Balthazar wrote:Maybe you can do it as they do in Starcraft? Record interface inputs, like mouse clicks, buttons pressed and so on. They emulate the player and his actions during replay viewing?
It is impossible since the IA is not predictable (at least not completely). But we keep the idea for perhaps the next major version.
Damien Gerard
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zuzuf
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by zuzuf » Mon Oct 26, 2009 9:03 pm
We could record AI decisions too but we would still have problems with the engine not really being deterministic : just looking around introduces entropy because of some special effects using the cached random numbers, and network stuffs are much worse regarding entropy.
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milipili
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by milipili » Mon Oct 26, 2009 11:59 pm
We could save all orders ("move to 3,7", ...) but it would require a better code design.
Damien Gerard
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xpoy
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by xpoy » Tue Oct 27, 2009 8:44 am
oh yeah~
All orders
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milipili
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by milipili » Tue Oct 27, 2009 11:24 am
All "atomic" orders. Those given by the real user, and those generated by the IA. It would considerably reduce the memory footprint and the date to store on disk.
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zuzuf
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by zuzuf » Tue Oct 27, 2009 12:08 pm
Indeed but we'll also have to store some key events such as unit creation or destruction, units deciding to auto-attack an enemy, forest fires and find a way to make paths repeatable, etc ...
Of course there is no much problems in campaign/skirmish modes but in multiplayer you have no guaranty you can replay the game if you only store orders/events as they are given chronologically (because of synchronization problems).
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xpoy
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by xpoy » Tue Oct 27, 2009 3:28 pm
we can record in script dispatch or some nearly where.
I mean record in order execution code
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