Everything related to the code /
Tout ce qui touche au code
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huangyi
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by huangyi » Mon Mar 15, 2010 2:14 pm
my experience:
- several years' experience of c++( mainly on windows )
- some of Direct3D( not OpenGL )
- basic knowledge of Artifical Intelligence
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Balthazar
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by Balthazar » Mon Mar 15, 2010 3:58 pm
Yeah, why not
There are several areas that a still need to be re-made.
- Airplanes behaviour
- Some AI coding stuff
- Ballistics
- bugfixing
- and many other things.
You can visit trac to see the progress
http://trac.ta3d.org
More info you can get from our lead developed - Zuzuf
I`m sure he`ll post more info here soon.
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zuzuf
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by zuzuf » Mon Mar 15, 2010 4:13 pm
Of course you can help
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huangyi wrote:my experience:
- several years' experience of c++( mainly on windows )
- some of Direct3D( not OpenGL )
- basic knowledge of Artifical Intelligence
The Lua interface for AI (and several AI stuffs) still need some work and since it's not a core component of the engine I think it's a good start if you want to look at the code. You may also be interested in 3DMEditor2 which is far less complex in its actual state than TA3D itself and since the rendering is already done you don't need to look at OpenGL code
.
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huangyi
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by huangyi » Tue Mar 16, 2010 10:37 am
Thanks for the advice.
that sounds interesting. I'll choose these two area as the beginning.
but first, I should download the code and create an environment for compiling. this may cost some time due to the network.
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zuzuf
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by zuzuf » Tue Mar 16, 2010 10:41 am
Which platform are you running ?
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huangyi
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by huangyi » Tue Mar 16, 2010 11:52 am
zuzuf wrote:Which platform are you running ?
windowXP SP3
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zuzuf
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by zuzuf » Tue Mar 16, 2010 3:21 pm
Last QtCreator installer comes with MinGW 4.4 (if you install the whole Qt SDK you'll also be able to build 3DMEditor2 out of the box since there is a Qt project file with it):
http://qt.nokia.com/downloads/qt-creato ... or-windows
Once you have it installed you just have to set your MINGDIR environment variable to the MinGW installation (something like C:\Qt\2010.02\mingw) and add MinGW's bin folder to your PATH (this is required for cmake).
You'll also need cmake (
http://www.cmake.org/) and a SVN client.
Once you get the code (you really only need
http://svn.ta3d.org/ta3d/trunk, the root folder contains all archived versions and is a bit big) you can just open the CMakeLists.txt file from QtCreator
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huangyi
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by huangyi » Wed Mar 17, 2010 1:17 am
You're so kind hearted man, thank you.
It is a great help.
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milipili
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by milipili » Wed Mar 17, 2010 9:19 am
Another developer is a good thing ^^ Welcome !
Damien Gerard
Ta3d & Yuni Developer
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xpoy
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by xpoy » Wed Mar 17, 2010 10:11 am
TA3D growing /:^}!
I remeber there are a TO-DO things, which should update atm
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huangyi
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by huangyi » Wed Mar 17, 2010 2:58 pm
I encountered an error while compiling the 3DMEditor2 with Qt Creator.
out put like this:
Code: Select all
In file included from src\/gfx.h:4,
from src\mainwindow.cpp:4:
src\/types.h:14:21: error: GL/glew.h: No such file or directory
In file included from src\/mesh.h:10,
from src\/surfaceproperties.h:8,
from src\mainwindow.cpp:8:
I found "GL/glew.h" in the path "\trunk\src\ta3d\src\tools\win32\mingw32\include", It seems that I have to add this folder into including folders list.
the problem is how can I do this. Qt Creater has no interface to config including folders. I have tried to modify Makefile myself and missed.
How to get rid of this?
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zuzuf
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by zuzuf » Wed Mar 17, 2010 6:06 pm
Oops, I forgot this. GLEW is a library that is not shipped with QtCreator install of MinGW. You should download and install it in your MinGW install:
http://glew.sourceforge.net/
You'll have includes and libs to put in C:\Qt\2010.2\mingw\bin/lib
PS: you'll also need to have the associated DLL in 3DMEditor's folder or in your system DLL folder otherwise it won't be loaded
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huangyi
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by huangyi » Thu Mar 18, 2010 11:30 am
Well, it works. But other ones came out.
I'm trying to resolve them. Maybe I'll turn to you for help a little later.
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Manimal
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by Manimal » Tue Mar 15, 2011 11:08 pm
I wonder if I could give the TA3D team a hand occasionaly.
Ages ago I've been to an AI evening classe @ Association Philotechnique but I had to give up because of my time schedule...
I learned C++ in 1994 but I didn't code seriousely with that language.
I learned LUA on the fly during the beta tests of Supreme Commander and Forged Alliance for which ones I made a few mods. (see @ GPG forums : SupCivs, FA Console Plus and Experimental Wars)
Now the last mod for FA. is about to be completed, I'll have then a bit of free time to spend on another project (yours ?)
remark: I tend to behave like an ergonomist...
EDIT; to be honest, I do'nt know exactly how good I am at coding. I'd say I'm an average coder.
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zuzuf
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by zuzuf » Tue Mar 15, 2011 11:17 pm
Hi,
that would be great, we really need help here
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Manimal wrote:I learned C++ in 1994 but I didn't code seriousely with that language.
So you'll have to learn C++ 98 and C++ 03
. I was jocking, you don't need to understand the whole last revision of the standard (and don't need to bother with the future standard either since TA3D doesn't rely on it). If you like Lua you may want to have a look at the engine-Lua interface which could be improved to extend the game GUI and special effects with Lua scripts. If you have any question feel free to ask.
Manimal wrote:remark: I tend to behave like an ergonomist...
I am sure it'll be appreciated
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Manimal
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by Manimal » Tue Mar 15, 2011 11:34 pm
zuzuf wrote:If you like Lua you may want to have a look at the engine-Lua interface which could be improved to extend the game GUI and special effects with Lua scripts. If you have any question feel free to ask.
Sure I like LUA however you probably know that the LUA engine used in SupCom F.A has been altered by GPG devs so it's not really LUA 5.1 ...
Prior to start anything, I could take a look at the GUI and see how it behaves...
Keep in mind I'm still completing the last bugfixes for the final release of our mod ExpWars.
EDIT: are we allowed to speak our native language in this forum ?
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zuzuf
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by zuzuf » Wed Mar 16, 2011 12:41 pm
The official language of the forum is English (not everyone can be expected to speak French, Russian, Spanish or Chinese) but I can tolerate French in specific cases (ie. if it's getting technical and English is too inconvenient for you).
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Durand
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by Durand » Wed Mar 16, 2011 3:40 pm
Of course, since multi-player team games need to have the same name for the same units, you can get vengeance by doing your mod entirelly in non-english language.
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