Ta3D ver.0.4.0 is out! Anyone wanna help?

Ta3D ver.0.4.0 is out! Anyone wanna help?

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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Ta3D ver.0.4.0 is out! Anyone wanna help?

Post by Babax »

Last update: 10.09.2007
Added GUI support.
TA: Excess, TAWP, Talon, OTA screenshots posted.

Last update: 02.09.2007

Original size video:
http://www.wikiupload.com/download_page.php?id=207556

Last update: 01.09.2007

New video available:
http://www.youtube.com/watch?v=KO3iruzhkY0

Download TA3D 0.4.0 here:
Windows installer
http://downloads.sourceforge.net/ta3d/t ... e?download
Linux installer
http://prdownloads.sourceforge.net/ta3d ... z?download

TA3D web site: http://ta3d.sourceforge.net/

1. What is TA3D?
TA3D is 3D Engine, that uses original TA resources to bring TA in the world of true 3D. Our goal is to keep original TA atmosphere, and bring the second life into TA community.

No, it`s not another Spring, it is TA in the first place, and new engine in the second, so there`ll be all original TA campaigns, mods and features support with visual improvment.

TA3D supports all TA maps, units and MODS! Yeah, without any problems almost all TA mods should run with TA3D without modifications.

2. Screenshots

Image

Original size
http://www.dmdtech.ru/3dta/scr4.4.jpg

Image

Original size
http://www.dmdtech.ru/3dta/scr4.1.jpg

Image

Original size
http://www.dmdtech.ru/3dta/scr4.2.jpg

Image

Original size
http://www.dmdtech.ru/3dta/scr4.3.jpg

Image

Original size
http://www.dmdtech.ru/3dta/scr4.5.jpg

3. How to install and play
After install there are readme.html with all the instructions. Here`s summary.

- download archive
- run and extract in any new folder
- copy in /ta3d/ folder totala1.hpi, totala2.hpi (or any map or mappack).
Also if you want play with CC units - copy ccdata.ccx from TA:CC CD-Rom in /ta3d/ folder.
- run ta3d and select Options you want (Note: if game crush - try to reduce water quality)
- exit so new configuration could take effect.
- run, select defence.c script and have fun.

4. We need your help!
Current version is fully playable, but there is no multiplayer support and AI yet. Only game type - survival, where player should withstand AI attacks.

Our goals to archieve:
- high quality pathfinding support
- multiplayer support
- AI support

Engine was coded for high-scale multiplayer battles, so it`s have all, that may be need for implementing this.

All this was done by team of three people - Zuzuf, Cire++ and Balthazar.
We need modders, C++ programmers, testers and anyone who is willing to help. Don`t let this project die!!!!

5. Changelog

changes from 0.3.2 to 0.4.0
-----------------------------------------

_huge performance improvement in feature drawing code
_trees can burn (you can have forest fires)
_unit can attack a position on the ground without having a unit as target
_added a popup message when resources files are missing and raise an exception to prevent the program from just crashing
_removed empty hash table module since all the hash table code is in the header file hashtable.h
_updated documentation
_support for hovercrafts
_better thread synchronisation system
_new water renderer, 5 levels of details: 0 - very low, 1 - low, 2 - fast GLSL shader, 3 - better GLSL shader, 4 - same as 3 with everything reflected in water
_using FMOD C++ interface for all platforms except mingw32 on windows which can only use the FMOD C interface
_units cannot be spawned in places where they cannot be (neither by a script nor by the console)
_units cannot go any more where another unit already is, if a unit try it will be replaced where we found a place
_new 3D models for metal deposits
_logging additionnal information (OpenGL version, renderer and vendor)
_Console.log and Console2.txt log files merged into ta3d.log
_when zooming out nothing special, but when zooming in, the cursor doesn't move from the position it points on map (like in supreme commander)
_new tactical icon for kamikaze units
_kamikaze attack support, kamikaze units work !!
_mine missions implemented, so mines work
_unit self-destruction mechanism implemented
_when specified in *.fbi a unit can autoheal (cf commanders)
_support for unit specific damage (for weapons)
_added support for texture compression in 3DM models (you can choose between no compression and JPG format (support alpha using a greyscale jpg))
_added support for wide screen modes
_the loading process produces more logs
_added support for default animation in 3DM models, a feature can be animated !!!
_added support for symbolic 3DM files which tell the loaded to load an other 3DM file (one level only)
_big explosions produce less particles, and a particle limit has been set to prevent slowing down too much
_sonar and radar jammers work
_fog of war code rewritten
_sonars work
_presence map system rewritten, now we have a presence map for land units and an air presence map that supports multiple units at the same (x,z) coords on the map
_transporters work
_improvements in cob engine
_exploding units make less smoke
_rewritten patrol code
_factories can now receive an order list that will be given to built units
_the build menus are now read from gamedata\sidedata.tdf, except for weapon build pics which are still taken from *.gui
_collision detection between weapons and units is much simpler and faster
_engine performance improved
_compatibility with Allegro 4.2.2 and AllegroGL 0.4.2
_improved i18n and cTAFileParser modules (they're faster and "." doesn't confuse them any more)
_changed spherical skies rotation speeds to 0.8
_unit moving code - including pathfinding code - rewritten
_TA3D now remember last state of Fog Of War in game setup menu
_now display info about everything that is under the cursor :), it's also easier to reclamate things
_new pathfinding algorithm, much faster
_improved the map selection screen
_some tuning of UNIT::move function
_moving code is isolated from mission code making unit moving function more modular
_unit orientation code is no more replicated, code is shorter
_weapons are more reactive
_shake effect
_units that have more than one weapon can fire them all at the same time
_unit's weapon system rewritten, it's no more a part of the mission code
_fixed : shift key behaves like in TA now when a building has been selected in the build menu
_fixed under water units floating, every one is where it should be
_fixed unit activation/deactivation bug
_fixed some bugs in the sprite => 3D object converter, converted objects aren't as ugly as before
_fixed map artefacts (map textures organisation changed)
_fixed missing polygon-offset for flat map features
_fixed scaling bug with map features
_fixed 1280x1024 not being displayed in screen mode list
_fixed ugly shadow casting bug that prevented us from using gouraud (smooth) shaded models
_fixed : factories with last order canceled now work and don't stay open
_fixed lasers not aiming properly
_fixed a bug that could make TA3D load the wrong *.cob script file for a unit
_fixed some bugs that prevented pewee's weapons to work properly
_fixed bug when previous played map missing
_fixed bullet transparency
_fixed : commander can't build a row of buildings without having a pathfinding problem
_fixed bug with fog of war/radar map
_fixed bug with unit/feature presence map
_fixed water effects on lava
_fixed slope calculation for tnt maps at loading time, wasn't taking map precalculation into account
_fixed build error with Allegro 4.2.0
_bug fixed in VAngle function that computes angle between 2 VECTOR
_fixed some random crashs
_fixed console ability to emit more messages than it can store into the log file and freeze the game
_fixed a drawing bug with building orders when holding SHIFT, GL_DEPTH_TEST was disabled!
_fixed a security issue in COB script emulation code that could create more "threads" than expected and crash the game

Any suggestions are wellcome!
Read readme.html for more info
Last edited by Babax on 10 Sep 2007, 08:18, edited 3 times in total.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Hey cool, looks better than before =]

Put a git repo up will ya, then i'll pull the source. B)
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

Dragon45 - what do you mean? I don`t quite understand :cry:
Put a git repo up will ya, then i'll pull the source. B)
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

i kinda got sucked into git a week or so ago.

i dunno why :(
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

We`ll see deeper into it, looks usefull :) Thanks!
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Tim Blokdijk
Posts: 1240
Joined: 29 May 2005, 11:18

Re: Ta3D ver.0.4.0 is out! Anyone wanna help?

Post by Tim Blokdijk »

Babax wrote:...

4. We need your help!
Current version is fully playable, but there is no multiplayer support and AI yet. Only game type - survival, where player should withstand AI attacks.

Our goals to archieve:
- high quality pathfinding support
- multiplayer support
- AI support

Engine was coded for high-scale multiplayer battles, so it`s have all, that may be need for implementing this.

All this was done by team of three people - Zuzuf, Cire++ and Balthazar.
We need modders, C++ programmers, testers and anyone who is willing to help. Don`t let this project die!!!!

...
You should talk with AF about AFLobby, he likes to support multiple engines. Would safe you guys from writing you own lobby.
I'm working on a new site for Spring, I'm willing to help you guy's set it up but I don't know if you need it.
And for the mods maybe you should ask this guy http://www.xenoclone.com/ about his Xect v/s Mynn mod for TA, he released it under the GPL and we ported it to Spring some time ago. But the original mod for TA may be interesting to you guys as it gives free legal content to play with. (no need for the TA cd)
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I don't think with AFL AF has the option of supporting multiple game engines yet... AFS quite possibly could though.
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AF
AI Developer
Posts: 20686
Joined: 14 Sep 2004, 11:32

Post by AF »

Support for multiple game engines would be extremely trivial with AFS.

Are you planning a spring style battle setup using an external app or an intrnal style battle setup liek OTA/Supcom?

And what is happening with that lobby system you discussed on your own site?

ps:: mappers, I want to see those trees some time soon, at least to replace our ugly existing trees.
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Is the white stuff in the water intentional or an artifact/bug of some sort?
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

Tim Blokdijk - thanks, why not :)

AF - we have already internal battle style setup screen, all-pre network code complete, threading system with syncronizing ticks and so on. Our previous network support (and lobby) was halted, cause our net-developer stuck with problems in real life and couldn`t participate in project any longer. I wonder if he access i-net since till now.

Felix the Cat - if you about sun bleaks, yes, that`s intentional. If you about lake waves - yes, that`s intentional too :) Just run it and you`ll see all by yourself.
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AF
AI Developer
Posts: 20686
Joined: 14 Sep 2004, 11:32

Post by AF »

So what would be required from the command line to start or join a TA3D game? I can imagine that support could even be kludged via TASServer for that nm AFS.

The ingame system rather than inlobby battlescreen also eliminates quite a few issues with content management, as a lot of the functions untisync is needed for would not need to be implemented for TA3D support since TA3D would be responsible for it not the lobby.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Dragon45 wrote:i kinda got sucked into git a week or so ago.

i dunno why :(
my fault, sorry :P
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

its okay

Cute -moderator
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Nifty stuff babax.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

UNNECESSARY CENSORSHIP




in communist Spring Boards, posts censor <item censored for state security>

:P - BL snaffle edit!
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REVENGE
Posts: 2381
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Felix the Cat wrote:Is the white stuff in the water intentional or an artifact/bug of some sort?
I believe that's something to do with their implementation of water reflection/refraction, which to me is more win than Spring's btw. :P

Although it does seem like the reflection needs a little work, hm...
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

REVENGE wrote:
Felix the Cat wrote:Is the white stuff in the water intentional or an artifact/bug of some sort?
I believe that's something to do with their implementation of water reflection/refraction, which to me is more win than Spring's btw. :P

Although it does seem like the reflection needs a little work, hm...
The "griddy" look of it threw me off a bit.
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

Yes, if you zoom close enough - reflection is not the very nice, but in default angle and zoom it looks pretty. The main idea why this kind of water was chosen, because it calculating VERY fast. :-)

Image
Image
Last edited by Babax on 29 Aug 2007, 07:45, edited 2 times in total.
Moop
Posts: 26
Joined: 26 Jul 2007, 09:49

Post by Moop »

No mac version :<
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

Moop - yet :)
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