Ta3D reach 0.6.0.

Ta3D reach 0.6.0.

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

Ta3D reach 0.6.0.

Post by Babax »

Hello everybody!

Ta3D project almost reach 0.6.0. version!

To thouse, who doesn`t know about it yet:
TA3D is a free project whose aim is to remake the engine of Total Annihilation but in real 3D, with/without perspective, camera management, hardware acceleration, (just like Spring), but preserving original gameplay and atmoshpere! TA3D is developped for different OS (Windows, Linux, OS X and other), current released version is 0.5.3.

Image

Current version 0.5.3. allows:
- multiplayer games support with internet server
- playing original TA campaigns
- scirmish games agains multple AI
- save/load single games
- extended TA mod support (mod managment feature)
- mega-zoom feature
- powerfull 3DMeditor (TA3D utility to create/import/export units)
- many other

3DMeditor features:
- import/export 3D models (3ds,3do,3dm) 3dm - TA3D format, that storex model and texture in the same file and allows UV mapping.
- transparency support for textures
- shaders support for models
- animation (and cyclic animation support) - allows using of animated 3D map features like swing trees and others.
- many other

Official site of the project - http://ta3d.org

Help documentation http://ta3d.org/help/

Even since project is evolving fast, we are in need of man power for improvement of:
AI
Network support
Creating HD set of map features
Testing
Engine polishing
And other minor stuff.

Image

Image

Links to full-sized screenshots:

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Suggestions are wellcome!
Last edited by Babax on 04 Mar 2009, 19:55, edited 1 time in total.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Ta3D reach 0.6.0.

Post by lurker »

Ooh fun. Maybe I should try compiling it again; I found allegro extremely difficult to get in a usable binary format with headers, and gave up compiling it after several hours. Or was it allegrogl. Something in there hated me.
AllegroGL is now part of the Allegro 4.3.x development series (Allegro 4.4 stable).
This might make things easier.

Code: Select all

if(WIN32)
    find_package(DInput)
    if(DINPUT_FOUND)
        if(MSVC)
            include_directories(${DINPUT_INCLUDE_DIR})
        endif(MSVC)
    else(DINPUT_FOUND)
        message(FATAL_ERROR
            "Windows port requires DirectInput (not found).")
    endif(DINPUT_FOUND)

Err, looks for dinput, makes it mandatory, but only includes it for some compilers, making the build fail? Suuuure. Removing if(MSVC) post-haste.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Ta3D reach 0.6.0.

Post by Gota »

I wonder,can i port SA from spring to TA3d ^^.
I so want The OTA airplane movement abilities in spring..
Air movement and targeting is so clunky right now.
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Re: Ta3D reach 0.6.0.

Post by Babax »

Gota wrote:I wonder,can i port SA from spring to TA3d ^^.
I so want The OTA airplane movement abilities in spring..
Air movement and targeting is so clunky right now.
There are many thing that should be done, before we`ll get in Ta3D the same AirPlanes behavoiur like in TA, so currently they are moving not as best as they could :P
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Gota
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Re: Ta3D reach 0.6.0.

Post by Gota »

Well,i tested it a bit seems pretty close.
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Re: Ta3D reach 0.6.0.

Post by Babax »

Gota wrote:Well,i tested it a bit seems pretty close.
There are huge engine changes for 0.6.0. version. It`ll be even more close to TA-style gameplay. (Ortho projection, LUA scripting and much, much more. I`ll post more screenshots of 0.6.0 in this thread today).

Here they are.

Image

Image

Links to full-sized version:
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four
Last edited by Babax on 04 Mar 2009, 19:56, edited 2 times in total.
Zuzuf
Posts: 12
Joined: 28 Sep 2008, 23:13

Re: Ta3D reach 0.6.0.

Post by Zuzuf »

There are several internal changes between 0.5 and 0.6, mainly 0.6 now uses SDL instead of Allegro/AllegroGL, soon FMODex will be replaced with SDL_mixer and HawkNL with SDL_net. Also it can be fully scripted : AI, units, game behavior use the same scripting interface (currently COB and Lua are supported).

Also, we're trying to make a completely free set of HD resources compatible with TA mods (I think you should be interested in this here because of copyright issues...).
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lurker
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Re: Ta3D reach 0.6.0.

Post by lurker »

So I didn't need to waste part of my time on allegro. Whatever, most of it was spent on ftgl until I imported it into codeblocks. COMPILED WOO.

CMakeLists.txt seems to be screwy but it was simple to fix that manually.
Zuzuf
Posts: 12
Joined: 28 Sep 2008, 23:13

Re: Ta3D reach 0.6.0.

Post by Zuzuf »

there is an ftgl binary for mingw32 shipped in the source tree (but FTGL includes are not) ... it is planned to add those headers soon (I don't have any problem with that on my Linux system but windows users do so let's integrate everything :) )

What did you have to fix in CMakeLists.txt ?

There are some instructions here : http://trac.ta3d.org/wiki/Install%200.6.x that may help you build TA3D with mingw32
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lurker
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Re: Ta3D reach 0.6.0.

Post by lurker »

1. You have a trac? :shock:
2. I already have it built.
3. Cmake asked for a bunch of variables it probably didn't use, like sdl and ftgl info, because even after filling them in I had to manually add:

-IH:/code/TA3D_2/ftgl-2.1.3~rc5/src/ -IH:\code\TA3D_2\freetype-2.3.5-1\include\freetype2 -IH:\code\TA3D_2\freetype-2.3.5-1\include\

-LH:\code\TA3D_2\zlibbin\lib -LH:\code\TA3D_2\SDL-1.2.13\lib
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Babax
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Re: Ta3D reach 0.6.0.

Post by Babax »

As promised, here`s two more screenshots of Icy map and MegaZoom feature.

Image

Image

Here`s link to full-sized screenshots.
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Six
Last edited by Babax on 04 Mar 2009, 19:57, edited 1 time in total.
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AF
AI Developer
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Re: Ta3D reach 0.6.0.

Post by AF »

You have webspace at darkstars thats an order of magnitude faster than that server, so why???
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Babax
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Re: Ta3D reach 0.6.0.

Post by Babax »

AF wrote:You have webspace at darkstars thats an order of magnitude faster than that server, so why???
Since from my work PC (where I am now) to post screenshots I can access only .ru servers using ftp. All the other TA3D stuff is hosted on darkstars. :-)
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AF
AI Developer
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Re: Ta3D reach 0.6.0.

Post by AF »

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Babax
Posts: 131
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Re: Ta3D reach 0.6.0.

Post by Babax »

Ops :) Thanks :P Will fix it.
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1v0ry_k1ng
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Re: Ta3D reach 0.6.0.

Post by 1v0ry_k1ng »

You would do very well to remove all the (ugly) outdated movies and screenshots and replace them with new ones, I checked out battle.avi and almost cried from the sheer optical agony. this looks preetty ballin now, when are you going to replace the gui (ie, remove the eye from the bottom left hand corner and put the metal texture back on?
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Gota
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Re: Ta3D reach 0.6.0.

Post by Gota »

What i care about is when are you gonna allow/make some sort of multiplayer lobby?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Ta3D reach 0.6.0.

Post by smoth »

lol, one of my old maps is in the old shots.. I was flattered.
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Re: Ta3D reach 0.6.0.

Post by Babax »

Yep :P Links are fixed, hope screenshots will load much faster now.
1v0ry_k1ng wrote:You would do very well to remove all the (ugly) outdated movies and screenshots and replace them with new ones, I checked out battle.avi and almost cried from the sheer optical agony. this looks preetty ballin now, when are you going to replace the gui (ie, remove the eye from the bottom left hand corner and put the metal texture back on?
There are several GUI`s in Ta3d, and the one you talking is also present... But about eye - it should be replaced with something that will inform player about camera mode (fixed angle, free, tracking...) Any ideas?
smoth wrote:lol, one of my old maps is in the old shots.. I was flattered.
Do you feel it? Nostalgie... Thanks for all the maps, you guys have made! Hope they will shine with the new light with new engine :P

And if someone didn`t noticed - We are in need of manpower! Asking for help coders (to polish engine, and multiplayer part of code). and anyone who want to help :P
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Babax
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Re: Ta3D reach 0.6.0.

Post by Babax »

And, as promised, a few more screenshots.

Image

Image

And, as always, link to full-sized version.

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Eight
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