Hail to the king! TA3D v.0.4.1. final release available

Hail to the king! TA3D v.0.4.1. final release available

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

Hail to the king! TA3D v.0.4.1. final release available

Post by Babax »

Hi all!
TA3D v.0.4.1. final release available!
Download here:
Windows version
http://ta3d.darkstars.co.uk/releases/ta3d-v-0-4-1.exe

Source
http://ta3d.darkstars.co.uk/releases/ta3d-v-0-4-1.7z

Youtube video from this version available here http://www.youtube.com/watch?v=Qy9Alw8gI_M

Final release have all nessesary documentation and help files included.

TA3D homepage here http://ta3d.darkstars.co.uk

Got questions? RTFM :)

changes from 0.4.0 to 0.4.1
-----------------------------------------

_new intro screen!
_buttons on GUI have been improved, replaced with TA like buttons
_both rigth and left control keys are read as control now
_both right and left shift keys are read as shift now
_new button in game setup menu : change map, it still works when you click on minimap
_camera zooming behaviour is better and can be configured in the config menu ;)
_unit rendering is done with display lists (so it's faster)
_CAMERA class cleaned
_build buttons are no more transparent since GUI isn't
_waves are now an option
_trees are not an option any more
_in default.lua, when a player dies its units are killed
_menus load less CPU than before
_improved pathfinding (still not perfect but faster)
_random number generator is now platform independent
_the A.I. (wow!!!! It's there !!!)
_write cleaner logs - removed useless logs from TA3D_Audio module
_you can now set the player name
_TA3D's script module rewritten using lua
_implemented standing fire orders
_pathfinder module cleaned
_D-Gun works properly
_build/orders menu sounds implemented
_water color is now taken from the map water texture for water quality >= 3
_HPI caching system (to speed up GUI loading)
_TA's bad target behaviour implemented
_ship'corpses sink
_full support for TA interface
_full mod support with a mod manager
_added support for other races
_full gaf support (subframes & transparency in uncompressed images )
_added a high speed particle engine (with less particle features)
_added support for original game interface :D
_added a variable to have a collection of default skies that are used when none fits with the map
_increased precision of nanolathe spray :)
_new mod management system
_ESC doesn't quit the game anymore, instead it displays a menu which let you return to the game or leave it
_fixed : artifacts when zooming too fast due to fog being updated too slowly
_fixed : weakness in weapon/unit damage detection system
_critical bug fixed in win32 version : rand() function was returning a 16bits integer !!!
_some basic checks added to make the code more resistant to errors
_nuclear silo unable to fire fixed
_code is more thread safe
_compilation errors with Allegro 4.2.0 fixed
_bombers not firing fixed
_planes now look for a place to land instead of teleporting where they can land
_fixed: stability bug in fast particle engine code
_fixed: do not crash anymore when destroying the AI structures
_fixed: transparency bug with building previews when water quality < 2
_Construction k-bots don't fail reclaming anymore
_Metal extractors now spin after being built
_bug fix in unit path management code -> units should get locked any more
_small floatting menu bug fixed in GUI drawing code
_black polygon bug on some 3do models fixed
_when build units with a CORE shipyard, units are no more built with an offset
_fixed: toairweapon flag supported
_fixed: TA3D's implementation of TA's category system now can handle an infinite number of categories (like in TA)
_fixed: water weapons can't leave water any more, and non water weapons can't go in water anymore
_fixed HPIManager table corruption bug
_changed the static variable limit to something higher (twice as before) to support the Talon race
_fixed wheels spinning in the wrong direction
_fixed: texture coordinate bug ( textures not displayed properly on polygons with more than 4 edges )
_fixed nanolathe emitting point not being detected properly on some units
_fixed: factories are detected with the BMcode variable
User avatar
DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

do i need original TA to play it?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Yes however there's enough original content on the web to reconstruct it without actually using the original TA content.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

To play OTA it needs you to give it an OTA install, the one that you get from running setup.exe on the TA cd. Its not like spring where you get a magic XTA install and a link to a file that gives you BA or CA. You need a legal copy of the game installed or TA3D wont have any content to show you.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You do realize that if you havent got the original TA game Atari can sue your ass off for piracy by downlaoding and playing XTA/AA/BA/CA?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Post by CarRepairer »

Next time these TA3D people come around here with their awesome graphics we must kidnap them and chain them to a dungeon where they will be forced to join the spring team.

Get some sacks.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

CarRepairer wrote:Next time these TA3D people come around here with their awesome xxxxxxxframerate we must kidnap them and chain them to a dungeon where they will be forced to join the spring team.

Get some sacks.
Fixed that for you. Seriously, TA3D performance seems to absolutely pants Spring.
User avatar
DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

AF wrote:You do realize that if you havent got the original TA game Atari can sue your ass off for piracy by downlaoding and playing XTA/AA/BA/CA?
atari cant catch my ass

+

the copyright is old soo i dont think do bother about some old copyright..
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You don't but the TA3d people would be liable for some serious damages if they distributed TA content. It's more about their safety than yours, noone cares about downloaders.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

THrough the years I have owned 3 copies of TA vanilla, 1 copy of CC, 2 commander packs... Fark if I know where the cd's are... It's installed, why can't I tell it a directory to look for instead of the cd?

Now I gotta go find one of the damn cd's. That's slightly annoying.
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

Forboding Angel - to run TA3D you don`t need TA CD. You just need totala1.hpi and any map. (ufo,gp3,hpi or any other TA format, or totala2.hpi for original TA maps). Now you can play :)

To catch up with 3.1c patch you`ll also need rev31.gp3 and ccdata.ccx :)

Just copy all you need in TA3D/ folder and run. Not very hard, isn`t it?

Also - RTFM :)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

And the easiest way to get these files is an OTA installation.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Post by lurker »

DOT wrote:then i just crackz0r this game simple :o then i can plang TA3D
Crack it? What, you mean make it able to load a blank file? If you want to play it semi-illegally without a TA install you still need content to run. Look for a total conversion or something.
Unless you meant cracking TA, in which case... wut? TA has no copy protection and only checks for a simple text file on a CD to run...
Or you were entirely sarcastic and I have no idea where you were going.
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MightySheep
Posts: 243
Joined: 11 Nov 2007, 02:17

Post by MightySheep »

my TA cd is on the high shelf by itself in a glass box with a huge steel padlock on it... nah only joking but at least i know where it is. And i like the gameplay and speed of that TA3D, but graphics means alot to me :?
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JimmyJ
Posts: 84
Joined: 21 Dec 2005, 05:52

Post by JimmyJ »

So how good is the AI in this release?
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

AI is as dumb as hell :) It only builds things and differentunits, but not attacking, only defending himself. Current AI was made just to test things, real AI will be in next release.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

props; this looks fantastic!
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

*Downloads it*

Zooming and pathfinding are buggy. Cannot play mods (don't know why). And GREEN LLT?

*Goes back to Spring*

Not that it's hopeless. But until it's playable, i'd stick with Spring for the time being.
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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

someone deleted mah post ..
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Babax
Posts: 131
Joined: 15 Nov 2006, 19:14

Post by Babax »

DOT - kinda obvious that it`ll be deleted :)
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