Hail to the king! TA3D v.0.4.1. final release available
Posted: 26 Nov 2007, 13:50
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
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