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Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 08:12
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.

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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.

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Links to full-sized screenshots:

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Suggestions are wellcome!

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 08:17
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.

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 08:51
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.

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 09:09
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

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 09:33
by Gota
Well,i tested it a bit seems pretty close.

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 10:37
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.

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Links to full-sized version:
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Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 13:23
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...).

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 14:55
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.

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 15:46
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

Re: Ta3D reach 0.6.0.

Posted: 03 Mar 2009, 15:54
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

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 07:32
by Babax
As promised, here`s two more screenshots of Icy map and MegaZoom feature.

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Here`s link to full-sized screenshots.
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Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 11:56
by AF
You have webspace at darkstars thats an order of magnitude faster than that server, so why???

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 12:03
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. :-)

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 12:37
by AF

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 15:17
by Babax
Ops :) Thanks :P Will fix it.

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 16:12
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?

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 19:55
by Gota
What i care about is when are you gonna allow/make some sort of multiplayer lobby?

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 19:57
by smoth
lol, one of my old maps is in the old shots.. I was flattered.

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 20:03
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

Re: Ta3D reach 0.6.0.

Posted: 04 Mar 2009, 20:27
by Babax
And, as promised, a few more screenshots.

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

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