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Total Annihilation Zero - Page 6

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TaShadan
Profile Joined February 2010
Germany1982 Posts
October 04 2015 18:24 GMT
#101
On October 05 2015 03:13 Cyro wrote:
It's not the graphics that i'm concerned about, more the gameplay capabilities of the engine


Gameplay is better than it looks like. Did you even try it?
Total Annihilation Zero
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-10-04 18:51:19
October 04 2015 18:46 GMT
#102
Yes i've played TA and TAUCP for a few hundred hours, was one of my first RTS and i got armies stuck in my base, behind my base, on a bridge halfway across the map, in a field of wrecks etc in probably most games

I loved it but it's 2015 now
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TaShadan
Profile Joined February 2010
Germany1982 Posts
Last Edited: 2015-10-04 19:53:38
October 04 2015 19:45 GMT
#103
On October 05 2015 03:46 Cyro wrote:
Yes i've played TA and TAUCP for a few hundred hours, was one of my first RTS and i got armies stuck in my base, behind my base, on a bridge halfway across the map, in a field of wrecks etc in probably most games

I loved it but it's 2015 now


Thats nice that you played ages ago. But the pathfinding alrogithm was significantly improved by modders the last years. Especially Zero has a much better pathfinding and in Zero T1 wreckages do not block movement (only projectiles). I never had any problems with pathfinding in Zero. You should really try Zero before you bash on it. I am always up for 1on1s. Just message me.
Total Annihilation Zero
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
October 04 2015 20:26 GMT
#104
But the pathfinding alrogithm was significantly improved by modders the last years


Oh, why didn't you say so :0

there was never any tools to improve the pathfinding in some other games like BW
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ProMeTheus112
Profile Joined December 2009
France2027 Posts
October 04 2015 20:34 GMT
#105
Woah! This is very interesting!!! I played quite a bit of TA including lots of 1v1 vs friend. Made quite a few nice maps. Some aspects of this game are great but it is broken by terrible balance, we were playing around with removing some units to make it better. I'm totally going to check this out!!!
TaShadan
Profile Joined February 2010
Germany1982 Posts
Last Edited: 2015-10-05 15:33:19
October 05 2015 15:27 GMT
#106
Sry doublepost....
Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
Last Edited: 2015-10-05 15:32:02
October 05 2015 15:29 GMT
#107
On October 05 2015 05:26 Cyro wrote:
Show nested quote +
But the pathfinding alrogithm was significantly improved by modders the last years


Oh, why didn't you say so :0

there was never any tools to improve the pathfinding in some other games like BW


a Quote from the tauniverse forum:
they improved pathfinding a lot!

1333 cycles (default):
[image loading]

Name: 1333.png Views: 886 Size: 35.2 KB
At the default value, the pathfinding is horrible. At any given moment the majority of units are not in motion and are waiting for an updated path. Here it is clear why I was saying issue #2 is the major issue. The units towards the back of the group, where most of the bumping occurs, perform ridiculously poorly. Even though at the 60 second mark the group appears to be moving decently well, that's just due to the luck of the units at the front not bumping into each other as much. At the 3 minute mark a large chunk of units is still at the starting point and it takes a whopping 10 minutes to finish and there are still a few stragglers that still haven't made it yet.

5332 cycles (4x default):
[image loading]

Name: 5332.png Views: 902 Size: 35.1 KB
At 5332 cycles there is a massive increase in performance, but still far from adequate. There are still plenty of stationary units at any given time. However as you can see, the group is generally moving much more smoothly and finishes the race over twice as fast as they did at the default value.

13330 cycles (10x default):
[image loading]

Name: 13330.png Views: 890 Size: 29.3 KB
At 13330 cycles there is another huge improvement, though a little less than before. Most units are now in motion at any given time though there's still room to improve. The group finishes the race almost twice as fast as the last attempt.

39990 cycles (30x default):
[image loading]

Name: 39990.png Views: 891 Size: 29.2 KB
At 39990 cycles we've basically reached an optimum point. No unit ever has a downtime of more than 1 or 2 seconds and the group moves very smoothly, with no unit ever colliding with anything other than another moving unit. The group finishes just over a whole minute faster than the last group.

66650 cycles (50x default):
[image loading]

Name: 66650.png Views: 914 Size: 29.0 KB
At 66650 cycles we can see that pathfinding improvements at this scale, with 1500 moving units, have basically plateaued. The group basically finishes at the same amount of time as before, with the 5 second difference falling within the margin of error for me deciding when the group at "arrived". However, as explained above, for more complex operations than simply moving a group from one point to another (like how you would see in a real game with many different orders being given to different groups of units) there are some small improvements to pathfinding update time and the hardware hit is still small compared to the rendering workload, so I think that 66650 is a much better optimal value to use due to the breathing room it affords.

So 66650 cycles is the value we will use for TA Zero and is probably a good optimal value for most people. The 5332 value is definitely too low. Finally, while you can go even higher, there is not too much benefit and you may end up just wasting resources and causing unnecessary slowdowns, even when there are few units in-game.


1333 cycles is the OTA default setting. 66650 cycles is used by TA Zero
Total Annihilation Zero
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
October 05 2015 21:58 GMT
#108
Well that's a thousand times better

At the 3 minute mark a large chunk of units is still at the starting point and it takes a whopping 10 minutes to finish and there are still a few stragglers that still haven't made it yet.


Vs having the whole army there in under 2 minutes
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TaShadan
Profile Joined February 2010
Germany1982 Posts
October 06 2015 05:57 GMT
#109
On October 06 2015 06:58 Cyro wrote:
Well that's a thousand times better

Show nested quote +
At the 3 minute mark a large chunk of units is still at the starting point and it takes a whopping 10 minutes to finish and there are still a few stragglers that still haven't made it yet.


Vs having the whole army there in under 2 minutes


So you are going to try it at least?
Total Annihilation Zero
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
October 06 2015 07:45 GMT
#110
On October 06 2015 14:57 TaShadan wrote:
Show nested quote +
On October 06 2015 06:58 Cyro wrote:
Well that's a thousand times better

At the 3 minute mark a large chunk of units is still at the starting point and it takes a whopping 10 minutes to finish and there are still a few stragglers that still haven't made it yet.


Vs having the whole army there in under 2 minutes


So you are going to try it at least?


Maybe
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TaShadan
Profile Joined February 2010
Germany1982 Posts
October 06 2015 16:50 GMT
#111
On October 06 2015 16:45 Cyro wrote:
Show nested quote +
On October 06 2015 14:57 TaShadan wrote:
On October 06 2015 06:58 Cyro wrote:
Well that's a thousand times better

At the 3 minute mark a large chunk of units is still at the starting point and it takes a whopping 10 minutes to finish and there are still a few stragglers that still haven't made it yet.


Vs having the whole army there in under 2 minutes


So you are going to try it at least?


Maybe


As i said just try it. Download the standalone from post #1 (~350 mb). If you do not like it fine, if you like it just msg me for some games.
Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
October 11 2015 12:16 GMT
#112
And again a bunch of new videos:









Enjoy!
Total Annihilation Zero
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2015-10-12 01:38:20
October 12 2015 01:32 GMT
#113
I remember downloading the TA demo a long long time ago and giving it a go for a small duration of time before moving on. This looks like fun though I have to ask, just how much of a change from the original is the link in the OP? I mean, adding a whole new faction is pretty big lol but aside from that, are the other factions still the same as originally designed? Is it mostly performance fixes and a new faction then?

edit: reading more about it, seems that TAK, the expansion had several new factions added in so I take it this changed the original TA, not TAK.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
TaShadan
Profile Joined February 2010
Germany1982 Posts
Last Edited: 2015-10-12 15:41:15
October 12 2015 15:40 GMT
#114
It is a total overhaul. The factions are different to the originals. Although some units have at least a similar design.
Just download the standalone (link in post #1).
Yes it is a total conversion mod for TA not TAK.
Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
October 20 2015 19:38 GMT
#115
And again a new update + a bunch of new videos:

Either download the standalone from post #1 or use the patch to update your current version:
http://koti.mbnet.fi/wiitanen/TAZ31_151015_1330.zip





Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
November 04 2015 17:01 GMT
#116
and again a bunch of new videos:





Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
Last Edited: 2015-11-25 11:41:06
November 25 2015 11:40 GMT
#117
New update avialable: http://koti.mbnet.fi/wiitanen/TAZ31_071115_1915.zip

You should also check out this thread for all the stuff you will need to play: http://www.tauniverse.com/forum/showthread.php?t=44715

If you downloaded the standalone (link post #1) you will not need the installer meantioned in the thread.
Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
December 11 2015 12:47 GMT
#118
New experimantel changes incoming. Some new units and a total rebalance is incoming. Although the balance was quite good the factions were to similar and the creator decided to make them more diverse.

A bunch of new vods from one of the early rebalance versions:







The most recent version is 09122015 which you can dl here (changes included):

http://www.tauniverse.com/forum/showpost.php?p=739840&postcount=234
Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
February 07 2016 21:00 GMT
#119
This time the recording is with ingame sounds! Enjoy:


PS: new version available
http://zero.tauniverse.com/files/TAZ31_290116_1450.zip
Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1982 Posts
February 09 2016 19:57 GMT
#120
Would there be anyone interested in playing a alpha tournament? I might even provide some prize money and a bunch of steam keys.
Total Annihilation Zero
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