TSRR Archive
by Daniel "opcode" Arnold · 10/13/2002 (11:03 pm) · 0 comments
[Oct 14, 2002] TSRR development starting back up again.
What I am doing now doesn't have much to do with the torque engine, but in the long run it's going to help anyone out who has multiple transparencies in their models.
Click here to view the issue.
Hopefully, I'll be able to pop this one out. I've been working on it for a week now. Just got familiar with the code now it's time to start trying things.
I told Sty at the start it was "right up my alley". Now that I see the code without one OpenGL function call I realize I know nothing about this.
So, it will be a good learning experience as well.
[Mar 29, 2002] Gitn' tha harses saddled up
Well it's time to be working on the vehicle code now. Thank you Tim "Zear" for doing the GUI part of the game. I'll definitly be editing the source code as well as the script.
My main goal for the vehicles will be stabilty. These are my goals for the vehicles.
1. Ability to jump hills and land well.
2. Stop that pesky wild rotation about some axis above the vehicle (hate that!)
3. Cause vehicle to flip on it's side and/or roll when turning to sharp while moving too fast.
Well, that is the start. I'll probably work on number 2 first, that will allow some sanity.
[Jan 31, 2002] STILL Fuedin' with Tim Hammock while gittin' n' earful from Tyler Frans
Hey guys,
I didn't want my old .plan to get stale. I have been doing alot of learning the Torque 1.1.1 Engine Source Code for my own self lately.
The plan still resides:
1. Impliment GUI Design for TSRR.
We will have screenshots as soon as we are done.
TSRR Website
[Jan 15, 2002] Fuedin' with Tim Hammock while gittin' n' earful from Tyler Frans.
Well this is my first plan.
1. Implement GUI Design
2. Register callback functions for GUI actions
3. Implement automatic functions for GUI actions
The TSRR web site is here.
What I am doing now doesn't have much to do with the torque engine, but in the long run it's going to help anyone out who has multiple transparencies in their models.
Click here to view the issue.
Hopefully, I'll be able to pop this one out. I've been working on it for a week now. Just got familiar with the code now it's time to start trying things.
I told Sty at the start it was "right up my alley". Now that I see the code without one OpenGL function call I realize I know nothing about this.
So, it will be a good learning experience as well.
[Mar 29, 2002] Gitn' tha harses saddled up
Well it's time to be working on the vehicle code now. Thank you Tim "Zear" for doing the GUI part of the game. I'll definitly be editing the source code as well as the script.
My main goal for the vehicles will be stabilty. These are my goals for the vehicles.
1. Ability to jump hills and land well.
2. Stop that pesky wild rotation about some axis above the vehicle (hate that!)
3. Cause vehicle to flip on it's side and/or roll when turning to sharp while moving too fast.
Well, that is the start. I'll probably work on number 2 first, that will allow some sanity.
[Jan 31, 2002] STILL Fuedin' with Tim Hammock while gittin' n' earful from Tyler Frans
Hey guys,
I didn't want my old .plan to get stale. I have been doing alot of learning the Torque 1.1.1 Engine Source Code for my own self lately.
The plan still resides:
1. Impliment GUI Design for TSRR.
We will have screenshots as soon as we are done.
TSRR Website
[Jan 15, 2002] Fuedin' with Tim Hammock while gittin' n' earful from Tyler Frans.
Well this is my first plan.
1. Implement GUI Design
2. Register callback functions for GUI actions
3. Implement automatic functions for GUI actions
The TSRR web site is here.
