Bryce "Cogburn" Weiner's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Constructor Exporting Bugfix Test | So I guess I'm not insane and the missing faces deal is still existent. Light still passes through ... read more | 10/16/2007 (1:49 am) |
| Building a game SOLO!!!! What do you do first | PLAN Grab a piece of paper and a pencil and WRITE down how your game is going to play. This simp... read more | 06/15/2007 (9:07 pm) |
| Hiding server IP from client by using a proxy | I'm not all that savvy w/ Torque Networking... but I'll take a stab. :) You would need a new NetI... read more | 06/15/2007 (9:01 pm) |
| Hiding server IP from client by using a proxy | You cannot hide the originating address for any TCP/IP (or UDP) connection. You may be able to obfu... read more | 06/14/2007 (8:17 pm) |
| Image Loss on GUI elements | This is on an Nvidia 7900 on a 21" non-widescreen LCD display. The images themselves are not set ... read more | 06/14/2007 (8:07 pm) |
| Possible ledge grabbing solution | Just brainstorming a bit... This is going to take a bit of work, but it will work for anything... l... read more | 06/13/2007 (2:09 am) |
| Player jitter | It's a tough call, but there's obviously something going wonky server-side. So... in basic troubl... read more | 06/13/2007 (1:56 am) |
| Non-fixed Crosshair? | We've actually got something like this implemented in Versus... We call it the "lazy reticle". It's... read more | 06/10/2007 (11:35 pm) |
| Arrays in Datablocks? | If I remember this right.... Yes... because saying [code]foo[1]=bar;[/code] is equal to saying [c... read more | 06/05/2007 (8:07 am) |
| Interior crashes TGEA | I've had this happen where brush coordinates become "inverted" and render inside out. While it pass... read more | 06/04/2007 (8:37 am) |
| Crosshair | Check the following resource. http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&... read more | 06/04/2007 (8:25 am) |
| Continued: Moving the player along a straight line | Why not permanently attach the player to a pathed interior? Make the platform smaller than the ... read more | 05/11/2007 (4:06 pm) |
| Right Click Mouselook and Two Button Running | Hmmm.. [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11152[/url] ... read more | 04/14/2007 (11:07 am) |
| Simulating max clients on a server | @Igor: That's a pretty ballsy server and I cannot imagine that it cannot handle over 100 clients...... read more | 04/14/2007 (10:50 am) |
| Transparency | Are you sure it works? Previously zoned entities wouldn't display objects properly through a tran... read more | 04/09/2007 (2:33 pm) |
| Network lag compensation | Taking a step back, the largest game production houses in the industry have not yet been able to spe... read more | 04/04/2007 (9:50 pm) |
| Terrain size limitation | Probably easier to buy TGEA and try to shoehorn in Atlas2. :)... read more | 04/04/2007 (6:52 pm) |
| Network lag compensation | @Duncan: Just to clarify, you wouldn't be hosting the game servers, players would do that... you'd o... read more | 04/04/2007 (11:52 am) |
| Network lag compensation | @NUTS!: Love the nickname, BTW. One of my favorite legends of WWII. Let me lay the whole scheme ... read more | 04/02/2007 (11:51 pm) |
| Network lag compensation | Heheh... in reading your latest blog post, perhaps an Aussie specific "high ping" version as well as... read more | 04/02/2007 (8:57 pm) |
| Network lag compensation | In the "real world" I'm the IT Director of a company w/ 3 offices with more workstations and servers... read more | 04/02/2007 (8:34 pm) |
| Reducing level load time | Please take the time to make this a resource. Even if you don't support it, it's a great starting p... read more | 04/02/2007 (7:10 pm) |
| Network lag compensation | Point #1 ---------- First let me state that I don't believe in supporting 56k and sacrificing high... read more | 04/02/2007 (6:54 pm) |
| Constructor Released | ROFL owned.... read more | 04/01/2007 (3:20 pm) |
| Folliage Replicator Help | Just to refine what Stephen posted.... The amount of time that foliage takes to render is directl... read more | 04/01/2007 (3:17 pm) |
| Vehicle engine sound problems and questions | Unless someone can contradict me, this is accomplished through the engine as opposed to scripting. ... read more | 04/01/2007 (3:10 pm) |
| 3 more weapons mounted on a vehicle | This thread may be of interest. :) [url]http://www.garagegames.com/mg/forums/result.thread.php?qt... read more | 03/29/2007 (11:56 am) |
| TGEA v1.1? Questions... | Just to rewind a bit... [quote] Out of curiosity. What are the ship stopping problems you guys a... read more | 03/27/2007 (5:30 pm) |
| Torque Tool Lib project won't compile map2dif* for VS2005 | Did you get your resulting compilation to work? I was getting some nasty string buffer overflow... read more | 03/27/2007 (5:01 pm) |
| Firing more than 2 images | It seems you have this resolved and I don't know the design of your game, but engine modifications j... read more | 03/27/2007 (4:39 pm) |
| Swapping the .ml file | Eeeew. If you're looking to make dynamic terrain shadows, swapping the light maps causes the engi... read more | 03/27/2007 (4:28 pm) |
| Network insanity | PyTGE is the wrapper for the Python interpreter. We use Python 2.5 integrated with Torque and it ut... read more | 03/27/2007 (3:48 pm) |
| Network insanity | Is this client-to-client or client-to-server-to-client transmission? Client-to-client is not recomm... read more | 03/26/2007 (4:10 pm) |
| Atlas terrain not Culling | I got an alpha occlusion test fleshed out engine-wise. It sorta works using bounding boxes, but sti... read more | 03/19/2007 (9:53 pm) |
| SetDamageFlash not "flashing | Damage flash, whiteout and blackout are disabled in TGEA for replacement by a resource such as the a... read more | 03/19/2007 (9:25 pm) |
| Texture problem at atlas tile edge | Nice texture... is that a DEM?... read more | 03/19/2007 (9:24 pm) |
| A little help w/ CustomMaterials from the sages requested... | Makes perfect sense and I think that's what Phil was referring to, but I misunderstood. Basically... read more | 03/19/2007 (9:20 pm) |
| TGEA v1.1? Questions... | TGEA 1.0 has been a big step forward, but the plethora of little annoyances we're experiencing in tr... read more | 03/19/2007 (4:18 pm) |
| Porting Laser to TGEA - Done | I'm still looking to make this a little more TGEA. Shader effects on the lasers themselves would ju... read more | 03/16/2007 (9:10 am) |
| Why no shadows on tsstatics? | There was a time where decals used to do the same thing for TGE. The problem was that the projectio... read more | 03/16/2007 (9:07 am) |
| Ray Tracing | Not to mention, the tone of the FAQ in regard to licensing questions is rather... combative. Anyo... read more | 03/16/2007 (9:02 am) |
| DRL - Is this normal or did I break something | Tone mapping, oddly enough, has an impact akin to that of HDR... virtually nothing. I'm wondering... read more | 03/16/2007 (8:59 am) |
| DRL - Is this normal or did I break something | It does vary some, but not what I think you'd be expecting... 1-5FPS maybe. I've made some pretty... read more | 03/15/2007 (5:00 pm) |
| REQ: Experienced Programmer for coding new Grass? | I dunno about the crushing... but I did start converting this to TGEA today. The reason I'm investi... read more | 03/15/2007 (1:28 am) |
| A little help w/ CustomMaterials from the sages requested... | Good call, James. I think it might work, but it's still not [i]quite[/i] what I'm after. Now it's ... read more | 03/15/2007 (1:06 am) |
| A little help w/ CustomMaterials from the sages requested... | Yes and no... It does have a material specified directly in the datablock, but I'm looking to treat... read more | 03/14/2007 (5:37 pm) |
| Help: Draw VertexBuffer | Now stuffing verts in the buffer is new for me too... but wouldn't it be something more like: [co... read more | 03/13/2007 (5:10 pm) |
| FoliageReplicator Upgrades For TSE | There are two ideas that come to mind... First is combining the existing atlas shaders w/ a fur s... read more | 03/12/2007 (11:54 pm) |
| Atlas terrain not Culling | We've been busy trying to shove an alpha release out the door, so I haven't had much time to go back... read more | 03/12/2007 (2:01 pm) |
| Translucency in DTS Shape derived shadows | I'm noticing a lot of issues with LerpAlpha blends sorting improperly. Starting to wonder if ther... read more | 03/10/2007 (11:38 am) |