Pascal's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Good Bug/Task software? | I'm a big fan of mantis. It has a simple enough interface that it actually gets used. Setup is pre... read more | 07/13/2005 (4:40 pm) |
| Linux Compilers | Alex is right, KDE doesn't have anything to do with compiliers, but maybe you're looking for linux ... read more | 06/20/2005 (9:27 pm) |
| Apply a translation to a simgroup? | @Andrew, I don't think there is any built in way to do this, as SimGroup is too high up the h... read more | 03/15/2004 (4:46 pm) |
| Adding another HealthBar type. Is it difficult? | Hi Stefan, I think people are confused why you don't want to add something to shapebase. In or... read more | 03/11/2004 (8:36 am) |
| Always render an object, even if it is out of view | I think objects get put in an extra overflow bin so it would get checked every frame -- but if you w... read more | 03/08/2004 (7:53 pm) |
| Always render an object, even if it is out of view | Why not just make the objBox/worldBox big enough so that it contains both objects it should draw a l... read more | 03/08/2004 (6:55 pm) |
| MaskBits out of bits | I got rid of TeamMask, ShieldMask, and InvincibleMask and the corresponding code in shapebase.h/.cc ... read more | 03/08/2004 (5:20 pm) |
| 1024 Ghost limit/Incr GhostConstants gives out of range err | @CG Do you have the change above (idSize)? I was able to get more than 1024 ghost objects vis... read more | 03/08/2004 (6:16 am) |
| RW melee code crashing engine..... | I added the RW melee code in a while ago and was able to get it to work...Do you have a stack trace ... read more | 03/07/2004 (8:09 pm) |
| Always render an object, even if it is out of view | I don't know of any...Why do you want to call render it if its out of view (i.e. should not render a... read more | 03/07/2004 (8:08 pm) |
| 1024 Ghost limit/Incr GhostConstants gives out of range err | I think there at least one more thing (besides changing the constant and any readint(10) writeint(10... read more | 03/07/2004 (11:17 am) |
| Ai player fire weapon. | Hey, I posted some console code in the thread below that shows some aiPlayer stuff you can do j... read more | 03/03/2004 (6:23 pm) |
| Runtime changes of the terrain | @Rasmus If you are looking to add something like this to your game, it shouldn't be that hard b... read more | 03/03/2004 (8:09 am) |
| Computer player detecting live player | Hey Kevin, I think you'd want to do it in C++ because you're looking at a fair amount of vector ... read more | 02/27/2004 (1:34 pm) |
| Moving Sun... Moving Shadows? | I thought about trying this a little while ago and my first reaction was (someone hit me if I'm way ... read more | 02/27/2004 (1:15 pm) |
| DTS shadows. | Hey Ben, Have you considered rebuilding your board as an interior (.dif) shape? It might be li... read more | 02/27/2004 (11:40 am) |
| How long should it take to get 'comfortable' with torque? | @Patrick I'm remember that feeling well. Here would be my two main recommendations: 1. Leave t... read more | 02/25/2004 (12:17 pm) |
| How long should it take to get 'comfortable' with torque? | Http://www.garagegames.com/docs/torque.sdk/engine/inherits.php Great stuff Ben.... read more | 02/24/2004 (8:24 am) |
| TerrainManager discussion | @Jorgen + John The basic torque terrain code has a lot a hardcoded stuff that prevents it from be... read more | 02/23/2004 (4:53 pm) |
| TerrainManager discussion | @John Certainly no disrespect to Donovan. Is there anything I'm missing about GORPE? A recent pos... read more | 02/23/2004 (12:19 pm) |
| How long should it take to get 'comfortable' with torque? | Took (still taking) me a long time, but with good reason: it does a lot, and it does a lot well and ... read more | 02/23/2004 (10:32 am) |
| TerrainManager discussion | I didn't really look at GORPE except for the latest TerrainManager stuff. I think it has IDE with it... read more | 02/23/2004 (9:56 am) |
| TerrainManager discussion | Bump. Anyone Interested?... read more | 02/21/2004 (12:43 pm) |
| How do you get the last two didgets of a number? | Modulus (remainder) should work too: i = num % 100; //(returns number 0 - 100) in both C+... read more | 02/03/2004 (6:20 pm) |
| Can an object belong to more than one SimGroup? | Jeff: Try this: %set = "Team" @ %shapeTeam @ "Set"; for(%i=0;%i<%set.getCount();%i++) { ... read more | 01/17/2004 (10:13 pm) |
| Sphere collisions | Dylan, I think your best bet might be just to up the friction a bunch and make a more detailed ... read more | 01/08/2004 (9:02 am) |
| Torque/ODE | Hey, I just posted a basic ODE resource (only single player - localclientconnection right now but... read more | 01/04/2004 (9:26 am) |
| Rotation Interpolation | I know this thread is probably dead but I found a question I can answer...slerp (given two matric... read more | 01/02/2004 (9:18 pm) |
| SpeedTree | Edit [Ben is right - although they don't seem to have any forums, I'll see if the tech people... read more | 01/02/2004 (8:16 pm) |
| Got moving platform working..sort of. Need help! | Hey Mark, I did an update on badguy's rotational doors to generalize them for a rotated parent. ... read more | 11/28/2003 (7:21 pm) |
| Got moving platform working..sort of. Need help! | Hey Mark -- What is the status of your doors/platforms? I've finally got mine working and was thi... read more | 11/25/2003 (4:42 pm) |
| Player / Bot performance limitations? | I'm going to try to do some profiling of the packets that are getting sent. Just off the top of my ... read more | 10/29/2003 (9:57 am) |
| Player / Bot performance limitations? | I think I answered my own question. I upped the values ingame for $pref::Net::PacketSize $pr... read more | 10/28/2003 (11:08 am) |