Stefan Lundmark's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Severe performance issues - DIF vs. DTS - shadows? | Hi Konrad, Sounds like you're either having performance issues because of collisions, or because ... read more | 06/26/2008 (7:43 am) |
| TGEA 1.7.1 - DDS images that are non-pow2 render incorrectly. | This is how it looks like: [image]http://img46.imageshack.us/img46/6622/tgeaqs1.jpg[/image] Noti... read more | 06/23/2008 (2:36 pm) |
| TGEA 1.7.1 - DDS images that are non-pow2 render incorrectly. | Got you. And here's what I'm seeing: 512x256 - Bad. 800x800 - Good. 512x512 - Good.... read more | 06/23/2008 (12:45 pm) |
| TGEA 1.7.1 - DDS images that are non-pow2 render incorrectly. | 800x600 isn't pow2?... read more | 06/23/2008 (12:20 pm) |
| TGEA 1.7 Possible Bug: Projectiles and selectCurrentDetail() | I'm seeing that in TGEA 1.03 as well, Jeremiah.... read more | 06/22/2008 (11:33 am) |
| Integrating a larger terrain in TGE project | [quote] I think those of us who have suffered through the forums enough to collect some bruises and... read more | 06/20/2008 (5:52 am) |
| Integrating a larger terrain in TGE project | Hi Nathan, I know it's hard to understand for someone like you, but TGE is aimed towards the lowe... read more | 06/20/2008 (5:10 am) |
| TGEA 1.7.0 error: Error alloc too large, increase frame size | Could be anything. Quite a few parts of the engine use the frame allocator for large buffers, in par... read more | 06/15/2008 (6:55 pm) |
| This client-server stuff is killing me... | [quote] onAdd doesn't happen client-side. [/quote] It does..... read more | 06/15/2008 (4:30 pm) |
| This client-server stuff is killing me... | Did post something extensive but as usual it got eaten by whatever flavour of "Service busy" message... read more | 06/15/2008 (2:56 pm) |
| Mounting images on images | Are you sure it's not rendering? Might just be somewhere else, like at the world origin. It's an im... read more | 06/14/2008 (3:09 am) |
| VS2008 Multiple process compiles (ROCK!) | That's not the same feature Ross. The /MP compiler switch was added in a SP release I believe, but w... read more | 06/13/2008 (11:09 am) |
| VS2008 Multiple process compiles (ROCK!) | This works in VS2005 as well, but it was never documented and sometimes the compiler barks.... read more | 06/12/2008 (2:44 pm) |
| Building Torque As Static Library | [quote] Since you asked nicely Stefan, with a :) ... [/quote] I don't think my questions were o... read more | 06/11/2008 (12:39 pm) |
| Building Torque As Static Library | [quote] Granted my opinion has changed on this based on a post I received it would be useful in the... read more | 06/11/2008 (10:39 am) |
| Constructor source | Same here. Only reason we still use Hammer is because even though it's not open sourced, it has enou... read more | 06/10/2008 (7:22 pm) |
| TGEA 1.7.0 Beta 2 Bug - backwards sorting of tranparent elements | We've always had a problem with flashing billboards if they were far away, although it was rare to s... read more | 06/10/2008 (10:22 am) |
| TGEA 1.7.0 Bug: intermittent SFX preload errors | Hi Tom, nice to see you around. (I don't know if Vorbis supports loop markers, sorry.) The file ... read more | 06/09/2008 (10:35 am) |
| TGEA 1.7.0 Bug: intermittent SFX preload errors | Can anyone confirm if this hack works with short sounds? It does on my end. Trying to find a real so... read more | 06/09/2008 (8:39 am) |
| TGEA 1.7.0 Bug: intermittent SFX preload errors | Just ran into this as well when we played around with VorbisStream. It happens with the same files ... read more | 06/09/2008 (7:15 am) |
| I can not beleve this so easy bug exist so many years | I have no idea what you're talking about or what bug you're trying to describe, Henrysan. Sorry.... read more | 06/08/2008 (10:12 am) |
| Any plans on implementing this into Torque Engines? | [quote] If you just finished the sentence you snipped in your quote.... [/quote] So because the... read more | 06/06/2008 (6:48 am) |
| Any plans on implementing this into Torque Engines? | [quote] Gelato is a hardware-accelerated, [b]offline[/b] renderer created by graphics card manufact... read more | 06/06/2008 (4:47 am) |
| Sim::findObject returns an invalid pointer | Hey Manuel, You are probably accessing the object right before its freed, and right after it is r... read more | 06/05/2008 (12:58 pm) |
| Using MOD/Midi/XM sound files with Torque | [quote] IIRC there's also an MP3 extension for OpenAL, but that probably won't do you any good and ... read more | 06/05/2008 (4:54 am) |
| Player Collision | Hi Austin, Head up to the top of Player.cpp and take out PlayerObjectType from the Collision Move... read more | 06/03/2008 (7:20 am) |
| Nothing, delete this account. | Wow, a warez-site link on a Software Development site. The staff around here should carry out bans.... read more | 05/30/2008 (4:02 pm) |
| ProcessTick() on both client and server. | All GameBase objects tick on ghost objects. Not sure what you're asking, perhaps you can specify?... read more | 05/30/2008 (1:06 pm) |
| Can you make Streaming Zones? | It's a [b]game engine[/b] - the question "is it possible?" is almost always true. Game Makers have f... read more | 05/29/2008 (1:42 pm) |
| Object Selection in TGE/A 1.7 trying to kill me slowly | Just a hint if you want to rule out the mouse vector. Project the start position and end position on... read more | 05/29/2008 (10:44 am) |
| Why use U32 when an S8 will do? | [quote] If i packUpdate() a U32 whose value happens to be 28 then the Torque Network code will only... read more | 05/29/2008 (10:32 am) |
| Animations not displaying in multiplayer | Glad you sorted it out and thanks for sharing. :)... read more | 05/29/2008 (9:50 am) |
| Networking win TGEA 1.7? | Oh yes, functionally (apart from the encryption-part) they are mostly the same. There are just some ... read more | 05/29/2008 (9:01 am) |
| Networking win TGEA 1.7? | The networking engine that is TNL is *not* the one you'll find in TGE/TGEA. TNL is a product which w... read more | 05/29/2008 (7:01 am) |
| Why use U32 when an S8 will do? | It's not correct. You're not sending data as types. You're sending the bits. The networking engin... read more | 05/26/2008 (5:04 pm) |
| Why use U32 when an S8 will do? | [quote] So basically the package will still travel, but more slowly, because it thinks it's an 8. ... read more | 05/26/2008 (4:28 pm) |
| Why use U32 when an S8 will do? | [quote] - Is there any reason not to use the smallest reasonable variable type? [/quote] Yeah. ... read more | 05/26/2008 (4:06 pm) |
| Can I add C++ classes to the TGE? | [quote] TGE and TGEA use unicode internally. [/quote] Although not fully.... read more | 05/26/2008 (10:11 am) |
| Virtual Method Question | Congratulations. :)... read more | 05/24/2008 (8:07 am) |
| Virtual Method Question | How's SceneObject::getTeam () and RTSUnit::getTeam () declared? Just the header part will do.... read more | 05/24/2008 (6:45 am) |
| A bit of your experience? | Yeah David, DTS are your typical model/shape format, including animations. Can be exported from M... read more | 05/22/2008 (1:10 pm) |
| TGEA 1.7.0 - ShadowProjector crashes/lockups | Hi Jeremiah, How are your shapes setup? We're using vehicles heavily and we're not seeing this. H... read more | 05/18/2008 (5:58 am) |
| Gamebase.dll (AES/Rijndael) | I'm not sure I follow. What's the reason for Filesystem and Registry calls when these already are av... read more | 05/17/2008 (8:47 am) |
| UseInvAlpha = true causing transparency flashes | We use useInvAlpha particles infront of our explosions, which are animated billboards aligned to the... read more | 05/15/2008 (4:13 pm) |
| TGEA 1.7.0 Release - DTS render bug | Or design around it.... read more | 05/15/2008 (4:09 pm) |
| TGEA 1.7.0 Release - DTS render bug | It's more than just segmented into different coordinate systems. Our game design required four thing... read more | 05/15/2008 (5:05 am) |
| TGEA 1.7.0 Release - DTS render bug | Hi Bill, This has been up alot before, too bad the search function on this site pretty much sucks... read more | 05/14/2008 (5:56 pm) |
| Will TGEA, next release offer DirectX 10 renderer? | What's so special about DX10 support? You probably buyed a little bit too much into the marketing hy... read more | 05/13/2008 (11:24 am) |
| GroundCover assistance | It's not just the groundCover system. Additionally, "1" is probably considered reserved. Perhaps it ... read more | 05/12/2008 (2:25 pm) |
| What gives? Terrain Square size messing with Physics | Interesting discussion, but honestly - why speculate? Just try it out, print out your velocity.len (... read more | 05/10/2008 (6:05 am) |