Game Development Community

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)