Game Development Community

Stefan Lundmark's Forum Posts

Thread Post Date Posted
The Latest, Greatest MMORPG "Hehe"... read more 05/08/2008 (11:52 am)
Show enemy off screen The solution is: * Get your forward vector. * Get the shape direction in which you have to face ... read more 05/07/2008 (5:52 am)
Show enemy off screen I don't want to burst anyone's bubble, but the above will stop working as soon as the target gets be... read more 05/07/2008 (3:06 am)
Parabolic Aiming Calculation Help Needed. Ouch, that's way out of my league. Good luck to you.... read more 05/06/2008 (3:01 am)
Parabolic Aiming Calculation Help Needed. I have no clue what parabolic shooting is, and neither did Google. Shoot me if I'm talking about som... read more 05/06/2008 (12:19 am)
Tgea 1.7.0 Eax? Huh? Visit the FMOD site and you got yourself some really nice documentation.... read more 05/05/2008 (1:53 pm)
Is Torque for me? [quote] Ive wasted my money with Darkbasic and its going to take a while to develop this game. [/... read more 05/05/2008 (11:24 am)
Is there a way to LightMap a .dts file outside .difs [quote] I just noticed the other day that a .dts file included in a .dif will cast prelit shadows a... read more 05/01/2008 (5:02 pm)
Netobject client replication Isn't that essentially what NetGhost should be doing?... read more 04/30/2008 (4:39 am)
Serving multiple files with TCPObject Hi Ian, What's the server running, TGE? You don't have to manually open one TCPObject per connect... read more 04/30/2008 (4:38 am)
Requesting some clarification on Datablocks You're on the right track. Think of a datablock as a blueprint, just like Daniel said above. For ins... read more 04/28/2008 (4:59 pm)
Requesting some clarification on Datablocks It still won't work that way. You're keeping currentPath that the bot is walking in your databloc... read more 04/28/2008 (1:47 pm)
Deriving from what Base ? [quote] how can you assure that it will be cleanup if that destructor is not virtual and i derive m... read more 04/28/2008 (4:14 am)
Deriving from what Base ? [quote] My initial thoughts were ShapeBase or StaticShape, but they don't offer a virtual destructo... read more 04/28/2008 (3:44 am)
Isometric Projection SetFov () is a [b]client only[/b] function, you're calling it on the server. You need to call it loc... read more 04/27/2008 (7:08 am)
Calling unpackUpdate on server Why would you want to do that? You would save alot of useless state information that gets out of dat... read more 04/25/2008 (7:19 pm)
Service Unavailable That message was showing up on regular intervals a month or so ago, but then it just disappeared. T... read more 04/24/2008 (7:32 am)
EA hostile takeover of Take Two [quote] I was talking about how they run their business and acquisitions. [/quote] And my point... read more 04/23/2008 (7:20 am)
EA hostile takeover of Take Two [quote] It's obvious that EA is not the most popular publisher/developer [b]amongst gamers[/b], at ... read more 04/23/2008 (6:38 am)
Code conversion assistance please We still haven't moved on to 1.7.0 yet, but in 1.0.3 decals render as expected, on terrain/interiors... read more 04/23/2008 (3:08 am)
Problem calling disconnect() Try removing the client from the GameConnection on the server, instead. If that's not something y... read more 04/22/2008 (2:49 pm)
3ds max Crashes when Exporting DTS...Am I doing soemthing Wrong? You have no Base01/Start01 nodes, and you're trying to export without a config (as far as I can see)... read more 04/21/2008 (1:26 am)
Question about sharing TGEA with team. (please check) [quote] Not my problem if they dont. [/quote] However it's your problem if you don't get any an... read more 04/20/2008 (10:38 am)
Mech walkers robots collection I love the work you're doing and we'll purchase more packs soon. Keep it up.... read more 04/19/2008 (9:35 am)
Writing the perfect code [quote] If its just a once off (which can be rare) who cares, if it works how you like and performs... read more 04/18/2008 (8:10 am)
1024 texture size limit We're using 4096x2048 textures in our prototype, so there's something else to this in addition to wh... read more 04/17/2008 (3:03 am)
TGEA 1.7.0 Bug: dedicated server opens display device You've never been able to run a dedicated server without GFX initialized. Not sure if this (today... read more 04/08/2008 (12:48 pm)
Garage Games & OpenGL [quote] And this update was...wait for it...free. [/quote] You could always argue that the upda... read more 04/04/2008 (4:52 pm)
TGEA 1.7.0 Beta 2 Bug - General - Object distance culling Doh, the bounding box is indeed smaller than the actual shape in the .max file. That's why it dis... read more 04/01/2008 (4:54 pm)
TGEA 1.7.0 Beta 2 Bug - General - Object distance culling Thanks, that's news to me! Will check the detail selecting code to see if that's where it stops. ... read more 04/01/2008 (4:29 pm)
TGEA 1.7.0 Beta 2 Bug - Sound popping in 3rd person We had this same problem with our FMOD wrapper, where we would start playing a sound before the new ... read more 04/01/2008 (12:39 pm)
CodeWeaver vs. Torsion Latest version of Torsion gave me a much better impression and unlike Codeweaver, [b]is actively sup... read more 03/27/2008 (5:50 am)
Need some reassurance... Hi again Nathan [quote] When I see something like Torque that's been in "circulation" for almost... read more 03/21/2008 (9:05 am)
DSO files? This is not the correct forum. TGEA (former TSE) doesn't compile any DSO's unless you tell it to ... read more 03/21/2008 (6:02 am)
TGEA 1.7.0 Beta 1 Bug -MegaTerrian- light around the character An option to assume no brightness when no detail texture is specified wouldn't hurt.... read more 03/20/2008 (5:06 pm)
TGEA 1.7.0 Beta 1 - Forced SM 1.4 Crash on exit Something unitialized?... read more 03/20/2008 (4:20 am)
TSE Anti aliasing option Who cares if it's a hack. TGEA is full of hacks and it doesn't make Anti Aliasing less appealing. So... read more 03/17/2008 (4:34 pm)
Need some reassurance... [quote] This is why a lot of newcomers to game development get frustrated with Torque Technology. S... read more 03/17/2008 (7:44 am)
Need some reassurance... [quote] While useing TGE you may never be as familuar with the code as you would be on a engine you... read more 03/17/2008 (3:19 am)
MWaterCoverage bug Yes it applies to TGEA, Ron.... read more 03/17/2008 (3:08 am)
Was my trust misplaced? Hi Dom, Sorry to hear about this. All I can tell you is that I've done work for James before and ... read more 03/15/2008 (10:43 am)
TSE Anti aliasing option As has been mentioned a few times, antialiasing isn't supported in TGEA. The GlowBuffer is one of th... read more 03/07/2008 (9:45 am)
Why I chose Torque over PowerRender Isn't PowerRender just a rendering API?... read more 03/06/2008 (12:28 pm)
TorqueScript vs. Editing Source We barely have any script at all in our projects. Just datablocks and GUI. I'd say go with what you... read more 03/05/2008 (8:31 pm)
Shader limits? You posted in the wrong section. This forum isn't dead. Neither is the TGEA forum, although it's ... read more 03/05/2008 (6:57 am)
Calculate target bearing Are you thinking of dot products?... read more 03/02/2008 (10:32 am)
Menu bug First of all: If you're going to post a bug thread (of this kind, input and windows), include your s... read more 03/01/2008 (7:38 am)
BackBuffer Refraction I would love to try this out Luigi. When do I modify the matrix, in addition to your changes?... read more 02/27/2008 (10:13 am)
TGE Server, TGEA clients with TCPObject connection There won't be any endian problems. You'll possibly run into problems with the Windows timer in r... read more 02/26/2008 (3:59 pm)
BackBuffer Refraction [quote] Using a separate pass for refraction with the near plane set on the water plane would be th... read more 02/26/2008 (3:16 pm)