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Scott Richards's Forum Posts

Thread Post Date Posted
Get node transform Exactly. Performance. Matrix multiplication is an oft-used operation and it's quicker to pass to the... read more 12/08/2009 (10:34 pm)
Scripting a simple "switch" to learn TS Ah, but of course. You answered the question I was just going to ask. ContainerRayCast returns... read more 12/08/2009 (9:15 pm)
Scripting a simple "switch" to learn TS o_O You shouldn't have to do that, no. That is strange. I've never seen such behavior from the ... read more 12/08/2009 (9:03 pm)
Scripting a simple "switch" to learn TS Well. That should work then. How very strange. Try echo(%obj.mTestVar) in onAdd? Also perhaps try ec... read more 12/08/2009 (8:02 pm)
Scripting a simple "switch" to learn TS Curious. echo(%obj.getId()); in onAdd and Activate. Ideally you should get an echo from both indicat... read more 12/08/2009 (7:21 pm)
Scripting a simple "switch" to learn TS Well, a datablock is still a separate object, it's just not the object you see in your game. The ide... read more 12/07/2009 (7:55 pm)
Scripting a simple "switch" to learn TS Assuming that the object (3228) in question is indeed your Switch object, it looks like the only pro... read more 12/07/2009 (5:34 pm)
Please help me implement this things in guiTextEditCtrl [b]If[/b] the guiTextEditCtrl in TGEA is similar enough to what I'm familiar with from TGE, then thi... read more 12/07/2009 (12:36 pm)
Rendering the weapon image above everything Actually, depending on the exact position of the Player's "eye", rendering the entire Play... read more 12/05/2009 (3:25 pm)
Rendering the weapon image above everything isFirstPerson is really the condition you'd want to use. We're talking about a rendering trick that ... read more 12/05/2009 (3:09 pm)
Rendering the weapon image above everything [quote]But hey, everything in video games is about illusion[/quote] Often the most convincing ill... read more 12/05/2009 (2:09 pm)
Rendering the weapon image above everything --- (yep, there's more) --- So now that we know how it all works, we can figure out how to sabota... read more 12/05/2009 (2:31 am)
Rendering the weapon image above everything So, the basic problem is that the clipping that you're seeing is technically the "correct"... read more 12/05/2009 (2:29 am)
Rendering the weapon image above everything Ok. It works now. Two issues: I didn't realize that Player had overwritten renderMountedImage(), and... read more 12/05/2009 (12:07 am)
Vectors versus fixed-size arrays? [quote]So if I create a vector and only use a handful of elements, I've wasted space?[/quote] Tec... read more 12/04/2009 (8:54 pm)
Rendering the weapon image above everything Yeah.. that's the thing with these rendering issues. It can easily compile just fine and still not d... read more 12/04/2009 (6:48 pm)
Rendering the weapon image above everything Bugger. This time I'm surprised. That should have worked. Ok. Which version of Torque are you wo... read more 12/04/2009 (1:03 pm)
Vectors versus fixed-size arrays? [quote]In general, is there a way to decide between arrays and Vectors?[/quote] Yes. Weigh the co... read more 12/04/2009 (3:24 am)
Rendering the weapon image above everything Hmm. Bugger. Precipitation uses EndSort and it does need the depth buffer in order to render properl... read more 12/04/2009 (2:05 am)
Rendering the weapon image above everything *smacks forehead* No need to test. I know it won't work for me. Honestly, where is my head tonight? ... read more 12/04/2009 (1:31 am)
Rendering the weapon image above everything EDITED: Yeah.. I'm just going to replace this entire post. It had a bug, and the EndSort idea could ... read more 12/03/2009 (10:45 pm)
Vectors versus fixed-size arrays? First, which version of TGE are you looking at? Because it looks like 1.5.2 has already done this. ... read more 12/03/2009 (1:51 pm)
<> less than & greater than I was mistaken. There are no undocumented operators. I just made that up. Don't use them. ... read more 12/01/2009 (11:33 pm)
<> less than & greater than What you're looking for. They're called END codes. Undocumented operators that exist in no computer ... read more 12/01/2009 (10:44 pm)
Speed of TCPObject Sure it does. Because that way some framerate delay is already factored in; as well as any additiona... read more 11/27/2009 (12:14 pm)
Speed of TCPObject [quote]get the ping with GameConnection or with TCPObject is not a good idea (the results are not ve... read more 11/27/2009 (11:16 am)
Speed of TCPObject Regarding round trip time: keep in mind unless you're running this test from a separate thread, the ... read more 11/27/2009 (10:24 am)
Reading a text file into a guiMLTextCtrl - slow! What version of Torque are you dealing with here? I have observed and fixed this behavior in Torque ... read more 11/26/2009 (12:41 pm)
OnRemove callback help Thought: You didn't define it properly. :-o Seriously, where and how did you define it? Because t... read more 11/22/2009 (9:45 pm)
OnRemove callback help [quote]There are other Con::getSomeSortOfArg methods for different data types.[/quote] Con::getIn... read more 11/22/2009 (7:31 pm)
Kill Triggers [quote]I didn't see anyway for the trigger to "get" the client.[/quote] FWIW you should... read more 11/19/2009 (5:24 pm)
bug in [code] rendering - backslash-zero renders as unprintable Well, they're probably busy with more important matters. Like changing all the GarageGames reference... read more 11/19/2009 (4:55 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] oops! That was a copy/paste mistake. Copied an extra line from one function into the other. Fixed no... read more 11/19/2009 (4:30 pm)
bug in [code] rendering - backslash-zero renders as unprintable Bump. [url=http://www.garagegames.com/community/forums/viewthread/106011/1#comment-700561]Again.[/ur... read more 11/19/2009 (2:11 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] [url=http://www.garagegames.com/community/forums/viewthread/103201]ARG![/url] Backslash-zero bug. Li... read more 11/19/2009 (2:09 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] For starters.. I'm adding a check in dSprintf and dVsprintf to null terminate the strings if necessa... read more 11/19/2009 (2:08 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] Ah hah! _printf uses dVsprintf which is just a wrapper around vsnprintf, and vsnprintf does NOT term... read more 11/19/2009 (1:49 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] Looks like its just a wrapper around the system printfs on both Win and Linux. Could be why I can't ... read more 11/19/2009 (1:24 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] This seems like a rather serious problem. Certainly something I must address in my game, since those... read more 11/19/2009 (12:32 pm)
Update the field of a GUI from inside the server [quote]or I have to use the commandToClient method and a clientCmdDoSmt function??[/quote] If you... read more 11/14/2009 (1:37 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded eeenteresting. I could dig into WHY that function isn't working as expected.. However, I frankly can... read more 11/13/2009 (9:32 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Ah. Oh well. Thought maybe that was a clue. :P But no. Alright. So none of those value look rid... read more 11/13/2009 (9:05 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Curious. mContainer is null. Did you add that before or after the call to "addToScene()" o... read more 11/13/2009 (5:24 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded hmm. bummer. alright.. what do you get if you place this: [code] Con::printf("%s %i (in %p): ... read more 11/13/2009 (4:57 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Ok. Try this: See line 454 says "resetWorldBox();"? Try changing that to "Parent::set... read more 11/13/2009 (4:05 pm)
Adding armor like quake. ok, cool. Happy to help. ... read more 11/13/2009 (1:31 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Hmm. Perhaps you could send me your waterblock.cc so I might have a look at it? net. scottris at gam... read more 11/13/2009 (1:29 pm)
Adding armor like quake. No go indeed, because %obj was never defined in that scope. In TorqueScript, variables prefixed with... read more 11/13/2009 (12:29 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Assuming you haven't solved this yet? I'm poking around some more.. What version of TGE are you usin... read more 11/13/2009 (12:15 pm)
Adding armor like quake. Ok. So, commandToClient needs to be called by the server (obviously). You can call it whenever you w... read more 11/12/2009 (2:31 pm)