Scott Richards's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Adding armor like quake. | Couple things: First of all, in "ArmorProgressBar.FillTo(1.0 - [b]%damage()[/b]);" %da... read more | 11/12/2009 (11:31 am) |
| nevermind | [quote]Connection error: Invalid packet GameBase::unpackUpdate(). ... only the host will load all th... read more | 11/11/2009 (5:58 pm) |
| Cast Ray to a position on a Plane | Internally, Torque has a PlaneF class with an intersect function, but I don't think it is exposed to... read more | 11/11/2009 (3:38 pm) |
| Adding armor like quake. | [quote]Does hasShield and shieldPower need to be described further in a function or datablock somewh... read more | 11/10/2009 (10:29 pm) |
| Adding armor like quake. | Ok. In the function GameConnection::createPlayer in game.cs? %player is the object you want. %player... read more | 11/10/2009 (8:21 pm) |
| Request: addition to the code block options | Valid concerns to be sure. Though for me, I'd rather have the option. Leave it to the authors discre... read more | 11/10/2009 (7:09 pm) |
| Request: addition to the code block options | Ok. So allow <html> style syntax. You're not very likely to have a Vector<?> of type &qu... read more | 11/10/2009 (2:56 pm) |
| Adding armor like quake. | Well ok, so what's the full error message say? Line number, etc? It's a simple error, I'm sure. I... read more | 11/10/2009 (12:10 pm) |
| Request: addition to the code block options | See.. I would have used bold [url=http://www.garagegames.com/community/forums/viewthread/105455/1#co... read more | 11/10/2009 (1:58 am) |
| Adding armor like quake. | That should work fine. The only downside to this script approach is the lack of networked fields. Yo... read more | 11/10/2009 (1:50 am) |
| Particle Question | [quote]I tried specifying the two ParticleDatas separated by the word TAB[/quote] Well that shoul... read more | 11/08/2009 (11:15 am) |
| fxFoliageReplicator CreateFoliage() being called before objects are fully loaded | Sorry, no. Had no time to look at it over the weekend. Unfortunately, I'm pretty sure my problems ar... read more | 11/03/2009 (4:37 am) |
| fxFoliageReplicator CreateFoliage() being called before objects are fully loaded | huh. Well that didn't prove anything. It's broken even worse in my engine. After reloading the missi... read more | 10/29/2009 (2:19 pm) |
| fxFoliageReplicator CreateFoliage() being called before objects are fully loaded | What bothers me is that a WaterBlock is somehow not ready to go (at least for ray casting) by the ti... read more | 10/29/2009 (2:07 pm) |
| [solved] output text to the command line prompt | OK, well the dPrintf statement isn't formatted properly. That won't append the newline that way. It ... read more | 10/29/2009 (12:14 pm) |
| Terrain lighting issues | Indeed, because they weren't referenced in script. They're in the engine itself. Which is a really p... read more | 10/28/2009 (4:16 pm) |
| fxFoliageReplicator CreateFoliage() being called before objects are fully loaded | Ah yes. That makes sense, so that's probably not it. Digging further, it looks like CreateFoliag... read more | 10/28/2009 (4:08 pm) |
| fxFoliageReplicator CreateFoliage() being called before objects are fully loaded | I haven't tried mixing water blocks and foliage replicators, but your theory about the loading order... read more | 10/28/2009 (2:51 pm) |
| Terrain lighting issues | A little late but... it looks like perhaps you are missing the dynamic light bitmap? It's hard-coded... read more | 10/28/2009 (2:47 pm) |
| [solved] output text to the command line prompt | grr.. just realized this stupid GG post script ate the backslash in post #3. That's supposed to &quo... read more | 10/28/2009 (2:29 pm) |
| [solved] output text to the command line prompt | Dunno. dPrintf uses vprintf, which is supposed to write to stdout, even in Windows. So it should wor... read more | 10/26/2009 (6:23 pm) |
| [solved] output text to the command line prompt | Huh. I haven't had any trouble with dPrintf. Although now that I think about it I don't remember if ... read more | 10/26/2009 (5:37 pm) |
| [solved] output text to the command line prompt | [code]dPrintf[/code] has always worked for me... read more | 10/26/2009 (2:26 pm) |
| please disable the "start thread" button on the "start a thread" page itself | I'm not suggesting removing the button is a bad idea, but can't you just hit "Back" upon r... read more | 10/17/2009 (6:35 pm) |
| Request: addition to the code block options | [quote]but how would you account for variables/arrays/iterators purposefully named i or b?[/quote] ... read more | 10/17/2009 (4:33 pm) |
| Linux Build seg-faulting | Honestly, I'm not sure. I think it's possible to link successfully and still encounter problems at r... read more | 10/11/2009 (3:41 am) |
| Linux Build seg-faulting | Well shoot. I'm out of ideas then. I assume you have the 32bit libraries installed properly for runt... read more | 10/10/2009 (10:19 pm) |
| Linux Build seg-faulting | I'm told that many 64 bit distros do no include 32 bit libraries by default. You'll need to install ... read more | 10/10/2009 (5:17 pm) |
| A good way to hide objects? | Vehicles probably have the same issue as the Player class. Put if(isHidden())return at the beginning... read more | 10/10/2009 (5:09 pm) |
| Linux Build seg-faulting | Sorry, no clue. That's really not much to go on. What was the error that gdb spit out before you ran... read more | 10/10/2009 (2:09 pm) |
| A good way to hide objects? | Paul's got the answer with the return; in processTick(), but there's no need to send mHidden to the ... read more | 10/10/2009 (11:49 am) |
| Parallel Projectile Question | [quote]we are changeing the third value of the vector however it is index 2 because we start with 0[... read more | 10/07/2009 (1:22 am) |
| Parallel Projectile Question | [quote]I found that initialVelocity has three values the first is the speed, second is the horizonta... read more | 10/06/2009 (11:32 pm) |
| Overlapped boxes question | Heh. Yeah, that's a nice easy solution. I was thinking "find in files" when I wrote that. ... read more | 10/04/2009 (2:34 pm) |
| Overlapped boxes question | heh @ broken Box3F::intersect. I didn't realize that was there. If it's going to be there though, it... read more | 10/04/2009 (12:41 pm) |
| Overlapped boxes question | ... yeah that works but I like this better: [code]bool Box3F::findOverlap(const Box3F& oneBox... read more | 10/04/2009 (11:41 am) |
| Overlapped boxes question | OP:[quote]This would be used to create new BoxF information.[/quote] Then you're talking about ax... read more | 10/04/2009 (11:32 am) |
| LOD Callbacks | For TS models, you should find [code]void TSShapeInstance::setCurrentDetail[/code] in ts/tsShapeIns... read more | 10/03/2009 (12:41 pm) |
| Why Would anybody pay for the Unreal 3 engine when there is Torque | [quote]Also, kind of goes with the no one got fired for choosing Microsoft[/quote] Hmf. No, I don... read more | 10/02/2009 (12:14 pm) |
| Time-dependent light effects | [quote]Are there performance poblems with putting large numbers through mSin?[/quote] Interesting... read more | 09/26/2009 (12:37 pm) |
| Time-dependent light effects | Whoa no no no no no. Man I was tired last night. The entire pulse premise is flawed. Think about it:... read more | 09/26/2009 (11:50 am) |
| Time-dependent light effects | RE Flickering: [code]mLightIntensity = mClampF(Platform::getRandom() * mDataBlock->lightPeriod... read more | 09/26/2009 (2:44 am) |
| Time-dependent light effects | [quote]current += M_2PI_F / (mDataBlock->lightPeriod * elapsedTime);[/quote] ... Yeah I'm pret... read more | 09/26/2009 (2:02 am) |
| [Fixed]Vehicle CollisionBox Shadow Problem | I've noticed that vehicles models with only one detail level will use the collision mesh for the sha... read more | 09/25/2009 (9:52 pm) |
| Bug? Player::unpackUpdate reading into mHead | That would be an effective optimization if the value is frequently zero. Of course if the value is r... read more | 09/03/2009 (1:24 pm) |
| Bug? Player::unpackUpdate reading into mHead | [quote]Is there an underlying problem in the read/writeSignedFloat method?[/quote] [b]Yes.[/b] Th... read more | 09/03/2009 (12:31 pm) |
| %client questions | "Client" refers to the user side of the game's connection to the server. Each user, includ... read more | 08/14/2009 (4:19 pm) |
| %collision $= "" | [quote]and why in this line do you decide to use [] instead of ()?[/quote] Because brackets look ... read more | 08/07/2009 (5:18 pm) |
| %collision $= "" | No worries. I doubt anyone here is frustrated. There are a lot of symbols and concepts in TorqueScri... read more | 08/07/2009 (12:14 pm) |
| %collision $= "" | Ok, the $ has nothing to do with global or local [i]in this case[/i]. Yes the $ [i]when used as a pr... read more | 08/07/2009 (11:19 am) |