Scott Richards's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| TGE 1.3 errors... | What you have there are two [i]different[/i] comparisons: [code]if (i)[/code] translates to: ... read more | 04/27/2005 (4:02 pm) |
| TGE 1.3 errors... | @Gonzo: [quote]which even so is still meaning less overall because the emitters are not children ... read more | 04/27/2005 (11:18 am) |
| TGE 1.3 errors... | Wish I had time to read all of that but I don't. So forgive me if I'm repeating something that's bee... read more | 04/27/2005 (10:41 am) |
| TGE 1.3 errors... | @Gonzo: The group functions should not be moved to onNewDataBlock(), because onNewDataBlock() may be... read more | 04/26/2005 (9:14 pm) |
| TGE 1.3 errors... | Regarding the bins errors: EmitterNodes (as well as every other game object class that uses parti... read more | 04/26/2005 (12:04 pm) |
| TGE 1.3 errors... | Regarding the question, should these lines be inverted: [code] mEmitter->deleteWhenEmpty(... read more | 04/26/2005 (10:41 am) |
| Vehicle::updatePos - Physics clock too fast | I think I might know what's going on. I think the problem is mHead, a Point3F used to store the play... read more | 01/21/2005 (9:04 pm) |
| Vehicle::updatePos - Physics clock too fast | @ Clark RE: [i]The big problem, though, is that the code between 166-177 is needed for clients to... read more | 01/21/2005 (2:24 pm) |
| Vehicle::updatePos - Physics clock too fast | Just a followup to my post regarding Moves being captured in 32 millisecond intervals... I know Tim ... read more | 01/14/2005 (4:49 pm) |
| Vehicle::updatePos - Physics clock too fast | Ah yes. Of course, because it's in the for loop. Duh. :-P That's what I was missing, thanks.... read more | 01/14/2005 (4:33 pm) |
| Vehicle::updatePos - Physics clock too fast | That would explain the line 222 "if (con && con->getControlObject() == pSB)", because that translate... read more | 01/14/2005 (4:16 pm) |
| Vehicle::updatePos - Physics clock too fast | RE: "[i]Originally objects didn't maintain a completely seperate states for their "interpolated pos"... read more | 01/14/2005 (2:54 pm) |
| Vehicle::updatePos - Physics clock too fast | This is hardly worth mentioning, but... In advanceObjects() lines 217-235: [code] if (obj->mT... read more | 01/14/2005 (2:41 pm) |
| Vehicle::updatePos - Physics clock too fast | RE: [i]2) Vehicle::interpolateTick gets called four times per render cycle, twice from ProcessList:... read more | 01/12/2005 (4:30 pm) |
| Vehicle::updatePos - Physics clock too fast | Quote: [i]One statement did catch my eye "Either way, both client and server seem to be keeping accu... read more | 01/09/2005 (3:39 pm) |
| Vehicle::updatePos - Physics clock too fast | Oops, missed a piece of the puzzle... AdvanceObjects() is only called once per 32 milliseconds (w... read more | 01/07/2005 (6:49 pm) |
| Vehicle::updatePos - Physics clock too fast | Regarding the difference in the "targetTick = ..." lines in advanceServerTime and advanceClientTime ... read more | 01/07/2005 (6:28 pm) |
| Vehicle::updatePos - Physics clock too fast | I hope you're not expecting too much from me.. Note that I'm not associated with GG in any way, apar... read more | 01/05/2005 (1:28 pm) |
| Vehicle::updatePos - Physics clock too fast | What I just did that made me rethink this: Add to vehicle.cc @ line 602: (after the "if(mDelta..)... read more | 01/05/2005 (10:20 am) |
| Vehicle::updatePos - Physics clock too fast | Upon further investigation, it seems I was somewhat mistaken. I think the physics are only duplicate... read more | 01/05/2005 (10:10 am) |
| Vehicle::updatePos - Physics clock too fast | Answer: For a pure single player game, yes, it is a waste of cpu time. (edit: oops, not so much as ... read more | 01/05/2005 (9:58 am) |
| Vehicle::updatePos - Physics clock too fast | Vehicle physics are processed separately on both client and server. I believe the intent is to produ... read more | 01/05/2005 (8:16 am) |
| Finding Vehicle Mount Positions | Dirk, yes and no. I had every intention of releasing it, but I haven't quite gotten around to "finis... read more | 11/23/2004 (10:46 am) |
| Finding Vehicle Mount Positions | Um, see, my models weren't created in Max. They were made in Wings3D, exported to OBJ format, and co... read more | 11/22/2004 (9:07 pm) |
| Finding Vehicle Mount Positions | I [i]think[/i] capitalization does matter, but I'm pretty sure "mount" in all lower case is correct.... read more | 11/22/2004 (12:00 pm) |
| Finding Vehicle Mount Positions | One more thought: You said you have a mount0, mount8, and mount9? My function does not care what you... read more | 11/21/2004 (8:45 pm) |
| Finding Vehicle Mount Positions | Regarding your data block question: No, I highly doubt anything in your datablock could interfere wi... read more | 11/21/2004 (8:36 pm) |
| Finding Vehicle Mount Positions | How strange. In truth, I've never tried this with a "mount#" node, only my own nodes "gunPoint#". Ho... read more | 11/21/2004 (8:30 pm) |
| Finding Vehicle Mount Positions | I needed something similar for one of my projects. After a bit of searching I could find no console ... read more | 11/21/2004 (3:10 pm) |
| TGE 1.3 errors... | Since the code blocks don't seem to work properly for me (they're inserting line breaks where they s... read more | 10/13/2004 (4:26 pm) |
| TGE 1.3 errors... | I'm afraid the code I posted got a bit mangled. Let me see if I can get it to post correctly... ... read more | 10/13/2004 (4:21 pm) |
| TGE 1.3 errors... | That would seem to support my theory. The racing demo afaik uses no explosions, but the fps demo doe... read more | 09/22/2004 (3:06 pm) |
| TGE 1.3 errors... | I recently found a bug in explosion.cc that may be responsible for this. On line 1030 there's a ... read more | 09/22/2004 (12:01 pm) |
| Perspective | You might try narrowing the field of view. You can use the console command setFov(#); where # is the... read more | 09/22/2004 (3:07 am) |
| Yet another Vehicle question... | Flyer calls vehicle calls shapebase, yes. So flying vehicles inherit their drag and density variable... read more | 09/18/2004 (5:22 am) |
| Yet another Vehicle question... | They're part of ShapeBase, from which the Vehicle classes are derived. Vehicle.cc calls parent::pac... read more | 09/17/2004 (11:19 pm) |
| -show notthing show | Certainly looks like a bug to me. It seems "leftRight", "topBottom", and "ortho" were added to "stru... read more | 09/15/2004 (12:19 am) |
| Imager 2k4 | Http://www.imagemagick.org/ I'm not endorsing ImageMagick. I've never used it so I have no idea ... read more | 08/28/2004 (9:36 am) |