Game Development Community

Jacobin's Forum Posts

Thread Post Date Posted
Rotational/Circular Movement Perhaps you can use some of the AIplayer path following routines.... read more 05/22/2007 (8:37 pm)
Hey GG, how about a vehicle collision fix?? Stefan: I fully understand that. When game companies marketed "16 megabit cartridges!" because it ... read more 05/22/2007 (12:10 pm)
Hey GG, how about a vehicle collision fix?? David, Try looking at the title of the thread. Then read the thread up until Jeff's reply. If ... read more 05/22/2007 (9:28 am)
Something is cancelling my moves Just a wild guess, but you are processing the moves on the server and not the client correct? Sound... read more 05/16/2007 (5:03 am)
Smooth animation transitions [quote]How'd you hear about the tiki tent patio? [*glances both ways*][/quote] [image]http://i19.... read more 05/15/2007 (10:54 am)
Smooth animation transitions The non-cyclic animation bug obviously exists in both codebases. I can say with a 99% certainty tha... read more 05/15/2007 (9:47 am)
Smooth animation transitions Sure, here's the thread with the fix. [url]http://garagegames.com/mg/forums/result.thread.php?qt=... read more 05/15/2007 (9:27 am)
How do you get Col and LOSCol to work in fps.starter? Players only use the script defined bounding box for all collisions. Yeah a big pain when you want ... read more 05/15/2007 (9:23 am)
Smooth animation transitions SetActionThread is for your full body animations, or more often the spine and lower body nodes. Run... read more 05/15/2007 (9:15 am)
Lowest nvidia and ati TGEA1.0.1 compatible video card? I would be careful using just SM2.0 as a baseline. For example I have one machine with a FX5600. Y... read more 05/15/2007 (9:03 am)
Elements Of Battle Demo ready for download "The page you are looking for is temporarily unavailable. Please try again later."... read more 05/12/2007 (8:01 am)
Hey GG, how about a vehicle collision fix?? I find it comical that garagegames is using the excuse of, "it's a bonus feature that we have buggy ... read more 05/11/2007 (12:13 pm)
Anyone remember this pseudo-3D RTS? [quote]It definitely was 2D sprites for units on top of just some optical trick that made the terrai... read more 05/10/2007 (10:22 pm)
Atlas Terrain Quagmire Jaimi: You should include cutting holes in atlas terrain for below ground difs. There are also v... read more 05/08/2007 (7:15 am)
Large world problems While TGEA supports incredibly large paged terrains, all the movable actors in the game are going to... read more 05/05/2007 (9:27 pm)
Disabling collision No he will not. You can either use the disableCollision method, or just spawn a regular item for co... read more 05/01/2007 (11:47 am)
Jet Bike Pack Pro and TGE 1.5 James, it does look like the hovercraft datablock supports dusttrail emitters. I'd see if they're n... read more 05/01/2007 (11:39 am)
Disabling collision Actually it is. Simply define a new bit in that file, shifting bits down as you need. [code] My... read more 05/01/2007 (3:05 am)
Jet Bike Pack Pro and TGE 1.5 [code] function JetBikeData::onAdd(%this,%obj) { } [/code] Empty out your onAdd function as s... read more 04/30/2007 (1:08 pm)
Disabling collision I did something similar, but based my class on shapebase. Didn't need all the added functions in it... read more 04/29/2007 (1:27 pm)
L3dt If you're using terrain_water_demo then look in /client/init.cs. At the bottom in loadDefaultMissio... read more 04/29/2007 (6:24 am)
Jet Bike Pack Pro and TGE 1.5 [code] datablock HoverVehicleData(JetBike) { spawnOffset = "0 5 1"; category = "Vehi... read more 04/28/2007 (1:51 pm)
Vehicle mods [code] class WheeledVehicle: public Vehicle ...my variable declaration [/code] You need to a... read more 04/28/2007 (1:36 pm)
Making sprites work... Isometric projection?... read more 04/28/2007 (8:31 am)
Jet Bike Pack Pro and TGE 1.5 There are a number of hovercraft datablocks floating around, William. I must say that it'll take a ... read more 04/28/2007 (7:21 am)
Mounted Lights You didn't mention where you want to reference it from. Something similar to the following should w... read more 04/26/2007 (9:57 am)
Footstep sounds You need to step [i]into[/i] these methods you're using. [code] MaterialPropertyMap::get(); get... read more 04/25/2007 (4:53 am)
TGEA and TGE Lighting -- Comparable? Looks identical to what was mentioned in the thread below. [url]http://garagegames.com/mg/forums/... read more 04/22/2007 (4:46 pm)
Atlas texture issues [quote]@Jacobin - Did you try to compress the .atlas file? We've found that they compress really wel... read more 04/22/2007 (3:50 am)
Small Bug in Box3I (and fix) [code] center->x = (min.x + max.x) * 0.5; center->y = (min.y + max.y) * 0.5; center->z =... read more 04/21/2007 (4:23 pm)
Atlas texture issues Use a high texture ratio, 4:1 or so. If you look around on the L3DT forums there are a few posts wi... read more 04/19/2007 (11:23 pm)
Reactions to crysis movies on gametrailers [quote]@Todd - Did this solve the "running out of bitmasks" issues that you frequently run into when... read more 04/18/2007 (4:58 pm)
Post your profiler dump [code] 48.642 48.642 1023 SwapBuffers[/code] OMG! This is with a Gforce FX 5600... read more 04/15/2007 (4:12 pm)
Jet Bike Pack Pro and TGE 1.5 Yes you do have to be moving. The jet bike is just a standard vehicle, with invisible wheels. I wa... read more 04/15/2007 (4:03 pm)
Importing dts into maya If you look on the Maya DTS exporter pages, you will find in their file kit a character already set ... read more 04/08/2007 (3:59 pm)
RenderFirstPerson - Vehicles and TSE [code] GameConnection *con = GameConnection::getConnectionToServer(); ShapeBase *co = NULL; ... read more 04/03/2007 (8:33 pm)
RenderFirstPerson - Vehicles and TSE [quote]getObjectMount() Purpose Use the getObjectMount method to get the ID of the object this o... read more 04/03/2007 (10:50 am)
RenderFirstPerson - Vehicles and TSE [code] // Select detail levels on mounted items // but... always draw the control object's moun... read more 04/02/2007 (6:23 pm)
Can't export nodes Look for a decent programmer oriented text editor and resave the file with unix line endings. It fi... read more 03/30/2007 (4:01 pm)
Common complaints and reasonable counters. Civilized discussion [quote]My problem is not so much with the unsupported product. It is more with the unfulfilled promi... read more 10/25/2006 (2:08 am)
Common complaints and reasonable counters. Civilized discussion [quote]Complaint 2: There is no pathfinding included. None was promised, of course, so I suppose yo... read more 10/20/2006 (11:27 am)
Rts - Tse [quote]Just for the record, the RTS-SK as it stands gives you more than 3 man-months worth of part t... read more 10/17/2006 (11:43 am)
Stick a fork in it? [quote] We have been doing a lot of things we don't want to do because it needs to be done. Updatin... read more 10/16/2006 (12:44 pm)
Stick a fork in it? [quote]Overall the RTS engine, while worth the money, gives a far greater impression of completeness... read more 10/15/2006 (11:20 am)
RTS/ TGE ver 1.4 build solution ---edit GG---... read more 10/13/2006 (4:32 pm)
Rts - Tse [quote]Stephen Zepp Employee Posted: May 28, 2005 11:34 There will be a port of the RTS-SK ... read more 10/13/2006 (3:14 pm)
Stick a fork in it? [quote]What do you feel is missing?[/quote] Well having it work with the latest engines out of th... read more 10/12/2006 (4:18 pm)
Fatal error LNK1104 That's an easy one Tyy. You need to add the c:\tseh\tse\engine\out.vc8.win32.release/ directory to ... read more 10/08/2006 (9:18 am)
Search Engine in GG Broken [quote]Gee golly Jacobin, you have clearly demonstrated that your vaporware vb app + notepad would i... read more 10/08/2006 (8:10 am)
Starter.fps for MS4 It was easy to get it working with MS4. A few notes not mentioned. -There are a handful of mater... read more 10/07/2006 (10:37 am)