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Stephen Zepp's Forum Posts

Thread Post Date Posted
Way to test for valid client? I'm wondering when you would be in a position to not "know" what class a particular object reference... read more 03/24/2008 (5:50 pm)
Poly count for Characters It also [b]very much[/b] depends on your game. You need to keep track of your general scene expectat... read more 03/24/2008 (5:12 pm)
Garage Games & OpenGL [quote] but we also give up the "AAA Battle-Hardened Game Engine That Has Been Used In Successful C... read more 03/24/2008 (5:07 pm)
Having trouble debugging getBinRange() -- Bad Range! exception Amazing catch Scott. We should probably have a failsafe there to allow for instantaneous movement to... read more 03/24/2008 (5:29 am)
Where is all the ai The core reason why you will not see "heavy" AI as part of any of the Torque engines is because no m... read more 03/24/2008 (5:12 am)
TGEA 1.7 soundtrigger issue There is no more alx--you have to change alxplay to sfxPlay and alxStop to sfxStop.... read more 03/22/2008 (2:20 pm)
TGEA 1.7.0 Beta 1 Bug - wheeledvehicle wheels Check to make sure that the file containing the datablock "tireEmitter" actually exists, is executed... read more 03/21/2008 (2:38 pm)
TorqueScript and Torque X Edited for clarity: [quote] But that aside, this begs the next question-- which is what is the f... read more 03/21/2008 (1:28 pm)
TGEA 1.7.0 Beta 1 Bug (maybe)- multi MegaTerrain terrain editing I'm almost certain that the MegaTerrain stitching code requires no overlap. I'd suggest that a quick... read more 03/20/2008 (2:23 pm)
TGEA 1.7.0 Beta 1 Bug - FSAA It's important to note that your video card is what is doing the FSAA, and yes, FSAA 2 is blurry, es... read more 03/20/2008 (7:22 am)
TGEA 1.7.0 Beta 1 - Forced SM 1.4 Crash on exit Could you post the end of your console.log from this crash as well? I think this is related to a kno... read more 03/20/2008 (7:20 am)
Service Unavailable - Fail to connect @Tetraweb--just so you know, the issue lies with Akamai, not our hosting service. They've acknowledg... read more 03/19/2008 (8:54 pm)
TGEA 1.7.0 Beta 1 Mission Load Lockups Hmm--that sounds as if we're not using missionCleanup ourselves (mistake on our part)--can you check... read more 03/19/2008 (4:33 pm)
Upgrading from binary to source question ... Historically yes, this has been the case--indie licenses cannot be bought by a single individual and... read more 03/19/2008 (2:48 pm)
TGEA 1.7.0 Beta 1 - Polysoup/Character Collision Matt is aware of this of course, but for those that aren't: (Note: theory stuff here, not directl... read more 03/19/2008 (2:41 pm)
Upgrading from binary to source question ... The initial word from Brett is that the Pro license is still worded a bit confusingly, and Pro licen... read more 03/19/2008 (1:13 pm)
TGEA 1.7.0 Beta 1 Bug - TGE Demo Advanced Good catch--out of curiosity, what was your underlying desktop resolution set to?... read more 03/19/2008 (12:37 pm)
Upgrading from binary to source question ... It's always possible EULA versions don't get properly updated--we do the best we can, but sometimes ... read more 03/19/2008 (12:24 pm)
TGEA 1.7.0 Beta 1 Bug - OpenAL not registering as a SFXProvider Don't quote me on this, but I [i]think[/i] OpenAL is not currently fully supported, since this beta ... read more 03/19/2008 (12:22 pm)
Upgrading from binary to source question ... You cannot "allow someone to use" an indie license that you own. That's a temporary transfer of lice... read more 03/19/2008 (10:30 am)
Which Terrain? Minor correction to the above: MegaTerrains allow as many terrain blocks as you want. The example... read more 03/19/2008 (10:24 am)
TSE Anti aliasing option Just to continue the discussion about FSAA in general, now that the TGE-A 1.7 beta is released and f... read more 03/19/2008 (1:58 am)
Upgrading from binary to source question ... A couple of things to keep in mind: For an Indie, having two licenses makes exactly zero sense. L... read more 03/18/2008 (10:16 pm)
TGEA 1.7.0 Beta 1 Bug- GFXD3D9Device infinate reset loop I ran into this one exactly once, and was never able to reproduce it. Can you give some more deta... read more 03/18/2008 (8:26 pm)
TSE Anti aliasing option Just so everyone knows, the latest beta (available as of today) has FSAA built in--just use ctrl-o t... read more 03/18/2008 (8:23 pm)
Question about sharing TGEA with team. (please check) 1) Only with a commercial license. Normally in the case where a "project money man" is willing to pa... read more 03/18/2008 (12:03 pm)
Player Movement Twitching [quote] Also, your code is a little more segmented than it needs to be. Updating player movement on... read more 03/13/2008 (6:56 pm)
Compling issues DX10 related? Vista installs DX9 as part of the base installation, but [b]it is not the most recent version, 9.0C[... read more 03/13/2008 (6:37 pm)
Getting Started...Really Just for the record, we agree on this particular point William, and the next update to TGE-A (which ... read more 03/12/2008 (10:46 am)
Really bothered by the Starter Kits Classnames are not object names. You cannot call a method on a class in that manner, only on the obj... read more 03/12/2008 (10:43 am)
Getting Started...Really TGE-A is not (at the moment) DX10 capable. You need to install DX9 as Jase mentioned.... read more 03/12/2008 (8:03 am)
Really bothered by the Starter Kits I wanted to comment quickly on one thing that hasn't been brought up: [quote] The Starter Kits a... read more 03/11/2008 (10:59 pm)
Network problems 15k bytes is definitely rather large for a packet size (bearing in mind that I personally agree, 450... read more 03/09/2008 (5:39 pm)
VS 2005 Pro/ XNA and missing project template files @Chris--are you using XNA 2.0? TorqueX currently requires XNA 1.1 refresh, and will not work with XN... read more 03/09/2008 (10:33 am)
Torque 2 Tranparent Development Two primary reasons: --the engine took slightly longer to leave the destructive phase than origin... read more 03/08/2008 (9:44 am)
How is the documentation on the RTS kit? Ok, a couple of corrections: The RTS-SK is a GG product, but as Morrie stated, it has not been up... read more 03/05/2008 (11:48 am)
A possible solution for real time networking There is some pretty strong theory level documentation about networking in the [url=http://tdn.garag... read more 03/05/2008 (11:35 am)
Coding Namespaces are initialized as part of the object creation process. You cannot change a namespace onc... read more 03/04/2008 (2:36 pm)
TGB TDN News: February 2008 It's a leap year, so February had 29 days--one day free!... read more 03/04/2008 (11:18 am)
A possible solution for real time networking In reverse order: --TGE does real time networking, but does not network dynamic fields. The prima... read more 03/03/2008 (12:30 pm)
A possible solution for real time networking I'm not saying it's impossible--I'm simply saying that "real time networking" as it's implemented in... read more 03/02/2008 (12:34 am)
A possible solution for real time networking [quote] Wow Stephen you've never heard of street fighter?! How about Mortal Kombat? Or Killer Insti... read more 03/01/2008 (10:43 pm)
A possible solution for real time networking Note: the code below is a template. Must be modified for your game, based on how you do certain thin... read more 03/01/2008 (10:19 pm)
1.5 1.6 1.7 - Camera Jitter And where is that code? Because the way it's written, once you've reached your limit point, you'll b... read more 03/01/2008 (9:56 pm)
A possible solution for real time networking Neither of those mean anything to me at all. Describe what game capability you want to accomplish... read more 03/01/2008 (4:01 pm)
A possible solution for real time networking I'll open this back up, as long as we can stay civil :) Give me a game use case for the need for ... read more 03/01/2008 (11:02 am)
Cannot Save Settings In the long run, running from the game editor (Builder) can lead to issues just like this one. Whil... read more 02/25/2008 (8:37 am)