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James Spellman's Forum Posts

Thread Post Date Posted
TGEA 1.8.0 - GuiFadeinBitmapCtrl imaged pixelated Ok. Good to hear! Thanks!... read more 01/28/2009 (6:13 pm)
TGEA 1.8.0 - GuiFadeinBitmapCtrl imaged pixelated I think I read some comment that all textures were being downscaled to 256x256 or something crazy li... read more 01/28/2009 (5:33 pm)
TGEA 1.8.0 - Can't get IFL to work Yeah. Thanks for the fix. Poo on me for forgetting to check Notify when I posted this. Lucky I ... read more 01/28/2009 (5:23 pm)
QA machine asserting at startup It appears to be some kind of DLL problem and not a driver issue. The product in question uses a .N... read more 01/28/2009 (5:18 pm)
QA machine asserting at startup That "should" be where the update came from. I can't verify it currently because I'm in a... read more 01/26/2009 (9:58 pm)
TGEA 1.8.0 - Open GL Not working in Windows Not that I know much about the topic, but I understand that you can use DirectX 10-ish capabilities ... read more 12/19/2008 (4:47 pm)
TGEA 1.0.3 Texture paging poor memory management Not really, unless you change the lighting resolution. Maybe there's some way to compress the LM's ... read more 04/19/2008 (6:00 pm)
TGEA 1.0.3 Texture paging poor memory management Are you sure it's not just the lightmaps for the other instances?... read more 04/18/2008 (5:20 pm)
Memory usage tools for Torque We first disabled the TMM to get an "accurate" read on how much RAM we were using according to Windo... read more 04/04/2008 (6:21 am)
Memory usage tools for Torque I posted this in the TGEA forums. I wonder if it fits your situation. [quote]We load lotsa of bi... read more 04/03/2008 (10:24 pm)
Maya 2K8 export problem I had the same problem initially with Maya 2008 32-bit. Here's what worked for me: 1. Download ... read more 03/31/2008 (1:12 am)
TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen Took me a while to find the other one. Right after line 83: // This will work as our new resoluti... read more 03/25/2008 (8:55 pm)
Player::setActionThread() booleans [b]fsp[/b] is [b]Animate on Server[/b], obviously. For collision, perhaps? [b]forceSet[/b] forces ... read more 03/25/2008 (2:28 pm)
TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen [code]if (%fs $= "0" || %fs $= "false")[/code] works too if the pref reads like this: $pref::Vide... read more 03/25/2008 (3:09 am)
TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen The problem appears to be in common\gameScripts\canvas line 58. %fs = "true" However, [code]if... read more 03/25/2008 (3:03 am)
TGEA 1.7.0 Beta 1 Bug - Shape Replicator bug That empty/clear bug has been there since the dawn of time, but it never broke the old replicator be... read more 03/21/2008 (3:31 pm)
TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen Yes it is. I don't see why that is a bad thing. It's better than 0x600x32 any day! Here's a l... read more 03/20/2008 (5:43 pm)
How to make an AI player look at the player? Morrock is right. I didn't notice it earlier. It should look more like: [code]%bot = AIPlayer::... read more 03/08/2008 (8:29 pm)
How to make an AI player look at the player? I don't know what to tell you at this point. You seem to working on something very similar to the s... read more 03/04/2008 (3:53 pm)
How to make an AI player look at the player? Yeah, PlayerShape could be the problem depending on what your base PlayerData is called. In the dem... read more 03/04/2008 (12:23 am)
How to make an AI player look at the player? @Bryce, It's been a while since I've done anything in script myself. @Newport, Maybe you could p... read more 03/03/2008 (4:11 pm)
How to make an AI player look at the player? It looks like [b]AimAt[/b] calls [b]setAimObject[/b], so there you are... I remember now that it ... read more 03/02/2008 (4:48 pm)
How to make an AI player look at the player? AIPlayer has a function called AimAt that will turn him to whatever object you want. If you want it... read more 03/01/2008 (5:50 pm)
PathCamera help. Is the path itself set to IsLooping = "0"? You can try something like: [code]function LoopingCam... read more 02/25/2008 (11:33 pm)
SgDynamicDTSShadingDiffuseAmount The answer is quite simple, really. I just wish I knew what it was! Actually, after a little dig... read more 02/21/2008 (4:12 pm)
How can the memory manager be replaced, repaired, or removed? Our issue was that we use a ton of animations and the loading process tended to allocate 2-3x the me... read more 01/29/2008 (4:59 pm)
Book: "Exploiting Online Games Aye. I plan to pick up a copy.... read more 01/21/2008 (11:30 pm)
Animation Memory Leak If this is the same issue I was experiencing, it was due to a bunch of memory being allocated and ne... read more 01/11/2008 (5:39 pm)
SetSkinName for shapebase not working? I believe you have to create a material for the new skin.... read more 12/31/2007 (4:23 pm)
Crashes in text edit controls Turns out I copied something from TGEA into 1.5.2 I shouldn't have, so the TreeView is no longer an ... read more 10/09/2007 (9:55 pm)
Crashes in text edit controls @Orion, I think the mem usage was a contributing factor as we didn't observe the behavior all the... read more 10/09/2007 (9:24 pm)
Crashes in text edit controls I was under the impression that there could be no problem with the StringBuffer because it was used ... read more 10/09/2007 (9:11 pm)
Crashes in text edit controls Our troubles started when when the amount of allocated RAM swelled to about 1.5GB. I was unable to ... read more 10/09/2007 (5:50 pm)
Crash when opening Mission Editor due to bug in GuiTextEditCtrl? My actual crash is exactly like you describe. I revised my post to reflect the minor change I made.... read more 10/09/2007 (5:39 pm)
XML Support I think I used the TinyXML derivation from [url=www.garagegames.com/index.php?sec=mg&mod=resource&pa... read more 08/12/2007 (6:42 pm)
TGEA 1.0.2 Released Thanks much for all the hard work!... read more 08/11/2007 (4:46 pm)
When will the 1.02 out? Ken, Thanks for the post! Even something that short and sweet lets us know and feel like progres... read more 08/01/2007 (11:54 pm)
SgDecalProjector and Quadro FX cards Aye. I'm sure we're in OpenGL mode. Unfortunately the machines in question are in another state. ... read more 07/26/2007 (8:54 pm)
Black terrian in TGEA No. Make sure all your video drivers and DirectX are up to date. Also browse the forums on this to... read more 07/25/2007 (3:56 pm)
After increasing packet rate, critical error occurred Our of curiosity, what size are your packets now? I have one project where we were happily sittin... read more 07/25/2007 (3:53 pm)
Torque LUA/XML "interface addon" support I'm sure a number of projects could benefit from this type of resource!... read more 07/25/2007 (3:49 pm)
Full screen FX Very nice!... read more 07/22/2007 (8:02 pm)
Turning off fall damage Once you understand it, it's obvious. Before then, not so much...... read more 07/19/2007 (3:51 pm)
Is it possible - multiple IDLE animations? It's been a while since I've played with stock TGE, but I don't think you can have multiple "pure" i... read more 07/19/2007 (3:44 pm)
SetBlackOut? It shouldn't do anything as far as I can tell. I hacked up something quick using [url=www.garagegam... read more 07/17/2007 (5:01 pm)
Clicking' Oggs It's been a while, but way back in TGE 1.3 before we switched to FMod, we would have issues with cer... read more 07/10/2007 (9:12 pm)
Black Terrain Strange that I couldn't find this topic when I searched for "Black Terrain" or any part of the error... read more 06/26/2007 (6:14 pm)
Can not call 3D images into the user interface Is your 3D window a sub-window of the GUI? I think you're having the same problem I am.... read more 06/26/2007 (5:42 pm)
Terrain all black Old post but I ran into the same issue when porting my project. Only the effect happened on only tw... read more 06/26/2007 (5:22 pm)
Endorphin and Torque. Short Answer: It is possible to use it with Torque. Long Answer: I'm not an artist, but I belie... read more 06/26/2007 (5:06 pm)
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