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Henry Todd's Forum Posts

Thread Post Date Posted
Why physicsShape into PhysicsDebrisData can't work in T3d1.2 Sorry, apparently I didn't really read the topic. I'm guessing you're getting a console error indica... read more 12/08/2011 (12:13 pm)
getting the time of day If you're on the server and working from script (seems like both of these things are true from the e... read more 12/07/2011 (10:00 am)
Why physicsShape into PhysicsDebrisData can't work in T3d1.2 Just copying those files isn't going to do anything for you unless you also: 1) Create a project us... read more 12/07/2011 (9:42 am)
T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) @Guy: Yeah, didn't even think of that... aside from networks delaying incoming packets, if the serve... read more 09/23/2011 (1:09 pm)
T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) My style of writing a huge reply and then updating it 20 times probably isn't the best way to do thi... read more 09/23/2011 (12:08 pm)
T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) [b]Update:[/b] Found a workaround. !!NOT A REAL SOLUTION, JUST A WORKAROUND FOR TESTING!! Here's ... read more 09/23/2011 (11:15 am)
TSStatic Instancing Speed This may not be your problem, but I'll mention it in case it's helpful: There's a long-standing T3D... read more 02/02/2011 (12:16 pm)
T3D 1.1BETA 1, 2 and 3 BLUE SCREEN OF DOOM! Possibly reflections - RESOLVED Just tried this out with a row of rocket-spamming AITurrets over fullreflect water, didn't experienc... read more 01/27/2011 (5:02 am)
iTorque2D price That's likely a leftover that wasn't caught during this recent transition. There had been an iTorque... read more 01/25/2011 (4:39 pm)
T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG Skyboxes and clouds aren't ever going to be fogged (they're rendered under the rest of the scene and... read more 01/25/2011 (2:44 pm)
T3D 1.1Beta3 - Black Line Rendering Objects at MaxDistance Through Fog - RESOLVED Reproduced this with those fog settings. No idea what's causing it, but I noticed a couple things th... read more 01/25/2011 (12:58 pm)
T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG The density thing seems to stump people coming from TGE pretty often, it's definitely a not-uncommon... read more 01/25/2011 (4:05 am)
Projectile Types I don't know that you're going to find anything quite so specific as actual Tribes 2 projectile type... read more 01/25/2011 (1:22 am)
3 Questions.. I'll take a crack at #1... If I'm correct the question is about being able to add/remove DIF interio... read more 01/25/2011 (12:51 am)
Passing data to server, to show on console My understanding is that you're making a class selection system (from a GUI or whatever else, doesn'... read more 01/25/2011 (12:19 am)
T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG The fog settings are very different from TGE, however you can accomplish the same results once you g... read more 01/24/2011 (11:17 pm)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver As is my MO I started talking about something and then moved on once I got it working to my satisfac... read more 01/06/2011 (10:29 pm)
Startup crash on Vista Business Edit: clipped, fairly certain Ivan's right so there's no need for my uneducated speculation. I'm lea... read more 12/11/2010 (10:28 am)
mountObject working?? This is just another guess (I should test these before I post them maybe?) but I forgot that physics... read more 12/09/2010 (3:40 pm)
turn head with camera? By default the head turning animation will only be used when you hold the freelook key and actually ... read more 12/09/2010 (3:33 pm)
Hitting Collision? Just so you know, If you don't include the Vehicle::castRay function you'll still get a hitbox ID du... read more 12/08/2010 (11:49 pm)
Enable Mouse Cursor You can use Canvas.cursorOn() and Canvas.cursorOff() in any client-side script to enable/disable the... read more 12/07/2010 (7:44 pm)
T3D 1.1b3 multiple animated TSStatic kills FPS - NOT A BUG I don't have any specific ideas about your issue that Ivan hasn't already suggested, however wheneve... read more 12/07/2010 (7:33 am)
Hitting Collision? I should mention that my "HBA192" only works because I have a detail level 192 in my model... read more 12/07/2010 (7:16 am)
[1.1b2] Vehicle camera disabled and bug with Player::setControlObject() I believe the camera setup was intentional, when mounting a Player you retain the Player's PoV. If y... read more 12/06/2010 (9:07 pm)
Sweet Parallax Terrain Materials Pack? Great looking stuff... my attempts at parallax work haven't even been close to that. Especially impr... read more 12/06/2010 (8:49 pm)
Hitting Collision? Okay, here's an updated version of the castRay function for Vehicles. Again, there's no castRay func... read more 12/06/2010 (8:22 pm)
is the physX demo GPU or CPU driven? is it changeable? To be honest the only method I know of seeing if PhysX is in GPU mode is to go to the NV CP, click o... read more 12/06/2010 (12:38 am)
Hitting Collision? The T3D version of the resource uses HBA0, HBB0, etc. Apparently there was some change made that mad... read more 12/05/2010 (11:40 pm)
Hitting Collision? [quote]Ok I made the script changes then made the code changes. C++ changes Built, but when aiming a... read more 12/05/2010 (9:01 pm)
is the physX demo GPU or CPU driven? is it changeable? I think the big performance improvements show up when you actually get 1000's of physics objects in ... read more 12/05/2010 (5:40 pm)
the console call for rendering collisions? One of the debug rendering mode in the editor is "Player Collision" which shows collision ... read more 12/05/2010 (9:29 am)
is the physX demo GPU or CPU driven? is it changeable? On line 85 of pxWorld.cpp I found this: sceneDesc.simType = NX_SIMULATION_SW; // [9/28/2009 Pat] ... read more 12/05/2010 (9:24 am)
mountObject working?? That sounds a bit more difficult but should be doable. The best case scenario would be that you actu... read more 12/05/2010 (8:55 am)
Hitting Collision? ...I assume you're making your wall test model a Player object since you mentioned bodyparts. But ju... read more 12/05/2010 (8:15 am)
Hitting Collision? I'll probably have to split this into two posts. Anyway as far as dealing with the data the exisitng... read more 12/05/2010 (7:44 am)
Hitting Collision? You'll have to use the new Callback system instead of the old executef method. Here's what I did: ... read more 12/04/2010 (7:37 pm)
mountObject working?? I don't have any problems with mountObject, in my case specifically mounting Turrets (from Paul Dana... read more 12/04/2010 (7:23 pm)
Farewell Tribes, you returned to us so briefly Yeah, I just read a similar story on Kotaku and popped in here to see if it'd been mentioned by anyo... read more 10/26/2010 (7:08 am)
Asking for the PhysX.cs file? I don't have any of the 1.0.x release versions installed anymore but I did scan a copy of 1.0 beta 2... read more 10/11/2010 (1:30 pm)
Need clarification on correctMuzzleVector/eyeOffset ... As far as seeing the Player's feet/hands, generally if you're using eyeOffset you'd want to turn the... read more 10/11/2010 (1:15 pm)
Need clarification on correctMuzzleVector/eyeOffset ... eyeOffset is used to place the weapon model when in first person. If not specified, the weapon will ... read more 10/11/2010 (10:03 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver ***EDIT: I just posted another huge thing as a triple-post (which I was about to upgrade to a quad-p... read more 10/11/2010 (6:16 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver ((Long-form discussion of Rigid solvers moved to blog, see link below))... read more 10/10/2010 (9:38 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver ((Long-form discussion of Rigid solvers moved to Blog, see post below))... read more 10/10/2010 (9:37 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver Whoops! I forgot about that call to queueCollision and the return value. Updated the OP to correctly... read more 10/08/2010 (12:40 am)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver For anyone interested in some "light reading," the Rigid solver is generally considered to... read more 10/07/2010 (10:36 pm)
Dedicated Server and Windows 7 I'm also running a DS on Win7 x64 (the test server from the "Large Scale DS Testing" threa... read more 10/07/2010 (8:34 pm)
why is my ClientGroup.getCount() in startGame 0? I believe that startGame would be called before the engine creates your local client and "conne... read more 10/06/2010 (1:07 am)
Atlas in Torque3D Haven't heard of anyone actually doing this, though I have seen the question asked before... I can't... read more 10/05/2010 (9:32 pm)
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