Game Development Community

Kirk Haynes's Forum Posts

Thread Post Date Posted
Experienced 3D Torque Software Developer (for pay only) Hello Brad, I'm proficient in C# Please contact me at khaynes at kirkgames.com Kirk ... read more 05/21/2011 (8:28 am)
TGEA 1.8.2 Released Thanx Caylo Gypsyblood. A reboot allowed me to run the TGEA T3D Demo. I'll be launching programs dur... read more 06/03/2010 (5:49 am)
TGEA 1.8.2 Released I've recently downloaded and installed TGEA 1.8.2 on Windows XP with a GeForce 9400 GT. The TGEA_1_... read more 06/01/2010 (6:58 am)
TSShapeInstance::setCurrentDetail Bug? Ok, well for our characters, we have 5 detail levels, and the smNumSkipRenderDetails is zero.. so th... read more 12/06/2007 (10:10 am)
TSShapeInstance::setCurrentDetail Bug? I think there is a bug here: mCurrentDetailLevel < cutoff This code should read: mCurrentDetailLe... read more 12/06/2007 (8:30 am)
Programmer Needed in Orlando. Your email bounced.... read more 08/02/2007 (8:13 am)
Crash in Torque Release build run via Torsion This problem still exists in TGEA 1.0.1. added following as line 375 and 376 in console/telnetDeb... read more 06/30/2007 (2:30 pm)
Crash in Torque Release build run via Torsion The first fix was in 1.0, but the 2nd wasn't. Thanks... read more 05/16/2007 (9:51 am)
Crash in Torque Release build run via Torsion Using Torsion daily, I've notice that version 1.0.852 seems to miss many script errors at compile ti... read more 05/14/2007 (8:23 am)
Crash in Torque Release build run via Torsion I'm using TGEA 1.0. The crash was in telnedebugger::breakProcess where the codeblock was invalid. I... read more 05/14/2007 (7:43 am)
Lighting effecting Gui controls It's a custom control derived from GuiBitmapCtrl. I left in everything that was already being called... read more 03/26/2007 (10:56 am)
WaterBlock::onAdd Crash Yes. The materials weren't defined properly and that caused the crash. Just noting it because it sho... read more 03/23/2007 (8:49 am)
Client Server 101 There is no way to directly access server side objects and their methods from a remote client. You'l... read more 02/05/2007 (10:21 am)
PhysX - TGE Integration I fixed the problem. I installed the wrong PhysX system software. I installed the correct version wh... read more 12/14/2006 (3:41 pm)
PhysX - TGE Integration Once I get past this first step, I think the integration will go very quickly. Unfortunately I'm qui... read more 12/05/2006 (12:58 pm)
PhysX - TGE Integration The problem I'm having is getting the PhysX SDK to load in Visual Studio 2005. Here are the two c... read more 12/05/2006 (11:44 am)
Migrating code from 1.4 to 1.5 The main difference is in the integration of the lighting kit. If you're not doing any custom lighti... read more 12/05/2006 (9:51 am)
Scaled Vehicles Shadows Issue Thank you John. Yes, that helps. I guess the cars (from a car pack) and buggy (default) aren't... read more 12/05/2006 (7:57 am)
Script problem ; keyboard stops working in missions Try defining the bind after the function is defined... read more 12/01/2006 (5:02 pm)
PHP Programmer Looking to make site/Torque game stats system Do you have an email address?... read more 10/23/2006 (12:16 pm)
3D/Texture artist looking for low polygon work Count me in.... read more 10/22/2006 (11:09 am)
Datablock C++... stuff Hi, Do this instead... [code] struct JMTorqueData : public GameBaseData { typedef Ga... read more 10/21/2006 (10:50 am)
Forcing player to look at an object So how do I sync them? What do I add to the code Posted: Oct 06, 2006 11:04 to sync them?... read more 10/06/2006 (8:59 am)
Forcing player to look at an object A capture of client and server while there is a little jitter. client - delta {move={...} dt=0.... read more 10/06/2006 (8:38 am)
Forcing player to look at an object This is the current code. This causes random jitter. Sometime's there's no jitter, sometimes there ... read more 10/06/2006 (8:04 am)
Forcing player to look at an object Thank you for the response. I have removed the dependency on the cursor. Instead I created a mLo... read more 10/05/2006 (12:06 pm)
Forcing player to look at an object Any suggestions?... read more 10/05/2006 (10:27 am)
Forcing player to look at an object I had not, but now I have. The code is similar, and there are several posts about this producing a '... read more 09/16/2006 (10:04 pm)
Forcing player to look at an object [code] void BigPlayer::processTick(const Move* move) { PROFILE_START( BigPlayer_ProcessTick); ... read more 09/16/2006 (7:49 pm)
Armor piercing projectiles Use the same projectile. Set it past the target object. Also create the rear decals at the same time... read more 09/09/2006 (10:31 am)
Ambiguous 3D Motion Turns out this code works fine. In the actual implementation the PostionMask was sent after this mot... read more 09/08/2006 (4:44 pm)
Can't get AI to work correctly or at all. It looks like everything you need and more is in that tutorial Bruno linked. For an example of a ... read more 04/27/2006 (4:24 pm)
Question on calling a specific function... If %myVar was a function pointer it may work with this syntax: [code] function myNamespace::my... read more 10/10/2005 (9:29 am)
Directory structure - Client& server variances I'm wondering if some paths being mod relative, absolute, or current directory relative is an issue.... read more 08/24/2005 (9:20 am)
Pointer for C++ dummies (like me) Once you see what a pointer is, using it becomes fairly straightforward. What IS a pionter? A ... read more 08/22/2005 (2:39 pm)
Visual C++.NET & TGE Neither TGE or TSE use .net in the project. You'll be using the C++ compiler that comes with VS 2003... read more 08/19/2005 (10:01 am)
Would you be interested Hey Ryan, I wouldn't worry about pricing it. I would develop and create the content. Content is k... read more 08/16/2005 (10:53 am)
Stalling a script? I know what you meant.. Here's what I meant... [code] function YourFunctionNow() { %pause = D... read more 08/11/2005 (10:48 am)
Stalling a script? That will probably freeze the application for as long as you're waiting. Is that what you want to ha... read more 08/10/2005 (1:17 pm)
PathCamera MaskBits bug? I vote bug. That said, here's some generic background on masks for reference. Masks have the... read more 08/10/2005 (12:55 pm)
GUI profile confusion The C++ class is GuiControlProfile, which is in the guiTypes.h file. GuiCheckBoxProfile2 is the n... read more 07/22/2005 (1:59 pm)
Visual Studio Debugger and SP2 I recently moved from VC6 to VC++7 2003 on XP SP2. I have not had any problems with the standard deb... read more 06/13/2005 (8:19 pm)
Program control question Looking at the execute() and executef() functions in console.cc is a good place to start to understa... read more 06/09/2005 (1:38 pm)
From the beginning Don't forget to copy the .dll files in the example directory to your game directory, otherwise Direc... read more 06/07/2005 (8:38 am)
Program control question First, decide which 'game' (also can be called a mod) fits your game idea. If your game resembles a ... read more 06/07/2005 (8:26 am)
GetDisplayDeviceList not displaying all devices I just found an issue in my own game where I had not copied the required opengl2d3d dll and the Open... read more 05/26/2005 (2:17 pm)
GetDisplayDeviceList not displaying all devices "I have run the demos on my system and when I use the options dialog boxes I get the choice of OpenG... read more 05/26/2005 (8:13 am)
GetDisplayDeviceList not displaying all devices I can't tell you why it's happening on your system. It seems to be working fine on ours. I just down... read more 05/26/2005 (7:49 am)
GetDisplayDeviceList not displaying all devices Put a break point in the source file in the getDeviceList() function and watch it build the list. If... read more 05/25/2005 (12:42 pm)
GetDisplayDeviceList not displaying all devices It looks like getDeviceList() returns a tab delimited (\t) list of rendering devices. "OpenGL" + \t ... read more 05/25/2005 (12:28 pm)
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