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) |