Robert Blanchet Jr.'s Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Scripted camera flythrough | PathCamera is used in the Demo Walkthrough of the engine. I recommend using that because then you ha... read more | 10/06/2004 (8:33 am) |
| WinCVS not responding | Hmm, you shouldn't need python at all.... read more | 10/04/2004 (2:33 pm) |
| CustomMaterial crash with missing shader | Nice catch but it seems to me that the best place to catch this would be before the structure is pas... read more | 10/04/2004 (12:42 pm) |
| Collisions for projectiles | I may be wrong on this but I believe that if you do not specify an LOSCol mesh then it uses your nor... read more | 10/04/2004 (8:38 am) |
| What's next? :) | Script files are compiled into dso format by the engine and then loaded into memory. You can choose ... read more | 09/28/2004 (10:29 am) |
| DustEmitter | Stephane, What Gonzo showed you was the correct way to not have the dustEmitter show up. What is ... read more | 09/28/2004 (8:07 am) |
| GuiTextEditCtrl cursor fix (plus some more) | Good stuff. You should see about making a patch and getting it added to HEAD.... read more | 09/27/2004 (8:49 am) |
| Particle emitters not removing correctly? | There is an issue in TGE wherein some emitters won't get deleted when you quit from the application ... read more | 09/23/2004 (8:47 am) |
| What is up with %this | [code] datablock PlayerData( Robot : RobotBody ) { shootingDelay = 2000; }; //------------... read more | 09/22/2004 (11:16 pm) |
| What is up with %this | When your dealing with an object, like a ScriptObject or a Player or an AIPlayer for instance, there... read more | 09/22/2004 (3:28 pm) |
| Particle emitters not removing correctly? | You dont want to just delete the particle emitter otherwise you'll get a 'pop' from all the particle... read more | 09/22/2004 (3:05 pm) |
| Player speed | MaxForwardSpeed is a datablock value. These are only sent once to the client per mission load. It is... read more | 09/22/2004 (9:19 am) |
| What is up with %this | To further complicate the issue you dont [b]have[/b] to name it '%this'. It can be named what ever y... read more | 09/22/2004 (9:11 am) |
| Modifying the playerdatablock dynamically | The functionality to do this is already built into Torque. Everything you need to do can be accompli... read more | 09/17/2004 (12:00 pm) |
| Bug in RPC argumentlist parsing? | This has been covered: [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=18780[/url]... read more | 09/15/2004 (2:39 pm) |
| Something changed since the first version? | Just a standard question here but do you have the latest drivers for your video card and what versio... read more | 09/10/2004 (8:54 am) |
| Zip code in ResourceManager | SetModZip is responsible for loading "modifications" from a zip archive. It will treat the files wit... read more | 09/09/2004 (2:55 pm) |
| MMath_ASM.asm questions | Looked into this a little bit. Turns out these are so outdated, they are not even used anymore. Sinc... read more | 08/25/2004 (11:04 am) |
| Torque Explorer | The Torque Platform layer is pretty nifty. It allows you to create cross-platform toolsets quickly. ... read more | 08/13/2004 (12:54 pm) |
| Where are the sources of the MAX6 exporter? | They are in the /lib/ folder.... read more | 08/09/2004 (7:11 am) |
| Head and Blanchet's splash screen | Hmm, I havn't looked at that resource in a while. There is however a solution. Put in HEAD fairly re... read more | 07/30/2004 (7:55 am) |
| Performance Issues Easily Fixed | Took care of: [code] Poly:Volume* bestVolume; [/code] Poly: apparantly was meant for a goto st... read more | 07/16/2004 (9:15 am) |
| Obscure WaterBlock bug | You dont want to just use mWorldBox because what about arbitrarily sized water blocks ?... read more | 07/08/2004 (9:51 am) |
| Object Oriented Programming in Torque Script | Labrat, How do your namespace changes effect packages? More specifically turning on/off packages ... read more | 07/08/2004 (9:09 am) |
| Obscure WaterBlock bug | I agree with you completely. I'm actually in the process of updating waterblock/fluid code. I th... read more | 07/07/2004 (11:58 am) |
| Repeating water bug. | I am currently working on fixing water code. I have most of the issues mentioned about water, in the... read more | 06/30/2004 (10:14 am) |
| Client.delete() crashes my demo | My bad. Well ya. You would do something like: [code] %client.delete("You were kicked from the ser... read more | 06/25/2004 (2:18 pm) |
| Client.delete() crashes my demo | Client is usually the ClientConnection object. You probably shouldn't be deleting it. It doesn't mat... read more | 06/25/2004 (6:48 am) |
| Torquescript syntax question | Actually there are several different ways to do this. 1) You could do it this way, but there woul... read more | 06/22/2004 (8:35 am) |
| 3D Volume Textures | Sounds good :)... read more | 06/19/2004 (10:29 am) |
| Looking for recurring gui event hook | Catch the GuiEvent onMouseEnter and have it start a schedule which calls a different function every ... read more | 06/18/2004 (8:17 am) |
| Dedicated server vs playable server ? | You have to update to HEAD. I've just tested and debris show up fine for me. I don't know what to te... read more | 06/16/2004 (2:40 pm) |
| Dedicated server vs playable server ? | This was fixed in HEAD. I recommend getting the latest HEAD and tell me if you get the same problem.... read more | 06/16/2004 (11:20 am) |
| BitStream U32 U64 Write functions (for packupdate) | The writeRangedU32 allows you to specify a range of possible values of the variable you are writting... read more | 06/15/2004 (9:11 pm) |
| Objects id | Do a search in the code for Sim::findObject. That will tell you everything you need.... read more | 06/15/2004 (9:07 pm) |
| Getting mounted object in code | Well if your node is named then you can do something like the following to get the transform of the ... read more | 06/14/2004 (9:24 am) |
| Projectile Code Questions | 1) This is a really a three part question. Firstly, [quote]Torque works off of a concept of tic... read more | 06/13/2004 (10:26 am) |
| Latest updates | No, for now the only 'mod' folder in TSE is the demo folder, which contains all the scripts and art ... read more | 06/10/2004 (1:30 pm) |
| Disable collision detection | [code] Player *myPlayer; Player *otherPlayer; // do stuff myPlayer->disableCollision(); oth... read more | 06/09/2004 (9:27 pm) |
| Debris not working? | David, Before that check, what would happen is if the server, and you had to be running a dedicat... read more | 06/09/2004 (8:13 am) |
| Pb with weird graphic - hints needed | It's too bad NVIDIA doesn't support there GO cards like any of their other cards. When I had a Ge... read more | 06/08/2004 (8:29 am) |
| Debris not working? | Ok here's the deal. I went ahead and "fixed" this by changing Explosion and Debris ::onAdd function... read more | 06/05/2004 (10:48 am) |
| Linux | I suspect the OpenGL push wont happen until Brian is confident he has squashed all the bugs related ... read more | 06/03/2004 (8:25 am) |
| Welcome! | Congratz to everyone who bought this fine engine. =)... read more | 06/03/2004 (8:22 am) |
| Unreliable projectile::oncollision call | You guys don't seem to get the fact that onCollision is only supposed to ever be called or otherwise... read more | 05/29/2004 (9:32 am) |
| ItemData | %user.getEyeVector() should be working.... read more | 05/27/2004 (9:00 am) |
| CVS remote vulnerability | The link is bad. Edit: Nevermind, it works now.... read more | 05/19/2004 (8:33 am) |
| Whidbey (VS 2005) compiles Torque | I believe Whidbey supports 64bit code. I personally can't wait for Whidbey to come out but it is u... read more | 05/19/2004 (8:32 am) |
| Collision Projectile spawning location | Not really sure. I think the model was exported with the wrong bounds selected.... read more | 05/07/2004 (2:10 pm) |
| Collision Projectile spawning location | Because the arrow dts representing the projectile is a bad model.... read more | 05/06/2004 (7:31 pm) |