Philip Bloom's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Font problems | Manoel: Thanks, you rock. =)... read more | 03/08/2006 (5:05 pm) |
| Fonts not reading cache? | Anthony: Yup. Checked a few times, because it confused me that it wasn't working and I figured t... read more | 02/20/2006 (8:19 pm) |
| Maya6.5 exporter error | I was dealing with an artist just yesterday pulling his hair out over it. I gave up as well after a... read more | 02/20/2006 (7:17 am) |
| Orpg To Mmorpg | It'd be pretty rough validating moving from not having a core server base that validates saved data ... read more | 02/18/2006 (10:28 pm) |
| The Horror Of Survival | Andy: That was seen sometimes in RE4, but usually when a player made a mistake. That said, most ... read more | 02/18/2006 (10:22 pm) |
| TXT, DTS, Collision shapes... and stuff... | Map files are plain text as I recall. Might behoove you to save a simple quark map and check the tw... read more | 02/18/2006 (7:03 pm) |
| Error C2659: '=' : overloaded function as left operand | Public variablespeed -> $variablespeed... read more | 02/18/2006 (11:40 am) |
| Thread Deleted | They've been trying, last I checked, to migrate to a wiki style thing such that resources can be man... read more | 02/18/2006 (8:57 am) |
| %client.player.getPosition() | Thanks, that was helpful with another problem. I was wondering why for the AI I was getting a playe... read more | 02/18/2006 (8:24 am) |
| 1.4r2 Particle editor bug & fix | Thanks for the fix, Rob and Kevin.... read more | 02/15/2006 (7:52 pm) |
| TGE1.4: guiTextEditCtrl bug&fix. | Thanks for the fix.... read more | 02/08/2006 (3:40 pm) |
| multiple actionMap binds to one function | Good fix, but yeah, seemed to be needed still to fix.... read more | 02/08/2006 (3:39 pm) |
| MyButtonBitmap_n.png" (_h,_d & _i) | It's not parrticularly something used often. I can't say I've ever used it.... read more | 01/31/2006 (7:36 pm) |
| Debugging tools avaliable in torque | Make sure you've gone into debug properties and pointed it at your debug executable (Release works ... read more | 01/10/2006 (9:53 am) |
| How many people plan their games out on paper? | I do some writing... but really at the most critical element 'writing down in a scratch pad' I do l... read more | 01/10/2006 (7:20 am) |
| Is this legal? | Mmm... I recall something relevant to this. http://www.planetquake.com/features/articles/editoria... read more | 01/10/2006 (7:15 am) |
| Debugging tools avaliable in torque | Thanks. It helps being aware of such though. =) Can't make use of what you're not aware of. Recen... read more | 01/09/2006 (10:57 pm) |
| Noob's guide to being an indie | This is perhaps the most awesome thread I've read yet here. Kudos, Chris.... read more | 01/03/2006 (9:07 pm) |
| Multiple player objects, one connection | Mmm... Well, you're already creating a player no? Why not shift from when the spawn player is ca... read more | 01/03/2006 (7:18 pm) |
| Migrating to Torque 1.4 (beta) | First attempt: 3600 errors. "eeek" 3 lines deleted... second attempt: 22 errors. 1 bracket and 2... read more | 01/03/2006 (7:14 pm) |
| Menu music | This off the default torque build? If so, it should work, as long as you fixed the one typo in ther... read more | 06/25/2005 (11:36 am) |
| Minions of Mirth Technology Licensing | Torque Game Engine: Commericial license: 495 dollars. Torque Game Engine: Indie license: 100 dollar... read more | 04/26/2005 (10:58 am) |
| Your favorite gaming memories... | Ah sweet ol' metal gear.... read more | 04/26/2005 (8:03 am) |
| Gui/guiWindowCtrl.cc | Thanks, Gonzo. Never saw that defined in any of them, so didn't realize it existed.... read more | 04/26/2005 (8:02 am) |
| Gui/guiWindowCtrl.cc | Hum? Which are? Couldn't find a version of it that was receiving input other than the console myse... read more | 04/24/2005 (6:31 am) |
| Changing mouse size | Heh. *nods* Point taken.... read more | 04/20/2005 (5:38 am) |
| Anyone tried KDevelop? | That work for torque script, you saying? Or is this just the C++ code? *is planning to pick a non-... read more | 04/14/2005 (6:27 am) |
| Printing to screen? | In what manner? You could always place a bitmap gui and load an icon as the image. If you mean rep... read more | 04/14/2005 (4:42 am) |
| Strange key issues | Fiddling more: It's something that switches wrong when GuiCanvas.cursorOn() is called. Which its... read more | 04/09/2005 (7:56 am) |
| How create my own app ? | I bought the gucci engine once. It stank. Too much fancy gold lining =p Anyhow, random comment:... read more | 04/09/2005 (7:08 am) |
| Strange key issues | Anyone? Checking shows this is a holdover issue from the FPS module I built off of. I'll likely di... read more | 04/09/2005 (4:36 am) |
| Into Animation - How to | Where are you calling the start mission function? Aka: Are you pushing the AVI stuff onto the scr... read more | 04/08/2005 (8:47 pm) |
| Delay getting to load screen | Oh I agree, I just intend, if possible, to move it somewhere behind a load screen or something visib... read more | 04/08/2005 (6:49 am) |
| Item categories in world/mission editor | Thanks, trying it out.... read more | 04/08/2005 (6:47 am) |
| TGE Noob: #12 In-Console-able | Very neat series of threads. You should combine these into a resource "TGE Noob" or whatnot. I've ... read more | 04/05/2005 (8:34 am) |
| Item categories in world/mission editor | Last attempt. Anyone know how to do that?... read more | 04/05/2005 (8:25 am) |
| Line of sight check error | How we fixed it: Strangely, having a complicated collision mesh broke it unless the line went sim... read more | 03/22/2005 (4:52 pm) |
| Getting better FPS in TGE | [quote]You do realize an average Torque scene normally has only 3000-6000 triangles in view at any g... read more | 03/22/2005 (3:17 pm) |
| Getting better FPS in TGE | Ick. Profiler doesn't seem to work in release mode and debug mode crashes (I suspect because we too... read more | 03/22/2005 (2:30 pm) |
| Getting better FPS in TGE | Joe: 100 polys with a combined polycount of 108k for absolutely everything in the room (Can't al... read more | 03/22/2005 (1:50 pm) |
| Getting better FPS in TGE | David: Neat to know. Jotting down in my notes. I'll take a look at the texture maps now and do so... read more | 03/22/2005 (12:59 pm) |
| Getting better FPS in TGE | David: That's a thought, though making multiple copies of every model in the game might be a bit ... read more | 03/22/2005 (9:22 am) |
| Getting better FPS in TGE | I don't think so, but it'll bear running some tests.... read more | 03/22/2005 (9:03 am) |
| Item categories in world/mission editor | Doesn't seem to work with items as it works with static shapes. Any suggestions that works with ite... read more | 03/22/2005 (9:02 am) |
| Item categories in world/mission editor | Nick: Thanks. Trying that now.... read more | 03/22/2005 (8:13 am) |
| Line of sight check error | Crossposting with the additional information: Wow, timing. I'm having the exact same problem wit... read more | 03/08/2005 (8:12 pm) |
| Minimizing Error Messages for missing elements | Yeah, I recognized that, but didn't want to go that direction either since it basically involved qua... read more | 03/08/2005 (8:07 pm) |
| 2 map at the same time? | I would suggest even if it was possible that it would be an exceedingly bad idea.... read more | 03/08/2005 (11:36 am) |
| Minimizing Error Messages for missing elements | Yeah. Did so. Oh well. I knew that would work but was hoping for a method that didn't permanently... read more | 03/08/2005 (11:34 am) |
| Container::castRay() returns object space normals?? | CastRay is being worked on currently to fix things with it?... read more | 03/08/2005 (8:13 am) |