Game Development Community

Sean H.'s Forum Posts

Thread Post Date Posted
AIPlayer Transform returning 1.#QNAN after SetMoveDestination that sounds like it may be a critical bug. please keep us posted on your findings.... read more 03/25/2011 (5:12 pm)
Datablocks...classes...functions...mind exploding try %newPlayer.getDatablock().Speak(); ... read more 03/23/2011 (8:15 pm)
Datablocks...classes...functions...mind exploding torquescript is NOT a true object-oriented language, just a facsimile of one. objects instantiated ... read more 03/23/2011 (7:35 pm)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination Meredith- Another suggestion. Try printing out the values for %this.node[0] before they're used ... read more 03/22/2011 (7:41 pm)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination [code] 01.function AIEnemy::followWalkRoute(%this) 02.{// Instructs them to begin following the... read more 03/20/2011 (8:10 pm)
AIPlayer Transform returning 1.#QNAN after SetMoveDestination sounds like a torquescript problem. It's impossible to troubleshoot since you didn't really post th... read more 03/20/2011 (10:08 am)
Event driven vs polled or timed scripts Keith, unless you're doing something totally wacko, I don't think processing scheduled events takes ... read more 03/11/2011 (8:47 pm)
Rendering problems (Resolved) so turning off your firewall totally fixed all the studdering/hitching?... read more 03/06/2011 (4:03 pm)
Event driven vs polled or timed scripts timers are well supported in torque. u can use a timer to call an object method, and u can use'em t... read more 03/02/2011 (8:55 pm)
Rendering ShapeBase Are you calling addToScene()?... read more 02/26/2011 (12:48 pm)
Add Ons .. anyone working on anything new ? Ive been working on some custom lighting shaders for tgea that I want to release as an add-on. ... read more 11/25/2010 (8:51 am)
How to speed up scenes with some hundreds of animated characters? games with hundreds of animated characters probably make heavy use of multi-threading, which torque ... read more 11/06/2010 (10:03 am)
How to make mirror in Torque 3D? do the old dif mirrors still work in t3d? it looks like the code for transform portals is still i... read more 11/03/2010 (4:30 am)
Engine threads limitation whats a path attach shape?... read more 10/28/2010 (1:28 am)
Two feature requests for T3D I dont have any working code examples although it wouldn't be that hard to implement. My hope is th... read more 10/18/2010 (5:17 pm)
Implementing a Paging System for Coordinates ive read about this large position/precision problem a few times as well. sounds like something whi... read more 10/03/2010 (11:09 pm)
Shaky Animations bring back IFL animations and fix the fuzzy texture problem. obviously some kind of noise is being i... read more 10/02/2010 (8:45 pm)
Shouldn't the first-person weapon be rendered last? @Pat there's two problems with that approach. first, it would be impossible to render a weapon w... read more 10/02/2010 (6:53 am)
Shouldn't the first-person weapon be rendered last? yes it should be rendered last after clearing the depth buffer.... read more 10/02/2010 (4:05 am)
Terrain painting in T3D beta 3 I would just use a mesh for that. personally, i would only use an actual terrain for wide-open, lo... read more 10/02/2010 (12:36 am)
Forums w/ multiple stickies "lose" posts between pg1 & pg2 Scott It's good that this bug has been around for awhile now. I applaud the fact that it's a bug... read more 09/25/2010 (12:33 pm)
C++, how to learn to use it? just get comfortable with memory allocation, pointers, constructors, destructors, and overloaded ope... read more 09/21/2010 (8:19 am)
T3D 1.1 Beta 2 - vehicle object ( mounted player object ) Animation bug Enel, player script will automatically make your player call an animation defined in an array on the... read more 09/17/2010 (8:04 am)
Torque 3D Status - 9/11/2010 rock on!... read more 09/12/2010 (6:14 am)
Cool ideas for T3D ??? -volumetric smoke/fog -beams/ribbons -gui/font shaders -integrated parallel processing... read more 09/10/2010 (2:00 pm)
Quit() Causing Crash in Beta2 *final update* OK, I finally figured this one out. after much trial and error, I eventually foun... read more 09/06/2010 (9:40 pm)
Quit() Causing Crash in Beta2 @Daniel I have a separate function end() which is called directly from a button on the main menu ... read more 09/05/2010 (8:26 pm)
Object deletion - crash this may be similar to a problem Ive been having: [url]http://www.torquepowered.com/community/for... read more 09/05/2010 (5:39 am)
Stopping Lights Blending this wouldn't be that hard to do but you would need to modify the lighting shader. you would jus... read more 09/03/2010 (6:14 am)
IFL deprecated ? huh?what?whazza? @Tom the real solution is to allow us the freedom to explicitly set an objects material at runtim... read more 09/03/2010 (5:56 am)
Cleaning up VB's *update* When are hardware vertex buffers deleted/cleaned up in T3D? Does this occur when an obje... read more 09/03/2010 (5:14 am)
Quit() Causing Crash in Beta2 @Scott Yes this happens in stock T3D beta2. my scripts are custom but I haven't made any changes i... read more 09/03/2010 (2:56 am)
Quit() Causing Crash in Beta2 I'm still having this problem. In my custom script base, I'm getting a crash when attempting to qui... read more 09/02/2010 (8:26 am)
Forums w/ multiple stickies "lose" posts between pg1 & pg2 I'm noticing this too. Henry todd has posted this bug in multiple places and I'm wondering why no o... read more 08/31/2010 (1:15 am)
Torque 3d and torquescript C# may offer alot that TS doesn't, but it will NOT make scripting any better or easier. unless you'r... read more 08/30/2010 (3:22 pm)
Quit() Causing Crash in Beta2 OK, I think I have found the source of this crash. I spent the last couple hours tracking down th... read more 08/30/2010 (5:51 am)
Quit() Causing Crash in Beta2 Also, when I try to execute a debug session from the IDE(express 2005) it doesn't start. instead, a... read more 08/29/2010 (11:35 pm)
Quit() Causing Crash in Beta2 - Chris, I built the project in debug mode but the debug build isn't working! I get an error: Unab... read more 08/29/2010 (11:22 pm)
Torque 3d and torquescript I've heard this before as well. Unfortunately, I do believe the torquepowered folks are planning ... read more 08/29/2010 (10:41 pm)
The material system [quote] its all fantastic except for the fact i can only have one scene unless i re-export models a... read more 08/28/2010 (11:07 pm)
Quit() Causing Crash in Beta2 No, it doesnt use particle emitters. also, this crash happens even if I never actually get to the... read more 08/25/2010 (2:29 pm)
Basic Collision Gameplay Michael, are you sure that would work with no collision response? David mentioned that the player... read more 08/25/2010 (8:45 am)
Basic Collision Gameplay if the object the player collides with is stationary, you could either use a trigger placed over the... read more 08/25/2010 (4:14 am)
PhysX demo not working Thanks Tom. I think I actually did download an older version of physX. When I installed the beta... read more 08/25/2010 (3:29 am)
How can i use hardware instancing in Beta2? [quote] Instancing should "just work" with it being transparent to the designer/artist as... read more 08/13/2010 (3:03 am)
How can i use hardware instancing in Beta2? [quote] I have 5-6 instances of different buildings (building_01 has 5 instances, building_02 has 6... read more 08/13/2010 (1:21 am)
How can i use hardware instancing in Beta2? If the hardware instancing technique can decrease drawcalls by 78% but with no accompanying increase... read more 08/12/2010 (7:26 am)
How to create Fog ? I was just looking at an older version of the engine; TGE 1.5.2. I noticed there used to be volum... read more 08/07/2010 (8:15 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED Henry Todd, I believe you have finally solved a problem which has been plaguing torque since, well f... read more 08/07/2010 (9:22 am)
Level building: suggestions on optimization & improving performance scattersky is also known for bogging down performance.... read more 08/01/2010 (9:04 pm)