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Bullitt Sesariza's Forum Posts

Thread Post Date Posted
How do I make a Player or AIPlayer still move even if it hits something? Err... I still need to check for collision but not the physics. I.e. if they collide to one another,... read more 07/30/2009 (7:25 pm)
A Vector inside of a Vector Sorry for the long delay. @Orion: well, that one is from Vector's source code. and the one callin... read more 06/03/2009 (1:21 am)
Memory Leaks @ Vanilla Torque Yeah, I started all this work because of that issue as well, suspecting the behavior as leak... goin... read more 11/12/2008 (6:35 pm)
Memory Leaks @ Vanilla Torque @DALO: sorry, I don't have accessible public server. If you want, I can send the whole vanilla torq... read more 11/10/2008 (7:07 pm)
Memory Leaks @ Vanilla Torque Ah! I got it! Those reported leaks comes from global static objects with file linkage, whose destruc... read more 11/09/2008 (9:09 pm)
Memory Leaks @ Vanilla Torque Hi all, thanks for all your supports! Hope I to be able to get through the leaks in core/dataChunke... read more 11/09/2008 (7:34 pm)
Memory Leaks @ Vanilla Torque LEAK dgl/gTexManager.cc line 1641 - ret = new ChunkedTextureObject; function ChunkedTextureManager... read more 11/07/2008 (2:00 am)
Memory Leaks @ Vanilla Torque LEAK: core/chunkFile.cc line 237 - FourCCToAcr * fcta = new FourCCToAcr(); FIX: 1. add to core... read more 11/07/2008 (1:55 am)
Memory Leaks @ Vanilla Torque LEAK: sim/netStringTable.cc line 19 - table = (Entry *) dMalloc(sizeof(Entry) * InitialSize); sim... read more 11/07/2008 (1:47 am)
Memory Leaks @ Vanilla Torque LEAK: console/consoleObject.cc line 150 classTable[group][type] = new AbstractClassRep*[NetClassCou... read more 11/06/2008 (10:58 pm)
Memory Leaks @ Vanilla Torque Thanks, Orion!... read more 11/06/2008 (10:42 pm)
Memory Leaks @ Vanilla Torque @Soar_o1: Thanks for noting, I've just checked it out. You need to define TORQUE_DISABLE_MEMORY_MAN... read more 11/06/2008 (7:28 pm)
Memory Leaks @ Vanilla Torque LEAK: sim/sceneObject.cc line 806 leak 2x @ 5120 bytes mBinArray = new SceneObjectRef[csmNumBins *... read more 11/05/2008 (7:27 pm)
Memory Leaks @ Vanilla Torque LEAK: StringStack::mBuffer - console/stringStack.h line 47 (10240 bytes) StringStack::mArgBuffer -... read more 11/04/2008 (10:59 pm)
DTS - Mysterious Issue What is the script you use to load?... read more 11/04/2008 (10:48 pm)
Memory Leaks @ Vanilla Torque ... continued from previous post, similar edits to BASscan.cc as to CMDscan.cc 12. add to console/B... read more 11/04/2008 (8:24 pm)
Memory Leaks @ Vanilla Torque LEAKs: console/CMDscan.cc line 1718 (40 bytes) console/CMDscan.cc line 1727 (16386 bytes) severi... read more 11/04/2008 (7:57 pm)
Memory Leaks @ Vanilla Torque LEAK Mutex::createMutex() on platformWin32/winMutex.cc line 11 SEVERITY: once every application s... read more 11/04/2008 (1:55 am)
Memory Leaks @ Vanilla Torque @Tom - I am using Torque memory profiler (Memory::setBreakAlloc), Visual Studio built in CRT leak de... read more 11/02/2008 (8:50 pm)
Memory Leaks @ Vanilla Torque I am currently investigating the leak in core/dataChunker.cc My CRT leak detector detects leak on... read more 11/02/2008 (8:09 pm)
Memory Leaks @ Vanilla Torque LEAK Convex sTerrainConvexList; on terrain/terrCollision.cc line 26 SEVERITY: bad Fix: Step 1... read more 11/02/2008 (7:49 pm)
Memory Leaks @ Vanilla Torque LEAK AbstractClassRep::Field on console/consoleObject.h line 230 SEVERITY: bad [code] struct ... read more 11/02/2008 (7:41 pm)
Memory Leaks @ Vanilla Torque LEAK_FIX GuiMessageVectorCtrl class on gui/game/guiMessageVectorCtrl.cc line 263 SEVERITY: Fatal ... read more 11/02/2008 (7:34 pm)
Memory Leaks @ Vanilla Torque Thanks Tom, I just found the time to check. Yeah, I am running a normal client and the entire log is... read more 11/02/2008 (7:16 pm)
Memory Leaks @ Vanilla Torque Hi Joey, thanks for your reply, nice to hear from you! In my case (Torque 1.5.2), it happens i... read more 10/27/2008 (9:26 pm)
How to sink / show up (almost) instantly. Done. I implemented both the gravity hack and the density changing. BTW, IMHO the physics for waterb... read more 08/20/2008 (11:39 pm)
How to sink / show up (almost) instantly. Sorry it takes too long to reply again. @Daniel: Well, that's my first attempt before. I've trie... read more 08/10/2008 (7:23 pm)
How to sink / show up (almost) instantly. @Scott: Yeah I know that isn't the correct way to do it. I just don't know how to do it in Torque be... read more 08/04/2008 (8:01 pm)
Lagging in GuiAnimatedBitmapCtrl Bump anyone? BTW, I've noticed that all the GUI is redrawn at every frame. Is it really necessary? C... read more 07/08/2008 (7:58 pm)
Platforms Players can Ride Version 1.1 Well, what I'm trying to say was I want to attach my control object (which class is Player) to a mov... read more 06/23/2008 (6:38 pm)
How to always load mission recursively? Have checked the cycleGame function and IMHO it's similar to the second method. The difference was t... read more 06/23/2008 (10:18 am)
Platforms Players can Ride Version 1.1 Umm, yeah that's the idea. I've changed the the code so that the ray cast now can detect an AIPlayer... read more 06/23/2008 (10:12 am)
Platforms Players can Ride Version 1.1 Sorry to bump in again. Just wanna ask does the [b]attachChild()[/b] method ALWAYS work if the child... read more 06/23/2008 (12:47 am)
How to always load mission recursively? Bump. Anyone?... read more 06/22/2008 (7:30 pm)
Screen resolution In [b]function OptGraphicsResolutionMenu::init( %this, %device, %fullScreen )[/b] there are these li... read more 06/18/2008 (11:49 pm)
Mounting anything - making characters pick thing up IMHO what you seek is just across the street here in the forum. [url=http://www.garagegames.com/mg/f... read more 06/18/2008 (10:59 pm)
Undo blackout. Fixed it (with a brute hack). It seems like the game will ignore the blackout if the control object ... read more 06/17/2008 (9:02 am)
Platforms Players can Ride Version 1.1 Found a bug (maybe). If the parent (platform) is moved via the setTransform() function, the child is... read more 06/11/2008 (7:48 pm)
Platforms Players can Ride Version 1.1 Have tried changing the code to ray casting from each edge of the bounding box. But it still give th... read more 06/11/2008 (2:50 am)
Platforms Players can Ride Version 1.1 Yeah, I noticed it. BTW, is that ray casting method named UpdateAttachment()? The problem of having ... read more 06/09/2008 (8:53 pm)
Platforms Players can Ride Version 1.1 The resource is not working as good as I thought. Occasionally the player can't be attached even if ... read more 06/09/2008 (1:30 am)
TTF Fonts in another folder beside C:\Windows\Fonts Thanks for the replies, guys. I've tried copying the ttf to "common/ui/cahce" but didn't work. So I ... read more 06/03/2008 (6:55 pm)
GuiButtonCtrl::onRender() Okay, found one more error. Now it's in GuiPopUpMenuCtrl::onRender(): [code] if(mInAction)... read more 05/27/2008 (11:34 pm)
Problem using GameConnection::setBlackOut Nevermind again. It's been solved. Thanks for reading though. :D... read more 05/27/2008 (12:44 am)
Problem using GameConnection::setBlackOut Nevermind. It looks like it happened because this (in PlayerData::onDisabled()): [code] %obj.sch... read more 05/27/2008 (12:30 am)
Problem using GameConnection::setBlackOut I tried using "trace(true)" and it showed this: [code] ---------------------------------------- ... read more 05/27/2008 (12:06 am)
Platforms Players can Ride Version 1.1 Works like a charm. Great resource. Although I changed it a bit because I wanted to mount on another... read more 04/29/2008 (11:21 pm)
StaticShape's shadow & the sun's azimuth & elevation Thanks alot. I'll try it ASAP. Thanks again. EDIT: I've tried it. It generated a weird resul... read more 04/22/2008 (7:49 pm)
Player::setActionThread() booleans OIC. Thanks guys. FYI, I'm making my own custom player derived from the player class. And I just mak... read more 03/25/2008 (6:51 pm)
Mounting player to a platform. OIC. Thanks. BTW, just a suggestion. Maybe the forum needs to be added with moving threads to ano... read more 03/24/2008 (7:17 pm)
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