Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| [1.1BETA1] Triggers Cause Collision Issue with Thrown Items - CONFIRMED | I think this would not destroy any functionality but I can't say it for sure.... read more | 04/09/2010 (1:26 pm) |
| Lag (GFX) and Torque3D | @Caylo T3D does batching... read more | 04/09/2010 (12:13 pm) |
| [1.1BETA1] Triggers Cause Collision Issue with Thrown Items - CONFIRMED | Steve,try to remove the TriggerObjectType from sServerCollisionMask at item.cpp... read more | 04/09/2010 (11:50 am) |
| GPU locks up when moving camera around Particles - RESOLVED | Good to know! This bug is disturbing me for quite a few time. I never saw this on the Ati cards,bu... read more | 04/09/2010 (10:00 am) |
| Camera movement not tied to actual frame rate?!?!? | I noticed that if I spawn a water object runtime - no jittering. If I save the object in a mission ... read more | 04/09/2010 (9:36 am) |
| Ignoring vehicle to vehicle collision | I don't have a lot of experience with vehicles,but I remember that I did something similar for the p... read more | 04/08/2010 (10:40 am) |
| Ignoring vehicle to vehicle collision | I think you can exlude selected convexes from a object's working list...this should be easy to do. ... read more | 04/08/2010 (9:04 am) |
| Camera movement not tied to actual frame rate?!?!? | I absolutely agree with you,Edward. I came to a conclusion - the GPU based load is causing the jitt... read more | 04/08/2010 (8:42 am) |
| Engine opportunities | The Rayman game was created using the Vision engine. There is no sense to compare TGE and Vision. ... read more | 04/07/2010 (1:56 pm) |
| Camera movement not tied to actual frame rate?!?!? | I did a small hack in moveList to prevent the backlogging,jittering still presents. I found that if... read more | 04/07/2010 (1:41 pm) |
| Raycasts dont fire on polysoup TSStatics? | Are you sure your start-end positions are correct ? This seems to be an issue only in script. On th... read more | 04/07/2010 (1:38 pm) |
| Raycasts dont fire on polysoup TSStatics? | Try again with StaticTSObjectType... read more | 04/07/2010 (10:49 am) |
| Camera movement not tied to actual frame rate?!?!? | I have almost fixed the issue. Sometimes the client gets backlogged for several milliseconds (10-30... read more | 04/06/2010 (10:36 am) |
| Camera movement not tied to actual frame rate?!?!? | Something different happens on my PC - may be a network issue..?!? The network guard is ok - no pro... read more | 04/06/2010 (9:28 am) |
| Camera movement not tied to actual frame rate?!?!? | I found what is wrong. Let's assume that we have 60+ framerate, when we have vsync on,it means that... read more | 04/06/2010 (1:34 am) |
| Long Running Whinge = Console + Tidle + Non US Keyboard | Mapping the numpad minus key does not seem to work also (a very old bug).... read more | 04/03/2010 (11:11 am) |
| Camera movement not tied to actual frame rate?!?!? | It is not related to the framerate, it is the water block. When I delete the water block,I get over... read more | 04/02/2010 (9:06 am) |
| Camera movement not tied to actual frame rate?!?!? | OK,when I add a water block, I see the stuttering all the time. At 30 fps the render becomes jerky,... read more | 04/02/2010 (8:05 am) |
| Platforms Players can Ride Version 1.1 | @DINF CLL I have the files - contact with me at support@liman3d.com... read more | 04/02/2010 (3:26 am) |
| Camera movement not tied to actual frame rate?!?!? | Edward, I'm afraid of this has nothing to do with the camera interpolation. I'm using my own camer... read more | 04/02/2010 (2:36 am) |
| animations only paying after trigger released | Well done! I'm glad you set the matter right.... read more | 03/31/2010 (2:27 pm) |
| Transparency and Shadows (AL) | Thanks Tom,this helps a lot!... read more | 03/31/2010 (3:20 am) |
| Transparency and Shadows (AL) | I'm using this for magic crystals ,they will act as items. They will be used not very often in the ... read more | 03/30/2010 (11:42 am) |
| Camera movement not tied to actual frame rate?!?!? | Yes,the camera interpolates between the ticks (32 ms). interpolateTick() is responsible for this in... read more | 03/30/2010 (11:36 am) |
| Transparency and Shadows (AL) | Thanks for the answers,guys! As Manoel pointed, depth based shadows have problems with transclucent... read more | 03/30/2010 (3:36 am) |
| animations only paying after trigger released | Do you use scale animations ? There was a very bad old bug that Chris solved. This bug leads to ou... read more | 03/29/2010 (7:39 am) |
| animations only paying after trigger released | Currently I'm using T3D 1.0 I know that many things were changed for several months,many bugs were ... read more | 03/27/2010 (10:27 am) |
| How to know which way the player is facing via script | This kit eventually uses an 8-way directional movement. It means the input is related to the camera... read more | 03/27/2010 (10:11 am) |
| animations only paying after trigger released | hmm,this seems to be a bug. This has nothing to do with your trigger code,this is a separate proble... read more | 03/27/2010 (10:02 am) |
| animations only paying after trigger released | While debugging press shift+F11 to step out a few times,this will show where the problem is.... read more | 03/27/2010 (12:06 am) |
| Rotation issue | If you want to turn the player only ,then your direction should be straight up "0 0 1" and... read more | 03/26/2010 (7:55 am) |
| Shader Compiler Errors [1.1b] | It's unusual, ceil actually works with 1 parameter. The problem seems to be the specular feature: ... read more | 03/25/2010 (10:10 am) |
| animations only paying after trigger released | You get a sequence number,you see the printf in console,but no animation. Sounds like a model issue... read more | 03/24/2010 (12:10 am) |
| Move : Walk/Run - advice needed | $mvForwardAction (respectively mForwardAction in moveManager) is used to compute curMove.y in moveLi... read more | 03/23/2010 (5:39 am) |
| animations only paying after trigger released | I think there are two possibilities: 1. Your trigger is not set as you expect,this can skip the s... read more | 03/22/2010 (8:58 am) |
| animations only paying after trigger released | This is not what I expected to hear. When you forceset an animation with the wait flag,it means the... read more | 03/22/2010 (7:39 am) |
| PostFX texture | Hi Guy, when T3D uses postfx, then T3D does not render the scene directly to the screen,it renders ... read more | 03/22/2010 (2:31 am) |
| animations only paying after trigger released | OK,Donald, one more thing to test: at the bottom of updateMove(),after all your logic, call you... read more | 03/22/2010 (12:13 am) |
| The anti- setActionThread? | setActionThread() with NullAnimation parameter will stop the current animation and will release the ... read more | 03/21/2010 (11:58 pm) |
| animations only paying after trigger released | Yes I understand that you can not share the code. I also don't see how you read the trigger data (m... read more | 03/21/2010 (12:11 pm) |
| animations only paying after trigger released | This method getAction(),are you sure it returns a proper sequence number or returns always 0 ? All ... read more | 03/21/2010 (11:50 am) |
| animations only paying after trigger released | A few lines below you'll see this: [code] // Our feet are on something // Pick animation that i... read more | 03/21/2010 (10:19 am) |
| Need help making an opening gate | That's easy - just provide an "open_door" animation and a convex for collision with no ren... read more | 03/21/2010 (4:14 am) |
| Timer issues | the string compare operators are $= (equal) , !$= (not equal) you're using the numeric operators i... read more | 03/21/2010 (4:05 am) |
| animations only paying after trigger released | It means that your animation is reset by root/run. You call setActionThread() manually and you set ... read more | 03/20/2010 (12:23 pm) |
| animations only paying after trigger released | OK,instead of [code]action = PlayerData::your_animation;[/code] call directly: [code]setAction... read more | 03/20/2010 (10:23 am) |
| animations only paying after trigger released | In updateActionThread() ,after pickActionAnimation() is called, try to output the sequence number: ... read more | 03/20/2010 (12:57 am) |
| Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr | the render instance,scene state and GFX is used for transformation modelview = world * view * proje... read more | 03/19/2010 (11:31 am) |
| Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr | ahh,position is consumed by the rasterizer ,so you can not expose it this way to the pixel shader. ... read more | 03/19/2010 (10:32 am) |
| How to : Create a package with dso & so on? | In torqueConfig.h - there is a directive that disable dso generation. You can also compile scripts ... read more | 03/19/2010 (10:19 am) |