Bil Simser's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| An interesting idea, no idea how to do it...... | You'll need to incorporate a physics system and combine that with breakable objects (if you're talki... read more | 07/17/2004 (6:58 pm) |
| Ddx and ddy not available? | @Brian: I did break it up (1 call per line) and it does fail on the ddy call for sure. In any cas... read more | 07/17/2004 (3:27 pm) |
| How to create new game/mission and safe it in new location | When you go to save the mission file, click on Save As... instead. In the save dialog you can specif... read more | 07/17/2004 (2:36 pm) |
| Returning an array from a function | @Martin: Thanks. That's a great resource. Hope it makes its way into HEAD. Beats the heck out of usi... read more | 07/17/2004 (2:32 pm) |
| Skybox | @Tony: Really? Actually I'm quite the opposite. I thought Bryce skies were the best thing (at least ... read more | 07/17/2004 (2:20 pm) |
| Ddx and ddy not available? | I ran it through the compiler and got the error: [code]D:\torque\games\tse\shaders\checkerboardP.hl... read more | 07/17/2004 (9:38 am) |
| Is there a "delay" or "pause" script command? | @Chris: Not sure what you mean by "somewhat pause" but you can always set a global flag like $InGame... read more | 07/17/2004 (6:37 am) |
| Ddx and ddy not available? | *sigh* it is an ASUSTek card so Torque's doing it's job (hey, don't knock it, it still works great).... read more | 07/17/2004 (4:56 am) |
| Torque Capabilities Question. | @Ben: How about BZFlag? ([url]http://www.bzflag.org/[/url])... read more | 07/16/2004 (7:04 pm) |
| Here's to the crazy ones | Great stuff Russell! A new sign for work so I can impress the boss and convert the factions.... read more | 07/16/2004 (5:41 pm) |
| Ddx and ddy not available? | Okay, this probably should be in the shader forum but I can't seem to see why this doesn't work. ... read more | 07/16/2004 (2:56 pm) |
| Ddx and ddy not available? | Back home now so I'll give it another try. I might have done something stupid like set the pixel sha... read more | 07/16/2004 (2:26 pm) |
| Addicting little game | 87 meters. Boy do I need a drink now...... read more | 07/16/2004 (2:21 pm) |
| Torque Capabilities Question. | BZ2 was a great concept. I didn't have too much of a problem playing it but for sure it's a cool ide... read more | 07/16/2004 (9:04 am) |
| City streets | @Casey: I'll put something together and post images here later tonight when I get home. P.S. Of ... read more | 07/16/2004 (3:46 am) |
| City streets | @Casey: You don't want to use the 'set empty' option as that just removes a chunk of the world. To c... read more | 07/16/2004 (1:49 am) |
| Any good RTS software? |
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07/16/2004 (1:33 am) |
| Mission Editor Problem | @Kevin: Another thing is to delete all your .dso files (under Win32 you use the command "delete *.ds... read more | 07/15/2004 (5:07 pm) |
| About DSO files | @Alexander: I'm not sure what you mean by "hardcoding anything" but basically the cycle is this: ... read more | 07/15/2004 (5:04 pm) |
| Script to allow the player to build buildings? | Here's a link the latest version of the mod (0.69): [url]http://downloads.rawr32.net/t2files/Constr... read more | 07/15/2004 (4:56 pm) |
| City streets | Just set the terrain editor to "flatten" mode and carve out your city block. Then you can drop in a ... read more | 07/15/2004 (6:55 am) |
| FPS game | I struggle with this question each and every waking morning.... read more | 07/15/2004 (6:51 am) |
| Simple tool for 3DS to DTS? | @Chris: Take a look at the dtsSDK project in HEAD. It lets you construct an in-memory DTS object and... read more | 07/14/2004 (8:10 pm) |
| Script Editor - Cross platform or not? | @Tom: I spent about 3 hours this morning building a wxWindows prototype using wxSCT and the sample p... read more | 07/14/2004 (10:42 am) |
| TorqueBASIC: A Scripting Language | I have similar problems here at work with .NET Developers who are coming from a VB background thi... read more | 07/14/2004 (7:45 am) |
| Custom Player | You can either implement the features as skins or shapes. I think for things like a hat you have to ... read more | 07/13/2004 (1:24 pm) |
| Script Editor - Cross platform or not? | Actually I did look at Scintilla and did a test run. wxWindows (now wxWidgets) has a nice Scintella ... read more | 07/13/2004 (12:43 pm) |
| Script Editor - Cross platform or not? | @Beffy: Just fishing for opinions right now.... read more | 07/13/2004 (7:09 am) |
| SP Starter Kit for single player | @Ace: Good start. I think you need to spend some time putting polish on this resource but it's a goo... read more | 07/11/2004 (8:26 pm) |
| Can I create in-game cut-scenes in my Torque game? | @Matt: Sure thing. There are a couple of options. There are some cut-scene resources here but the cu... read more | 07/10/2004 (7:42 pm) |
| New engine class and sequence diagrams | @Matt: Nice work. Always good to have more of these. @Dan: It would be nice if you could publish ... read more | 07/10/2004 (4:31 pm) |
| Interior SimGroup | Hmmm. Maybe that update block should be a separate method. It could be exposed to the console so edi... read more | 07/10/2004 (9:30 am) |
| Notable RPG Elements | So Josh, what makes a good Dungeon Crawler? Examples you've seen?... read more | 07/10/2004 (7:18 am) |
| Notable RPG Elements | @Jay: Here's my contribution. Vampire: I agree. It was a totally immersive game with regards to m... read more | 07/09/2004 (1:13 pm) |
| Interior SimGroup | Off the top of my head, I think you should be able to. A mission file (like a .gui) is just script. ... read more | 07/09/2004 (12:24 pm) |
| Converting shaders to Torque format | I'll give it a try when I get home. Yeah, the pixel shader is 2.0 because of the clamping. Thanks. ... read more | 07/08/2004 (11:35 am) |
| Converting shaders to Torque format | @Anthony: I'm not following you with your normalize call to calculate eyeVec (which I don't use anyw... read more | 07/08/2004 (7:53 am) |
| Converting shaders to Torque format | @Anthony: The problem is that I *am* passing them into the pixel and vertex shader (where appropriat... read more | 07/08/2004 (7:17 am) |
| Converting shaders to Torque format | @Anthony: Putting these variables in the VS_OUTPUT structure doesn't jive with what's in the hlsl fi... read more | 07/08/2004 (4:03 am) |
| Object Oriented Programming in Torque Script | @Harold: Right, but then you could just create a datablock from GameBaseData and just have the categ... read more | 07/07/2004 (11:10 pm) |
| FPS Starter Kit | Resource can be found here (From Torque to TSE): [url]http://www.garagegames.com/index.php?sec=mg&m... read more | 07/07/2004 (10:45 pm) |
| Object Oriented Programming in Torque Script | This is pretty neat but one thing that has bugged me for the past couple of days is using ScriptObje... read more | 07/07/2004 (10:43 pm) |
| Object Oriented Programming in Torque Script | You're a machine Harold.... read more | 07/07/2004 (10:01 pm) |
| AIManager | AIManager is a good idea and was a convient way to just call a simple wrapper to handle bots. Okay, ... read more | 07/07/2004 (6:21 pm) |
| Office Chair Racing! | LOL! I love it. Can't wait to see the screenshots...... read more | 07/07/2004 (1:24 pm) |
| Brain Editor | @Twinno: You might want to consider posting it as a resource here to keep the Torque community infor... read more | 07/07/2004 (11:08 am) |
| Object Oriented Programming in Torque Script | @Bryan: don't knock yourself over something as involved as extending the script language. It's reall... read more | 07/07/2004 (7:46 am) |
| Object Oriented Programming in Torque Script | @Bryan: I created a small script spike to test out a theory and while you and Harold were going at i... read more | 07/07/2004 (2:46 am) |
| Object Oriented Programming in Torque Script | Yeah, what he said. Personally I find Harold's code more readable. Trying to read %t._age vs. %t.age... read more | 07/06/2004 (8:59 pm) |
| Grand Theft Auto games made by Torque? | @Ken: The AI currently in Torque (out of the box version) is pretty simple. You can get pedestrian l... read more | 07/06/2004 (8:06 pm) |