Chris \"Hobbiticus\" Weiland's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| GLEnableOutline & Gl Logging | This is a good point. Since I've been mucking around in the GL layer for a while, maybe I'll see if... read more | 10/03/2004 (9:40 am) |
| Linux Build Broken | Ok, I think I fixed it. Post here if any more problems are found.... read more | 07/27/2004 (8:47 pm) |
| Linux Build Broken | Ok, now I don't have access to a linux machine, so I'll have to take care of this tonight. Sorry fo... read more | 07/27/2004 (9:19 am) |
| Linux Build Broken | Doh! Looks like the linux loader didn't make its way onto CVS and I didn't see this forum thread in... read more | 07/20/2004 (4:58 pm) |
| New openGL code on the Mac | Actually, that's something that I missed. That #if/#endif shouldn't even be there.... read more | 07/16/2004 (1:40 pm) |
| New Precipitation - How can I get the little splashes? | All you need is a splash texture, and to enable collision on the precipitation object. The splash t... read more | 07/16/2004 (1:10 pm) |
| Wind Direction and smoke | Just update from torque head cvs.... read more | 07/01/2004 (2:56 pm) |
| New percipitation code breaks ded server | I just made a few code changes, so try updating from cvs and see if that fixes it. If not, then it'... read more | 06/29/2004 (12:35 pm) |
| New percipitation code breaks ded server | I'll look into this today and hopefully have a fix up.... read more | 06/29/2004 (11:18 am) |
| MissionGroup vs. MissionCleanup | The rule of thumb is that if you want the object to save into the mission using the mission editor, ... read more | 06/29/2004 (8:20 am) |
| Sounds get mixed up | I've experienced this a few times in legends, but it'll happen while IN game. Usually the footstep ... read more | 06/28/2004 (4:30 pm) |
| Demo won't work! | Gonna need some more info to help you... Did you get the demo off of the site or off of cvs? Did... read more | 06/28/2004 (4:29 pm) |
| Wind Direction and smoke | Ok, fixed a crash bug, a bug where the precip would jitter a lot if using turbulence, fixed wind vel... read more | 06/28/2004 (1:31 pm) |
| Wind Direction and smoke | I'll look into/fix this tomorrow morning first thing. I guess the wind direciton is where the wind ... read more | 06/27/2004 (10:19 pm) |
| New precipitation code ? | Ok, you can now set the percentage of drops server side and it'll be updated on the clients. Do you... read more | 06/18/2004 (11:24 am) |
| New precipitation code ? | Ok, I'll take a look today. I also found a crash bug in it anyway. There's already a client side p... read more | 06/18/2004 (11:05 am) |
| New precipitation code ? | There's already a thread on this: http://www.garagegames.com/mg/forums/result.thread.php?qt=19272 ... read more | 06/18/2004 (8:08 am) |
| Update on engine wont build | Precipitation.cc/h have been rewritten. Try deleting them then updating again from cvs and see how ... read more | 06/16/2004 (2:20 pm) |
| Can a model crash a video card? | I don't think such a thing is possible, but out of curiosity, are you using OpenGL or the D3D wrappe... read more | 06/10/2004 (8:38 am) |
| TGE bug: use of getLight(0) as sunlight | Might also want to look in ShapeBase.cc for the shadow render. I know in stock torque the shadows o... read more | 05/23/2004 (11:19 am) |
| 512x512 terrain textures... | One thing is that w/o the modifications, the 256x256 terrain textures are blended into a 16 bit (555... read more | 04/08/2004 (11:36 am) |
| Live GDC Reporting from San Jose | Indeed it is, Pat :)... read more | 03/27/2004 (11:09 pm) |
| Linux vrs Windows - FPS | Actually, the Legends autobuilder builds with GCC, and I build mine wiht VC++ 7.0 standard, and the ... read more | 03/03/2004 (9:08 am) |
| Show Mod and Menu Editory | No, I havn't. Were there many changes in there? I thought the only changes were already posted/tri... read more | 02/27/2004 (10:32 pm) |
| Cel Shading workaround involving Open GL vs. Direct X | Why can't you just make it an option?... read more | 02/27/2004 (10:31 pm) |
| Precipitation in HEAD? | Update from the current head. It's all fixed in there.... read more | 02/27/2004 (10:30 pm) |
| Show Mod and Menu Editory | This is a bug in the TSShowGui. [url=http://hobbiticus.acm.jhu.edu/gg]These files[/url] should work... read more | 02/26/2004 (11:01 am) |
| GLEnableOutline | Look at engine/platformWin32/winGL.cc for GLEnableOutline. You need to create the functions that ar... read more | 02/25/2004 (2:09 pm) |
| "The Indoors renderer sucks" | Well, the interior stuff I can agree on. Torque's interior lighting is not to great, and the interi... read more | 02/25/2004 (8:40 am) |
| The 'TS' in GuiTSCtrl | TS stands for three-space. It's supposed to render world objects. The in-game gui (playgui) is a G... read more | 02/13/2004 (8:14 am) |
| Dxf To Dif? | I have no knowledge about such a thing. It sounds like a good thing to have though. I don't know m... read more | 02/01/2004 (11:15 am) |
| Why are server names truncated to 24 chars? | Ok, so I guess I'm not hurting anything by making the max server name length 32 instead of 24 then. ... read more | 01/22/2004 (12:26 pm) |
| Does Torque have focus/render to texture? | That's exactly what I was thinking, but I was having a very hard time implementing it. I would try ... read more | 01/18/2004 (11:31 am) |
| Does Torque have focus/render to texture? | Actually, none of that is a problem. The only times I would need to render would be 1) Right befor... read more | 01/18/2004 (11:09 am) |
| Does Torque have focus/render to texture? | That appears to be windows only (WGL) - is there a linux/mac version of this? I would really prefer... read more | 01/18/2004 (10:24 am) |
| Does Torque have focus/render to texture? | Hmmm....is this a windows-only extension? It really need to be able to work on other platforms...... read more | 01/18/2004 (9:14 am) |
| Does Torque have focus/render to texture? | Okokok... I'm not looking for speed, as I only have to RTT once. The image is then "cached" so I... read more | 01/18/2004 (8:55 am) |
| Z-buffer ? | You have to make sure that the bitmap you're copying to is the same size as the area that you're rea... read more | 01/17/2004 (7:57 pm) |
| Wow... stencil shadows are a problem... | Well, you're probably projecting the image onto a surface, right? You're going to need some sort of... read more | 01/17/2004 (9:56 am) |
| Z-buffer ? | Yes - the same way you read from the frame buffer. insetad of using GL_RGB or somesuch, use GL_DEPT... read more | 01/16/2004 (3:57 pm) |
| My ghosts keep disappearing! | HA! I win! Ok, best coding/scripting ever. Before, ObjectiveLink's where set to scope always ... read more | 01/16/2004 (1:45 pm) |
| My ghosts keep disappearing! | There must be a more elegant solution than this though. Perhaps a callback in script when an object... read more | 01/16/2004 (7:21 am) |
| Weapon Bob? | Well, technically that is an infinite loop because animation.moveforward will always be 1, simplifyi... read more | 01/06/2004 (5:39 pm) |
| Hiding interiors and objects | [quote] [b]ShapeBase[/b] defines console functions for setHidden and isHidden which work perfectly.... read more | 01/06/2004 (5:36 pm) |
| Getting triangles and indicies from TSMesh | Yes, you can cycle through the primitives. If you look at the render functions, they should give yo... read more | 01/05/2004 (12:04 pm) |
| Hiding interiors and objects | I'm pretty sure interiors inherit from either sceneobject or gamebase, not shapebase. Interiors don... read more | 01/05/2004 (11:54 am) |
| Torque Shadow Bug | If you're using my day/night code, there is a DaylightCycle:: function for getting the sun vector, s... read more | 01/03/2004 (12:07 pm) |
| Engine crashes with precipitation object. | Yep, that's the one. I sent Tim Gift a copy for review a few days ago, waiting for the ok on him or... read more | 12/26/2003 (11:28 am) |
| Code Metrics of HEAD as of 2003-12-12 | [code] Lines Code: 347767 Lines Comment: 120499 [/code] See above - they have t... read more | 12/14/2003 (3:28 pm) |
| Found and fixed bug with looping 3d sounds! | I tried this and our music became like an audio emitter. It would only play when you were within a ... read more | 12/14/2003 (3:18 pm) |