Game Development Community

Josef Jahn's Forum Posts

Thread Post Date Posted
Nobody to play with I too don't see any advertising being done for the game. It may be small, and 2 courts aren't exactl... read more 07/04/2003 (2:18 pm)
Audio variations I second that. The game itself is great, and the investment into a few more sounds would definitely ... read more 07/04/2003 (2:12 pm)
Turrets? Ok here's some stuff I found out: If you override the turret's onAdd function, you HAVE to call t... read more 04/11/2003 (11:18 am)
Turrets? I have ordered our modelers to finish several turret and armed vehicle models, that should be a good... read more 04/11/2003 (5:24 am)
Turrets? Took a look at it, and... 1) it works great 2) it's nicely written 3) Thanks a *lot* for the gr... read more 04/11/2003 (4:49 am)
Wheeled Vehicle Engine Sound I recently tried the newly released OpenAL driver, and the results are underwhelming. The engine sou... read more 04/11/2003 (4:48 am)
"0xdeadbeef" - what's the story? Here's something similar, and I swear I'm not making this up. This one really shows how enlightening... read more 04/02/2003 (7:47 am)
"0xdeadbeef" - what's the story? *chuckles* Now I know what constants to use at work next time ;) You wouldn't believe what kinds o... read more 04/02/2003 (6:16 am)
"0xdeadbeef" - what's the story? Look into math/mathUtils.cc, game/audioEmitter.cc and others... There's another constant in audio/v... read more 04/02/2003 (4:58 am)
interpreter warning Here's one, I hope it makes sense: Take scripted pathfinding for example. You could save lots of ... read more 03/27/2003 (6:03 am)
Multidimensional arrays *slaps his forehead* - Comma separation! It would be interesting to see how those are stored. Well, ... read more 03/27/2003 (5:17 am)
interpreter warning Although I like torque's "loose" variables, that warning is quite nice to have.... read more 03/27/2003 (4:53 am)
Slightly Improved engine sound for wheeled vehicles Yes it's much better that way. Another improvement is to have 2 sounds, one for the engine which dep... read more 03/27/2003 (1:32 am)
Wheeled Vehicle Engine Sound While we're at this subject, has anyone else encountered the problem that if a vehicle is spawned ou... read more 03/27/2003 (1:29 am)
Torque with ATI RADEON 7200! NOTE: If you have an ATI Radeon card and your game crashes at mission load, check your shape texture... read more 03/26/2003 (7:01 am)
OpenAL not working on integrated soundcards I know what you mean, beffy. My precious distance-sounds (which are only audible from a certain dist... read more 03/22/2003 (10:50 pm)
TGEDayNight Released! Hey Josh, I just wanted to say thanks for your fixes, they made my 2-TMU-fix look like the bad hack ... read more 03/20/2003 (1:17 am)
Adding Bots to Teams In my code, I just set the team ID like this: %bot.setTeam(%team); My spawn functions also sel... read more 03/16/2003 (7:57 am)
Bot AI firing, another try... As a small thank-you, here's a screenshot of a squad of bots firing. Note the different casings. Oh,... read more 03/15/2003 (11:39 am)
Weapon recoil and Reload animations Actually I don't just mean the recoil animation of the weapon (which is implemented and - I suppose ... read more 03/14/2003 (1:05 pm)
Weapon recoil and Reload animations This is an oooold thread, but still... I tried setting the player angle upon firing a weapon, but... read more 03/14/2003 (12:43 pm)
Bot AI firing, another try... Heh, I got the bots firing. I have absolutely *no* clue what I did. I mean, I even checked out an... read more 03/14/2003 (12:23 pm)
Bot AI firing, another try... Ok, after comparing my aiplayer.cc with Sabrecyd's (thanks btw!) and not finding any problem with th... read more 03/13/2003 (2:56 pm)
Bot AI firing, another try... I removed that because I thought that maybe this was the culprit, which it wasn't. Oh another thoug... read more 03/12/2003 (12:47 pm)
Bot AI firing, another try... Here's something interesting: The bots DO jump! This is my ONLY modification to aiplayer.cc: ... read more 03/12/2003 (12:20 pm)
Bot AI firing, another try... Firing on other bots is not really the problem, you just have to modify Beffy's stuff to look throug... read more 03/12/2003 (11:47 am)
Bot AI firing, another try... Check, and check. I'm not using the scanningPlayers stuff though, as this only works for clients ... read more 03/12/2003 (10:42 am)
Bot AI firing, another try... Of course I did. The code snippet I quoted was taken from his code!... read more 03/12/2003 (10:14 am)
How can a bot shoot??? Ouch, I'm afraid the bots still don't shoot. I tried setting movePtr->trigger[slot] = true but it d... read more 03/05/2003 (8:34 am)
How can a bot shoot??? Many thanks for your code, I'll try that out later today when I get home. EDIT: I somehow missed yo... read more 03/05/2003 (2:53 am)
How can a bot shoot??? Good question. I'm using the latest head myself, and %botplayer.setImageTrigger($WeaponSlot,true) do... read more 03/05/2003 (12:23 am)
Has anyone managed to make bots firing? Lookie here: [code] function AIPlayer::spawnPlayer() { // An example function which creates... read more 03/04/2003 (12:34 pm)
Hard code paths? I have pathfinding in script right now. It's very usable, and I basically dropped my plans to move t... read more 03/03/2003 (1:04 pm)
New TGE Branch (2.0?) I personally stick with HEAD too, as the release versions are too boring for me. Is there such a thi... read more 03/03/2003 (4:14 am)
Does anybody can.... Do you mean a day/night cycle? If so, browse the Code Snippets for a more or less complete tutorial ... read more 02/03/2003 (3:11 am)
Per-Pixel Lighting and Shadowing You got something wrong here. You don't have to limit Torque to this features. It's perfectly possib... read more 02/03/2003 (1:51 am)
Bump Mapping Tutorial And... did you have more luck than I had? ;)... read more 02/03/2003 (1:45 am)
Per-Pixel Lighting and Shadowing I have to admit that so far, I've failed miserably. I get lots of crap, I figure I'm doing something... read more 02/03/2003 (1:00 am)
Stargate game halted Ad 1) That's highly hypothetical, isn't it? How do you measure the damage? Is it really that simple ... read more 01/17/2003 (6:02 am)
Stargate game halted I agree with you on the mentioning of titles. Sadly, the lawyers of the PCI group don't seem to see ... read more 01/17/2003 (5:43 am)
Stargate game halted I feel the need to clarify a few things: Did we violate copyright? Yes, we did. But why was this ... read more 01/17/2003 (5:27 am)
Help! Strange fog problem... I'm a stupid idiot, thank you ;) I was tinkering with OpenGL fog while the renderBans code did exac... read more 01/14/2003 (12:30 pm)
Cleanly scripting game types. I use a very simple system for our game. In game.cs where it loads all the .cs files I have this:... read more 01/14/2003 (11:06 am)
Python 2.2.1 Support for TGE About Brainfuck: I had the same idea ;) - I already have rudimentary brainfuck support implemented, ... read more 01/14/2003 (9:31 am)
Flying Vehicle Controls.... I don't like the control behaviour either. BTW, would you consider to share your changes?... read more 01/12/2003 (10:02 am)
About the number of players of Orbz I might as well.. The full version of ORBz doesn't look like it's being played by many players. A... read more 01/12/2003 (4:57 am)
Per-Pixel Lighting and Shadowing If noone else is doing it, I'll probably try to just throw out the lightmap pass on interior renderi... read more 01/09/2003 (3:31 am)
AudioEmitter distance problem I put this into HEAD, and did NOT notice any difference - it still works for me, just as before. How... read more 01/08/2003 (10:19 am)
Audio Problem I just dropped this into the latest head, it works like a charm. Note that you have to declade upda... read more 01/08/2003 (10:16 am)
Per-Pixel Lighting and Shadowing I see the main use of these techniques for interiors anyway. I even think it would be beneficial to ... read more 01/08/2003 (4:07 am)