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) |