Game Development Community

Stefan Beffy Moises's Forum Posts

Thread Post Date Posted
Door or Elevator? Well, MarbleBlast has and they said they would roll that back into TGE CVS soon ... but that was lik... read more 04/13/2003 (10:36 pm)
Wheeled Vehicle Engine Sound yep, no improvement whatsoever in that regard... same problems as before... :/... read more 04/11/2003 (9:11 am)
Glowing w/ItemData ah, cool! :D sure, np ;)... read more 04/09/2003 (9:21 am)
Glowing w/ItemData No, shouldnt matter... hm, here is what I got... this works for me... [code] datablock BeamData(L... read more 04/09/2003 (7:05 am)
Glowing w/ItemData Try adding [code] hasLight = true; [/code]... read more 04/09/2003 (5:26 am)
Shadows on statics... Ah, yeah, that would make sense... :) But to get it the other way around would rock, too ;)... read more 04/07/2003 (1:14 am)
Shadows on statics... Are you sure that changes anything? didn't do anything for me I think... and I had to make some ot... read more 04/06/2003 (10:39 pm)
"0xdeadbeef" - what's the story? Heheh, how about that function name and parameter... :P (from "Bot.uc", an official UNREAL script..... read more 04/02/2003 (10:58 am)
Wheeled Vehicle Engine Sound [quote] has anyone else encountered the problem that if a vehicle is spawned outside hearing range,... read more 03/27/2003 (5:28 am)
ThinkTanks appetizer in PCAction (Germany) so?... read more 03/25/2003 (12:54 pm)
ThinkTanks appetizer in PCAction (Germany) @Ron: your first trial was correct: it's "Nein!" :P... read more 03/25/2003 (11:13 am)
ThinkTanks appetizer in PCAction (Germany) Wow, didn't know the German market is THAT interesting for everyone... :P... read more 03/25/2003 (11:07 am)
AVI/MPG support in torque Check out OpenDivX... and get it into Torque! :D [url]http://www.projectmayo.com/projects/index.php... read more 03/25/2003 (10:42 am)
Tribal IDE - dead link Yep, we've mirrored it on our website after the official link was dead... [url]http://tork.zenkel.c... read more 03/19/2003 (11:50 pm)
Quark map2dif entity forcefield question What do you mean with [quote] recreate the ForceFieldBare class and export it to the script [/qu... read more 03/19/2003 (9:21 am)
Hate to seem like I am spamming this Topic... I don't know where you found this onDeath function, but usually "onDeath" seems to have more than tw... read more 03/18/2003 (5:54 am)
STL and the TGE memory manager Ah, thx, Tim! We were thinking way too complicated... ;) So now it compiles if you add it to the p... read more 03/17/2003 (1:38 pm)
STL and the TGE memory manager Tim, thx a lot for your reply! Hm, where did you define the "TORQUE_DISABLE_MEMORY_MANAGER"? I've ... read more 03/17/2003 (11:35 am)
STL and the TGE memory manager well, I only want some GG comment on this... people are complaining about this problem for over a ye... read more 03/17/2003 (10:10 am)
Quark map2dif entity forcefield question Well, forcefield code has been ripped out of the codebase pretty much during the transition from Tri... read more 03/16/2003 (5:24 am)
STL and the TGE memory manager *bump*... read more 03/15/2003 (2:37 am)
DTS shadows Hm, TSStatic doesn't have a "mGenerateShadow" field... and they DO already generated shadows (just n... read more 03/13/2003 (8:46 am)
DTS shadows Hm, those are really "displaced" shadows of DTS objects it seems... look at those 2 pics... [url]h... read more 03/13/2003 (4:43 am)
DTS shadows Sure, there ya go: [image]http://tork.zenkel.com/uploads/pics/shadow3.jpg[/image] But those strang... read more 03/13/2003 (2:05 am)
TGE 2.0 feature wishlist Double-Amen even! :)... read more 03/11/2003 (2:39 pm)
STL and the TGE memory manager Isn't it about time to do something to solve this issue with the Torque Memory Manager? Wouldn't the... read more 03/10/2003 (1:53 am)
mirrorSubobjects Hold on Melv, packing it up right now :D... read more 03/09/2003 (2:45 am)
mirrorSubobjects John! Thx a million, that did the trick and now the mirrors work! :D Interiors, statics, players, ... read more 03/08/2003 (1:53 am)
mirrorSubobjects Thx for the code, John... unfortunately, I couldn't get it to compile ... [code] mirrorSubObject.c... read more 03/07/2003 (2:47 pm)
"Unconventional building" bet ;) Heh, yeah, maybe I should restrict the poly count, just to make sure ... ;)... read more 03/05/2003 (5:51 am)
OpenAL not working on integrated soundcards bump ^-^ those screwed 3d looping sounds are killin' me... anybody else tried to mess with them, e.... read more 03/05/2003 (4:46 am)
Exploding objects? [url=http://tork.zenkel.com/uploads/pics/Entpackt.jpg]Here[/url] is how your folder structure should... read more 03/05/2003 (4:34 am)
How can a bot shoot??? Hm, I got it working in C++, but I am not using the latest HEAD... I do use the "new" AIPlayer class... read more 03/05/2003 (2:39 am)
Exploding objects? Cheers! Did you follow the readme that is included? [quote] - put the shapes into "/data/shapes/b... read more 03/04/2003 (4:14 am)
How can I display collision meshes? add [code] $GameBase::boundingBox = 1; [/code] to your prefs (or type it into the console).. On... read more 03/03/2003 (12:56 am)
TerrainBlock structure for pathnode generation Hooooray!! :D Guess what... it works:) This is the path I get from completely auto-generated nodes... read more 03/01/2003 (10:21 am)
TerrainBlock structure for pathnode generation hm, okay, now I've got another little problem, there are way too many nodes discarded by my raycast ... read more 03/01/2003 (8:42 am)
The Status of Doors Badguy, did you post the latest changes in your resource? Does it still work with HEAD?... read more 03/01/2003 (4:42 am)
TerrainBlock structure for pathnode generation Alrighty, as it turned out, the problem with not rendering all the "node markers" I am using (fxRend... read more 03/01/2003 (12:50 am)
The Status of Doors Yeah, somebody should really put the promised Marble Blast moving DIF code into CVS... I mean, who *... read more 03/01/2003 (12:37 am)
Linking error: opengl2d3d hmmm, yeah, no license.... 8-0... read more 02/28/2003 (7:01 am)
Linking error: opengl2d3d You need to apply the GERMAN registry patch (.reg) so that VC recognizes .cc files...... read more 02/28/2003 (6:52 am)
TerrainBlock structure for pathnode generation hm, that is really strange... the Nodes seem to be all over the terrain file all the time, but if I ... read more 02/28/2003 (4:14 am)
TerrainBlock structure for pathnode generation Hm, got a rather strange problem here if I increase the "GridSize" var... e.g. setting it to 50 or... read more 02/28/2003 (2:36 am)
TerrainBlock structure for pathnode generation Heh, yeah, Stefan, you were on the right track with that offset calculation in the getHeight() conso... read more 02/27/2003 (8:19 am)
TerrainBlock structure for pathnode generation Stefan, thanks a lot! That makes perfect sense, yes... although it doesn't solve my problem, I fear... read more 02/27/2003 (4:18 am)
Stupid Key Binding Question A global search in JEdit brought up: "common/ui/GuiEditorGui.gui", line 469, [code] GlobalActionMa... read more 02/25/2003 (11:53 pm)
Did you work for RealmWars anymore? Nanoage is dead now, too...? Too bad... Well, if you are looking for a new project, let me know... ... read more 02/25/2003 (6:34 am)
Hammer Setup I'd try the [url=http://www.garagegames.com/docs/torque.sdk/index.php]Documentation[/url] ;)... read more 02/25/2003 (3:38 am)
Opening Movies/in game movies I am planning to work on a "Cinematic Editor" for Torque utilizing the in-game recording funtionalit... read more 02/25/2003 (2:02 am)