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) |