Kyle Carter's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Water block bug | The thing is that there is nothing in script which directly touches the fog texture in such a way as... read more | 12/24/2004 (1:06 pm) |
| "Commander Mode" design discussion (brainstorming) | Have you considered modifying the class structure in this wise? [code] class CommandInterface ... read more | 12/24/2004 (9:03 am) |
| Water block bug | You could try disabling the fog texture by commenting out the buildFogTexture() method in the scene ... read more | 12/24/2004 (8:58 am) |
| GCC 3.4.1 bugs | On my todo list. We may be doing an interim release in not too long...... read more | 12/24/2004 (8:57 am) |
| Crash on Deselect? | Mysterious. Are you running a release or debug build?... read more | 12/24/2004 (8:55 am) |
| Water block bug | Sounds like something is trashing a GL state. I know that I've not seen this issue before with TGE a... read more | 12/23/2004 (7:40 pm) |
| Iteration issue in Lighting::Light::buildBrushLight() | Bother, you're right. I tend to confuse the TSE and TGE forums. :-/... read more | 12/23/2004 (7:38 pm) |
| Copyright questions | Dang, I thought we had gotten rid of all those. Jeff is correct; those lines are outdated and should... read more | 12/23/2004 (7:35 pm) |
| Mines | Yeah, Krik is correct. The game thinks everyone is on the same team, so stuff like team chat and min... read more | 12/23/2004 (7:32 pm) |
| Crash on Deselect? | This is the right forum. Have you modified anything from stock Torque?... read more | 12/23/2004 (7:31 pm) |
| Get node transform | MShapeInstance->mNodeTransforms stores the latest node transforms, so as long as you're calling anim... read more | 12/23/2004 (7:24 pm) |
| Commercial Steering or Racing Wheel Support?? | Sure, I'd love to see the source changes or what have you... drop me an e-mail at beng@garagegames.c... read more | 12/23/2004 (7:23 pm) |
| ODE Physics | I've been playing with that class recently. Good stuff.... read more | 12/23/2004 (7:21 pm) |
| Mip Mapping! | FBIS - it's a very trivial change. I realize that there are many levels of coder in this community, ... read more | 12/23/2004 (7:20 pm) |
| TSE - Global effect Pixel Shader | Yup, if I was to implement a feature like that, I'd look really hard at how the glowbuffer does its ... read more | 12/23/2004 (7:17 pm) |
| Lowering load time on chained missions | The major timesink in this situation is Torque's assumption that every mission it loads is seperate ... read more | 12/23/2004 (7:15 pm) |
| Out of bounds array access in createLightmaps.cpp | On todo list.... read more | 12/21/2004 (10:54 pm) |
| GuiControlProfile - what controls what? | Set the RTSControl to use a different profile?... read more | 12/21/2004 (10:53 pm) |
| Camping.. | Like they say, if you can't do, camp. :P... read more | 12/21/2004 (10:52 pm) |
| Iteration issue in Lighting::Light::buildBrushLight() | Hmm... Curious thing, that. Probably explains some issues we've been seeing with Tim's content packs... read more | 12/21/2004 (8:07 pm) |
| EMITTER texture missing in EditGeometry::insertTexture() | Thanks, Tom. On my todo list.... read more | 12/21/2004 (7:59 pm) |
| Water block bug | @Jacob: The latest ATI drivers are from December, as it happens... Might try that. @Chris: The em... read more | 12/21/2004 (7:55 pm) |
| Urgent!! Getting waepons attached to model in RTS | As a side note, you can re-enable this net code.... read more | 12/21/2004 (7:51 pm) |
| Big Fixes From Lore | Thanks again. ;) Also on todo list.... read more | 12/21/2004 (7:50 pm) |
| Playing with RTSBuildings--bounding box question | Thanks, Stephen. Another tickbox for the todo list... :)... read more | 12/21/2004 (7:49 pm) |
| Camping.. | Yes, you can actually have your shields up through teleports, thus preventing spawn camping. That's ... read more | 12/21/2004 (5:29 pm) |
| Update: Fixed! RTS starter Kit Multiplayer bug | Try enabling the DEBUG_NET macro?... read more | 12/21/2004 (5:26 pm) |
| TorqueScript documentation | Because we added some macros to make it not compile that info in for a release build. There's no ove... read more | 12/21/2004 (5:25 pm) |
| Camera, 3rd POV and clipping | I will add only to this that there is a vast gulf between theory and implementation.... read more | 12/21/2004 (5:21 pm) |
| Water block bug | Fascinating. It looks like the fog texture is not being used properly. Do you have the latest video ... read more | 12/21/2004 (5:19 pm) |
| ResManager::add() problem | What sort of bugs does this snafu cause? (Duly noted in todo list, btw.)... read more | 12/21/2004 (5:18 pm) |
| Torque command line arguments | There's a few key defines which control this behavior; if you feel like changing it it's pretty stra... read more | 12/21/2004 (5:18 pm) |
| Mirrors used as relfective water? | He's missing a question mark... [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=v... read more | 12/21/2004 (5:17 pm) |
| Sword on fire | I'd suggest using some sort of array, or maybe adding a datablock type that can represent a set of e... read more | 12/21/2004 (5:15 pm) |
| Font metrics in script? | Nah. But it would be trivial to add it (probably to GuiControlProfile?).... read more | 12/21/2004 (5:14 pm) |
| Water block bug | HEAD refers to our CVS server, where the HEAD tag is used to get the most recent versions of all the... read more | 12/20/2004 (8:09 pm) |
| Seeing Cloaked Players | Those suspicious people...... read more | 12/20/2004 (8:07 pm) |
| IRC Channel | They should come over to MaxGaming. ;)... read more | 12/20/2004 (8:07 pm) |
| Selection | Yes, exactly.... read more | 12/20/2004 (8:07 pm) |
| Problem converting existing TGE project to TSE | Neat-o.... read more | 12/20/2004 (8:05 pm) |
| Mirrors used as relfective water? | Not really. TSE has support for reflective water, though.... read more | 12/20/2004 (8:05 pm) |
| Click n Pick | Well, the editor does it, doesn't it?... read more | 12/20/2004 (8:03 pm) |
| GPU speed extraction | But the amount of work more that the GPU does as more players join is negligible. So if they can run... read more | 12/20/2004 (8:01 pm) |
| Another Physic Question | The big selling point on ODE is definitely the cross-platform, something that many of the other phys... read more | 12/20/2004 (2:25 pm) |
| TSE Build! | The world builder in TSE doesn't let you edit textures, though...... read more | 12/20/2004 (2:24 pm) |
| Acquiring Hat Switch for PS2 USB controller | I'd suggest reading through default.bind.cs for the latter, and liberally sprinkling Con::printfs fo... read more | 12/20/2004 (2:23 pm) |
| Mip Mapping! | We are going to be adding support for loading DDS in TSE, so these sort of mipmap issues will get ad... read more | 12/20/2004 (2:22 pm) |
| Compile Proplem | This probably marks the beginning of the end for VC6 support across the board - I'd make upgrading t... read more | 12/20/2004 (2:20 pm) |
| Problem converting existing TGE project to TSE | Have you confirmed the CustomMaterial definitions for TerrainBlender* are present?... read more | 12/20/2004 (2:19 pm) |
| Rts - Tse | The toughest part would be the selection circles, but everything else should be really easy. When T... read more | 12/20/2004 (2:18 pm) |