Game Development Community

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 Jeff is correct; those lines are outdated and should...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)