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CSMP's Forum Posts

Thread Post Date Posted
[Fixed]Using VC++ 2008 Debug Holy Cow! There goes the information... Tons of it, I'll have to look through this for awhile(lol... read more 10/12/2009 (7:01 pm)
[Fixed]Using VC++ 2008 Debug Only 3 lines are showing up in the CallStack when this happens: [code] ntdll.dll!7c90120e() // Ye... read more 10/11/2009 (6:47 pm)
Heli resource missing content Thats actually a good question, I'd love to see that as well.... read more 10/11/2009 (6:40 pm)
[Fixed]Using VC++ 2008 Debug The debugger isnt giving me any info about a profile. [url]http://csmp.angelfire.com/log.txt[/url... read more 10/11/2009 (5:51 pm)
[Fixed]Using VC++ 2008 Debug OK, Problem 2. fixed one of my "Color" textures was incorrectly sized and was giving me th... read more 10/11/2009 (4:48 pm)
[Fixed]Using VC++ 2008 Debug @Daniel: Ah, The Working Directory Fix worked! Yeah I also like to keep the Dimensions 256x258, 5... read more 10/11/2009 (4:15 pm)
Semi-auto fire rate @Rich: Ya I think most of my SingleShots I managed to get down to 250ms and I notice a small bit of ... read more 10/11/2009 (4:04 pm)
Heli resource missing content Everything in the resource is placeholder and should be replaced with your own files, afaik.... read more 10/11/2009 (3:58 pm)
Laser Sight Well, for now, I've managed to stop all the crashes, however You've raised a good point and I'm pret... read more 10/11/2009 (2:57 am)
Semi-auto fire rate Try a "stateTimeoutValue" long enough so your sound can play, but short enough for the sem... read more 10/11/2009 (2:46 am)
Heli resource missing content E-Mail me and I'll email you the file. (make sure you put "HeliResource Request" in the t... read more 10/11/2009 (2:38 am)
Feel free to post show-off threads here! You Bastards! j/k Looks awesome guys, keep up the good work! Oh and BTW keep the pics comin!... read more 10/11/2009 (12:13 am)
Laser Sight Actually, I'm not experienced at all using the VC++ debugger and I run in release mode so i'm not su... read more 10/10/2009 (11:01 pm)
Ragdoll??? Never really tried ODE.... read more 10/10/2009 (9:52 pm)
Laser Sight Awesome, it would be a good idea to print an error to the console to notify the coder of the mismoun... read more 10/10/2009 (9:47 pm)
Ragdoll??? Yeah, I'm pretty sure the Ragdoll pack was just animations, there are some threads that menioned thi... read more 10/10/2009 (9:40 pm)
Laser Sight @ilys: Edited above post, GameBase did work and I reimplemented it into the source, it was Mount #4 ... read more 10/10/2009 (9:18 pm)
Laser Sight Well maybe its because my sgLights are "sgLightObjectData" class?(Not sure what the differ... read more 10/10/2009 (8:39 pm)
Laser Sight Nope, sgLaser is the only mounted light and the other sgLights were placed by hand in the Mission Ed... read more 10/10/2009 (8:32 pm)
Laser Sight Actually, Its mounted exactly where I need it at this point(though I'm actually going to try that ri... read more 10/10/2009 (6:58 pm)
A good way to hide objects? LOL, thats awesome... having dual projects I know exactly how easy that can be! lmao.... read more 10/10/2009 (6:21 pm)
Laser Sight The Problem with mounting it to Slot4(which is the LaserMount) is that it mounts the sgLaser to the ... read more 10/10/2009 (3:00 pm)
Moving A MuzzlePoint Explosion/sgLight Forward... Actually, after trying the snippet I found its not working the way I expected it to, it was used for... read more 10/10/2009 (2:30 pm)
Moving A MuzzlePoint Explosion/sgLight Forward... Appreciate the tip, I'll check it out... sounds like its what I need though! :) They do have a so... read more 10/10/2009 (2:10 am)
Laser Sight Well I have 3 seperate mounts: LaserMount, GripMount and ScopeMount on each weapon so if I was too s... read more 10/10/2009 (1:54 am)
Laser Sight lol, your completely right, forgot about those methods... in my haste for a fix i was trying onAdd (... read more 10/09/2009 (11:22 pm)
Laser Sight I know there may (or may not) be the code to implement this, but this would be great as a Resource, ... read more 10/09/2009 (7:23 pm)
Forest Pack Q&A @Michael, Would it be possible to post your ForestPack files, there are so many fixes that I have tr... read more 10/09/2009 (7:14 pm)
GG removing TGE and TGEA from the product line!? GG is not forcing us to do anything, as said before they will still accept license requests after th... read more 10/02/2009 (3:19 pm)
Sniper-Breathing Help ***Fixed*** Looks awesome, I think I'll have to check this out. Btw: I've never seen a global variable schedu... read more 10/01/2009 (5:32 pm)
Road Decal Textures... @Daniel: Check this out: [url]http://www.garagegames.com/community/blogs/view/15583[/url] Althou... read more 10/01/2009 (10:06 am)
Road Decal Textures... [quote] Using the default GlowDecal with an sgDecalProjector I was able to get it angling quite nic... read more 10/01/2009 (9:00 am)
Road Decal Textures... Here are some test textures, somewhere above 55% opacity [url]http://i566.photobucket.com/albums/s... read more 09/30/2009 (10:06 pm)
Road Decal Textures... [quote] From what I've seen, decal projectors will conform to the surface they're projected on... ... read more 09/30/2009 (9:30 pm)
Road Decal Textures... While Flat Terrain would really be the ideal setup for the RoadDecals, angles would make them more f... read more 09/30/2009 (7:57 pm)
GG removing TGE and TGEA from the product line!? [quote] now convincing a city that building a $400 Million dollar poop plant is a good idea and con... read more 09/30/2009 (7:17 pm)
GG removing TGE and TGEA from the product line!? @James, is TGEA old tech? Because I seem to remember putting this in the main body: [quote] I c... read more 09/30/2009 (6:18 pm)
GG removing TGE and TGEA from the product line!? @James, is TGEA old tech?... read more 09/30/2009 (6:08 pm)
Road Decal Textures... Awesome, Thank you both for the help... It looks great! Btw: what would the differance be from D... read more 09/30/2009 (5:53 pm)
GG removing TGE and TGEA from the product line!? @James, Those are your opinions, I could care less about your comments at this point though.... read more 09/30/2009 (4:51 pm)
Road Decal Textures... Strange, I've tried both of the fixes and in each instance I'm getting this error: [code] ..\engin... read more 09/30/2009 (4:29 pm)
GG removing TGE and TGEA from the product line!? [quote] I do however think that it is still a little early to begin the picket lines and the public... read more 09/30/2009 (3:26 pm)
GG removing TGE and TGEA from the product line!? @Kenneth: I completely understand your point, and it is a very good one at that, but neither of us ... read more 09/30/2009 (2:05 pm)
GG removing TGE and TGEA from the product line!? [quote] if you can justify $250 you can just as easily justify a $1000 [/quote] Disagree as wel... read more 09/30/2009 (10:52 am)
GG removing TGE and TGEA from the product line!? @Gerald [quote] If TGEA was still available for sale they could purchase that with the knowledge t... read more 09/29/2009 (6:28 pm)
Road Decal Textures... At the moment I've been putting this issue aside, though in a week or two I will be getting back to ... read more 09/29/2009 (4:07 pm)
GG removing TGE and TGEA from the product line!? Brett Seyler mentioned that you can purchase an upgrade license by contacting GG directly... and D... read more 09/29/2009 (2:43 pm)
GG removing TGE and TGEA from the product line!? @Michael, I can't argue with you, your my idol... :) (especially if you working for beer!!) lol And... read more 09/29/2009 (2:16 pm)
GG removing TGE and TGEA from the product line!? I vote keep TGEA available!... read more 09/29/2009 (9:09 am)
Possible to shoot projectile from the eye node? Strange, I just tried the correctmuzzlevector change I suggested and it didnt work, I remember for t... read more 09/28/2009 (12:54 pm)