Guy Allard's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Custom material / shader problem | OK, I quickly hacked something in like you suggested, by changing matInstance::processMaterial(),... read more | 09/14/2010 (7:53 am) |
| Custom material / shader problem | OK, thanks Tom, I'll give that a shot. I've noticed that as the engine evolves, custom materials... read more | 09/14/2010 (7:13 am) |
| Feature request - make package project more flexible | On the server side, we're running multiple dedicated server instances on the same machine, so in ord... read more | 09/13/2010 (7:19 am) |
| caught a bad site link in action! | and another: [url]http://www.torquepowered.com/community/forums/viewthread/116339[/url]... read more | 09/13/2010 (7:08 am) |
| Terrain Texture Seams - LOGGED | yes, see [url=http://www.torquepowered.com/community/forums/viewthread/118963]this thread[/url]... read more | 08/23/2010 (8:01 am) |
| T3D1.01 - explosions render differently when connected to dedicated server - RESOLVED | This appears to now be fixed in 1.1 Beta 2.... read more | 08/20/2010 (9:33 am) |
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | OK, I *think* I've figured out why the explosions and decals are not showing up on the client. Th... read more | 08/10/2010 (11:47 am) |
| T3D 1.1 Beta 2 - Terrain texture seams - LOGGED | Not sure this is the same thing as Julian was seeing - I have seen this with every version of T3D, a... read more | 08/06/2010 (12:17 pm) |
| NumericalHealthHud | No, I'm talking about running the schedule on the client. That's pretty minimal. At the moment, e... read more | 06/10/2010 (11:19 am) |
| Terrain Texture Seams - LOGGED | Bumped in case QA missed it.... read more | 06/07/2010 (12:34 pm) |
| Anaglyph 3D post effect | so $prepass contains depth information and is available to the post effects. Could that be used to d... read more | 05/26/2010 (5:08 am) |
| [Bug T3D1.1B1 (and earlier)] endMission not called correctly - RESOLVED | yeah, you can force it by specifically calling Game.onMissionEnded(), but that's a bit of a hack, as... read more | 05/25/2010 (1:52 am) |
| Isometric and T3D binary | Take a look at the RTS prototype in the documentation. That covers using the new camera - you can ge... read more | 05/24/2010 (10:26 am) |
| Angle of the ground where a RayCast intersects | The rayInfo stores the normal vector of the surface hit - rInfo.normal. If you do a dot product of ... read more | 05/20/2010 (11:09 am) |
| Confused about sound and music play (server or client?) | The audioDescriptions behave the same way as normal datablocks, and are loaded on the server and the... read more | 05/20/2010 (12:17 am) |
| [T3D1.1B1 and earlier] - possible issue with ArrayObject deletion - RESOLVED | Gah, it appears that this class is straight from this thread: http://www.torquepowered.com/communit... read more | 05/19/2010 (9:16 am) |
| BUG: River crashes dedicated server (fix inside) | Just out of interest, MeshRoad appears to use very similar code to the river. Not tried it myself, b... read more | 04/29/2010 (4:20 am) |
| BUG: River crashes dedicated server (fix inside) | Nice. Keep us updated with any others like this that you find.... read more | 04/29/2010 (4:17 am) |
| [BUG T3D1.1B1] Remote client crashes on disconnect() - LOGGED | OK, I think I've figured this one out. It has nothing to do with explosions or particles, but it's... read more | 04/28/2010 (6:18 am) |
| [BUG T3D1.1B1] Remote client crashes on disconnect() - LOGGED | Thx Steve, I'll take a look at that just in case.... read more | 04/27/2010 (9:38 am) |
| [BUG T3D1.1B1] Remote client crashes on disconnect() - LOGGED | Some more information - This is a problem in all of the following situations for a remote client c... read more | 04/27/2010 (7:44 am) |
| NetEvent from Client to Server | On the server, I think that you need to use resolveObjectFromGhostIndex instead of resolveGhost, whi... read more | 04/22/2010 (1:28 am) |
| Great Balls of Fire! | Unfortunately, torque doesn't have an out of the box solution for shapes that can be moved around ea... read more | 03/30/2010 (12:35 am) |
| How to know which way the player is facing via script | There's a console command getForwardVector() that does exactly what it says on the tin.... read more | 03/27/2010 (12:46 am) |
| Torsion and T3D | Another issue - T3D adds the lovely foreach and foreach$ statements. Torsion does not syntax high... read more | 03/20/2010 (1:06 am) |
| Hidden Gems | yeah, I was looking for that thread by Rene, but can't find it :( ... read more | 03/19/2010 (10:04 am) |
| Triggers that "Pull" | Have you looked at the physicalZone class? You set them up like triggers, and they can modify a ... read more | 03/07/2010 (6:08 am) |
| Torsion exports | Same here. I also get some really bizarre autocomplete stuff too when editing a T3D project.... read more | 03/06/2010 (2:59 am) |
| Torsion and Torque3D Integration | Yeah, it would be a great feature.... read more | 03/05/2010 (12:40 am) |
| Terrain textures not joinning together properly UPDATE | This bug is still present in T3D 1.1B... read more | 03/03/2010 (5:45 pm) |
| RTS Stats gui ... a step towards displaying stats for client/units | So is there any chance that we'll be able to see the results of all your hard work, or is it destine... read more | 03/02/2010 (5:42 pm) |
| How to re-enable Footprint decals | The triggers that are responsible for creating the footprints are part of the movement animations fo... read more | 02/27/2010 (6:14 pm) |
| HiFi and std gameProcessLists | yeah, thanks for that :)... read more | 02/16/2010 (9:27 am) |
| Decals do not fade out. - RESOLVED | Ah, I see. The busticators have been busy again....... read more | 01/30/2010 (1:07 am) |
| Compatible with Binary | What do you mean by the full version? The RTS starter kit does not work with Torque 3D. It will n... read more | 01/25/2010 (9:54 am) |
| Compatible with the binary | No. It's not compatible. The RTS kit is only compatible with TGE.... read more | 01/25/2010 (7:13 am) |
| Compatible with Binary | The RTS starter kit is compatible only with TGE. It is not compatible with TGEA, or any version of T... read more | 01/25/2010 (6:54 am) |
| RTS. Unit Movement on walls | RTS Units by default clamp their Z position to the height of the terrain beneath them. This is perfo... read more | 01/15/2010 (6:46 am) |
| Terrain problem: Lines on the terrain | Are you using an ATI 3000 series or lower graphics card? If so, then it could be this bug: [url]http... read more | 01/11/2010 (8:51 pm) |
| Beta 4 Bug: Cubemap not saving | Still an issue with T3D 1.1A... read more | 01/03/2010 (10:38 am) |
| Terrain textures not joinning together properly UPDATE | This bug is still present in T3D 1.1A (ATI radeon HD 3200) EDIT - I also see similar seams at th... read more | 01/03/2010 (4:13 am) |
| Crash onclient in BitStream when starting a new mission in a multiplayer game | If you've modified any pack/unpack functions in the engine, having a mismatched write/read can give ... read more | 01/02/2010 (10:47 am) |
| ITickable: interpoateTick() vs advanceTime() | ProcessTick is called every tick (32ms) on both server and client. AdvanceTime is called every fram... read more | 12/31/2009 (7:31 am) |
| T3D1.01 - explosions render differently when connected to dedicated server - RESOLVED | This problem is also present in T3D 1.1A... read more | 12/22/2009 (8:25 am) |
| RTS Prototype multiplay? | The RTS prototype will not work for multiplayer. The raycast functions that are used by the Gui for ... read more | 12/04/2009 (8:18 pm) |
| I'm stuck with a RTS prototype tutorial | The problem is that the raycast function used to select the units only queries the serverContainer. ... read more | 11/13/2009 (8:08 am) |
| Performance: Triggers or radius searches? | Instead of actively scanning for projectiles, why not let the projectile do the work - when the proj... read more | 10/26/2009 (11:15 pm) |
| Nasty Item bug | James, look into static shapes (NOT TSStatic). These can be collided with (and callback to script on... read more | 10/07/2009 (11:31 pm) |
| Platform::setWindowLocked | Hmm, the lockmouse script command just calls platform::setWindowLocked in the engine, which doesn... read more | 10/06/2009 (9:09 am) |
| Camera in tourque3D? | Take a look at the advanced scripting tutorial in the documentation - it has a section covering the ... read more | 10/06/2009 (5:42 am) |