Stefan Lundmark's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) | [quote] My definition sides with "if I have to fix it, it must be a bug." [/quote] T... read more | 03/02/2009 (11:16 am) |
| TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug | Well, the reason this is a problem is because you just can't update the collision mesh every frame. ... read more | 03/02/2009 (4:54 am) |
| TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug | This error is related to Terrain LOD. Long story short, shadows gather a polylist which they render ... read more | 03/02/2009 (1:42 am) |
| TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) | This 'bug' has existed since TGE was named V12. It's caused by the bounds box being too small and th... read more | 03/02/2009 (1:39 am) |
| TGEA 1.8.1 OpenGL on windows not working | [url=http://www.garagegames.com/community/blogs/view/15671]Link[/url] [quote] [b]Matt Fairfax says... read more | 03/01/2009 (5:42 am) |
| anyone use these 1.8.1 shaders yet ? | No problem. As for CustomMaterial vs Material, for any of the examples you guys made above, you'd... read more | 02/27/2009 (3:16 am) |
| anyone use these 1.8.1 shaders yet ? | There's a pretty good guide on TDN about Stateblocks. No script code, but it's easy to follow if you... read more | 02/27/2009 (12:45 am) |
| XSI DTS Exporter Beta 2 Download | [quote]An error occurred on the server when processing the URL. Please contact the system administra... read more | 02/25/2009 (8:32 am) |
| TGEA 1.8.1 Bug: Terrain Dynamic lighting not working when lightmap is black. | I've worked around this by moving lightmap modulation to another pass. This means that if the lightm... read more | 02/17/2009 (1:31 pm) |
| TGEA 1.8.1 Bug: Terrain Dynamic lighting not working when lightmap is black. | This is terribly frustrating. :( I've went back every major revision now, and only 1.03 actually ... read more | 02/16/2009 (1:16 pm) |
| TGEA 1.8.1 Bug: Terrain Dynamic lighting not working when lightmap is black. | Seems it's a problem with how the shader path is setup, and only the final blended color is multipli... read more | 02/16/2009 (6:05 am) |
| DIFs slow in 1.8.1 (and all previous version of TGEA) | [quote] So they tests I did were with the spectator camera from a great distance looking down on al... read more | 02/16/2009 (2:45 am) |
| Spline Road Material Problems | And there we go. I was waiting for your code to be removed, like always. You know, the forum is here... read more | 02/14/2009 (8:12 am) |
| DIFs slow in 1.8.1 (and all previous version of TGEA) | [quote] Aren't DIFs suppose to be faster than DTS? [/quote] Faster in what way? Are you collidi... read more | 02/14/2009 (2:34 am) |
| getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? | No problem! This forum needs more questions like these asked, so keep it coming. =)... read more | 02/13/2009 (10:45 am) |
| getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? | Setting that to false _should_ prevent the GBitmap from being deleted. Obviously, if you only alloca... read more | 02/13/2009 (1:25 am) |
| getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? | [quote] Would it be better to store the bitmap in a class variable, update it each time and rebind ... read more | 02/12/2009 (12:05 pm) |
| getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? | Hi Steven, getBitmap () only works if there actually exists a bitmap. In most cases you delete th... read more | 02/12/2009 (2:20 am) |
| Advice appreciated: RenderTargets and Device Reset. | Turns out everything works if I put it ingame and call it from a delegated render function instead o... read more | 02/11/2009 (1:11 am) |
| PIX and 1.8 | Using PIX as I type this, with TGEA 1.8. Sorry to hear that you're having problems with it :(... read more | 02/10/2009 (3:25 pm) |
| Interesting problem with memory allocation and the profiler | Running into this exact same problem, same callstack and symptoms. Looks like it recursively calls t... read more | 02/07/2009 (3:27 pm) |
| player.cc "Ghost need energy to predict..." Question | You're correct, Jason. Energy can affect movement and if it's not up-to-date the client will have a ... read more | 02/07/2009 (2:45 am) |
| Anyone remove all multiplayer & server code? | Let me know if you need advice on anything. I have done this in TGEA, but most of it is the same as ... read more | 02/05/2009 (2:32 am) |
| TGEA 1.8.0 "Bug" - WaterBlock can't handle proper grid sizes. | Thanks Alex, totally forgot about fog being done in the vertex shader.... read more | 02/03/2009 (1:10 pm) |
| interior textures suddenly disappearing in 1.7.1 | Definatly the wrong SDK.... read more | 02/01/2009 (3:43 am) |
| NetDog or SmartFoxServer integration with TGE/TGEA? | I didn't see IPC/LB or messaging mentioned, but if that's included then it can definatly be interest... read more | 01/30/2009 (4:22 pm) |
| NetDog or SmartFoxServer integration with TGE/TGEA? | Have you used SmartFoxServer? It's as much a MMO middleware as TNL or RakNet is. They added a databa... read more | 01/30/2009 (1:42 pm) |
| Water specular map? | Yup, got this in and it was simpler than I thought. You got two options, either you use depth inf... read more | 01/30/2009 (1:23 pm) |
| TGEA 1.8 - Cursor offset when resizing/repositioning window. | And the issue is gone on my end :) Thanks Alex! Looking forward to the update.... read more | 01/30/2009 (1:50 am) |
| TGEA 1.8 Beta: Terrain texture paths saving incorrectly | It didn't work for me either (like I posted previously) so I don't find it very odd. I'm simply r... read more | 01/27/2009 (8:08 am) |
| Do I Need Much Core Modification? | It always depends on how far you want to go, and I disagree with Jaimi on this one if you want to ma... read more | 01/27/2009 (6:52 am) |
| Waterblock Density and Viscosity_BUG | It's a little bit more game-specific, though. Not everyone needs it. :) Yeah but animation is don... read more | 01/26/2009 (5:27 am) |
| Waterblock Density and Viscosity_BUG | Have these variables existed in any form in any TGEA version? I've been working with boyance and ver... read more | 01/26/2009 (4:25 am) |
| TGEA1.8.0 LightManager's late initialization bug | Wow, I've been making noise about this and totally missed this post. Great job!... read more | 01/24/2009 (4:20 pm) |
| StrongRefBase and StateBlocks | Alex, cheers. The hack seems to work. That's great. No idea why it didn't crash in normal builds,... read more | 01/24/2009 (12:50 pm) |
| StrongRefBase and StateBlocks | That's the one! YES YES YES, I thought I was going mad. Edit: Oh and, the assert did trigger with... read more | 01/24/2009 (11:24 am) |
| StrongRefBase and StateBlocks | Edit: Doublepost. Can't delete?... read more | 01/24/2009 (7:58 am) |
| StrongRefBase and StateBlocks | It's stock code, but with custom scripts. I'll try and come up with a scenario in scripts where you ... read more | 01/24/2009 (5:06 am) |
| TGEA 1.8 Beta: Terrain texture paths saving incorrectly | Changed the script, and the console method line. When I switch material now, all materials turn blan... read more | 01/23/2009 (4:22 pm) |
| TGEA 1.8 Beta: Terrain texture paths saving incorrectly | Most sincere thanks, Rene.... read more | 01/23/2009 (1:55 pm) |
| TGEA (1.7.1 / 1.8.0) not working on Vista64 | Could this be related to the fix Rene posted for me? I did get a crash and not an endless-loop, thou... read more | 01/23/2009 (3:03 am) |
| TGEA 1.8 Beta: Terrain texture paths saving incorrectly | @Caylo: I think you're overreacting. Read their blogs. Both Matt and Brett said they would releas... read more | 01/23/2009 (2:13 am) |
| TGEA 1.8 Beta: Terrain texture paths saving incorrectly | Are we going to keep getting these kind of threads unanswered by GarageGames?... read more | 01/22/2009 (4:52 pm) |
| Question about networking data | PrimBuild is a good idea! That, or just look at how the Editor creates its visual grid. It uses a Tr... read more | 01/22/2009 (4:17 pm) |
| Question about networking data | If you don't know how to render a grid, then it might be better to use what you're familiar with (ie... read more | 01/22/2009 (3:28 pm) |
| Question about networking data | The grid doesn't change dynamically (I assume) so there's no reason to keep it a GameBase derived ob... read more | 01/22/2009 (2:43 pm) |
| Fullscreen issue | I got the mouse issue with 1.8 on XP, as I said before, and Aero doesn't exactly exist in XP so it c... read more | 01/22/2009 (11:41 am) |
| Do we really need to recenter clipmaps each frame? | That can backfire if you never get to upload the whole clipmap before changing it again, though. It'... read more | 01/22/2009 (11:21 am) |
| Do we really need to recenter clipmaps each frame? | @Caylo: Only minor tests on a dozen or so different computers, so nothing scientific. For our ga... read more | 01/22/2009 (9:27 am) |
| Simple double-precision add problem | Most likely. I just wish I remember more than I do. :/... read more | 01/20/2009 (3:51 pm) |