Game Development Community

Thomas -elfprince13- Dickerson's Forum Posts

Thread Post Date Posted
Lighting on GL primitives in TGE Look at the bottom of TSMesh::setupMaterials(); In particular the area around the call to LightMa... read more 02/09/2010 (11:14 am)
Memory Leaks @ Vanilla Torque Hey, I found another error in the code in this thread. [code]Container::~Container() { // + KI... read more 02/06/2010 (12:08 pm)
Dynamic Skin Modifiers discussion If anyone looks, I made a note on the wiki that [code] //skinModifiers if ( newBaseHandle.isV... read more 02/04/2010 (3:41 am)
Constructor 1.04 Mac test Export functionality is broken to the point of being unusable. The two dif's in this picture were ex... read more 02/03/2010 (3:16 pm)
Using VBulletin Username and Password This blog of mine might be up your ally: http://www.torquepowered.com/community/blogs/view/18557 ... read more 01/29/2010 (4:00 am)
Serious buffer overflow bug in dSprintf in TGE 1.3 and 1.4 Did this happen to make it into TGE 1.5, does anyone know?... read more 01/28/2010 (9:39 pm)
TLK Bug - overuse of dStrcmp(). Also, I just want to say that about half my todo list today more or less consisted of browsing your ... read more 01/28/2010 (4:38 am)
Memory Leaks @ Vanilla Torque I really appreciate the work done in this thread. I *KNOW* I've been hit by the leak in the ChunkedT... read more 01/28/2010 (3:00 am)
TLK Bug - overuse of dStrcmp(). Orion, thanks for the tip. I believe I got everything working ok, but I thought I should mention to ... read more 01/28/2010 (12:26 am)
A question of coding style A man could get spoiled on that :D... read more 01/20/2010 (4:39 pm)
A question of coding style well, I'm using it, and it seems to run ok, but good idea. I actually haven't upgraded to Snow Leopa... read more 01/20/2010 (3:01 pm)
A question of coding style In case people are still interested in this, here's the version of the function that I'm using (with... read more 01/19/2010 (6:31 pm)
Constructor 1.04 Mac test The zipped version seems to work ok. [edit] It's worth noting that as of right now, it writes it... read more 01/09/2010 (11:20 am)
Constructor 1.04 Mac test Yes. I did that. I extracted the files into a separate directory "constructor104" and then... read more 01/08/2010 (1:01 am)
Constructor 1.04 Mac test Well, I just tried from scratch again, totally clean version of 1.03 (not even started), and dumped ... read more 01/07/2010 (10:57 pm)
Vehicle/Rigid Collision Fixes Hey guys, does anyone know if this collision algorithm would be an improvement on what we have now, ... read more 01/02/2010 (10:45 pm)
Vehicle physics bug (vehicle sticking to terrain or objects) I changed this line [code]if(move->x || move->y || move->z || move->roll || move->pi... read more 12/26/2009 (3:57 pm)
Purchase Matt, you're missing a 0.... read more 11/19/2009 (9:53 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] hrmmm, you have doubled up your declaration of S32 len in dVsprintf. Which of those lines is the pre... read more 11/19/2009 (3:53 pm)
bug in [code] rendering - backslash-zero renders as unprintable David Montgomery-Blake sent me an email, 15 days ago, after I submitted a bug report via the Contact... read more 11/19/2009 (3:48 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] Does TGE use it's own implementation of sprintf, or a wrapper around the system version? If it uses ... read more 11/19/2009 (1:08 pm)
TGE Crashes with latest drivers on NVIDIA [FIX included] Thanks for the heads up!... read more 11/18/2009 (9:24 pm)
Purchase Dang, I'm glad I snagged 1.5 when I did. There's no way I could have afforded even TGEA on my studen... read more 11/18/2009 (9:18 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded It's a change worth making for now, though it would certainly be more satisfying to know what's actu... read more 11/14/2009 (10:25 am)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Actually, that seems to do the trick.... read more 11/13/2009 (9:22 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Ah, whoops, lemme take another shot at that. [code]SERVER 2781 (in 0x3ed240): [1.000000 0.000000 ... read more 11/13/2009 (5:46 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded [code]SERVER 2777 (in 0x0): [1.000000 0.000000 0.000000, 0.000000 1.000000 0.000000, 0.000000 0.0000... read more 11/13/2009 (5:08 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded This didn't seem to change anything.... read more 11/13/2009 (4:48 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Should be in your inbox now-ish. Thanks for all the help!... read more 11/13/2009 (2:17 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded I'm using 1.5.2, with the waterblock resource to allow variable-sized terrain blocks.... read more 11/13/2009 (12:33 pm)
Constructor 1.04 Mac test I'm not convinced you know what you're talking about. The *only* issue I've had with the OS X build ... read more 11/04/2009 (12:41 pm)
bug in [code] rendering - backslash-zero renders as unprintable It's a fairly common bug with database driven websites, although *extra* slashes tend to be even mor... read more 11/03/2009 (12:28 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Scott, did you ever make headway on this? I'm pretty much at a loss.... read more 11/02/2009 (11:48 pm)
Huh cool: extracting alpha w/o alpha channel I'm using it to generate a texture for a GUI control based on GuiBitmapCtrl, for use in my inventory... read more 11/01/2009 (3:39 am)
Huh cool: extracting alpha w/o alpha channel Orion, I've been doing some work with snapshot() (I stumbled on it by accident actually, and it's pr... read more 10/31/2009 (4:09 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded I 'm goimg to try adding some debug output to the console so I can see when it DOES get added.... read more 10/30/2009 (9:56 am)
Constructor 1.04 Mac test I did reinstall. Not sure why that would even help though, because it was a fresh install to begin w... read more 10/29/2009 (12:48 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded I found [url=http://www.garagegames.com/community/forums/viewthread/41757]this[/url] thread, where s... read more 10/29/2009 (12:44 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded I diff'd (and visually checked) my missionDownload.cs and everything looks normal, but I think we're... read more 10/28/2009 (4:56 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded I haven't, only because I also declare terrain before either, and if it was reading backwards I woul... read more 10/28/2009 (2:55 pm)
Terrain lighting issues I think that's it. We moved common inside our core directory. That might explain a few other lightin... read more 10/28/2009 (2:49 pm)
Vehicle vs. RigidShape Crash I have no idea if you solved this yet or not, but one of the quick-and-dirty fixes for vehicles (the... read more 10/27/2009 (9:16 pm)
Constructor 1.04 Mac test Constructor is entirely unusable on my Mac. 1.0.3 started fine, and ran, but crashed on save. 1.0.4 ... read more 10/23/2009 (2:42 pm)
Terrain lighting issues I commented out a few lines in blender_asm.asm that double the intensity of terrain lighting. That s... read more 10/22/2009 (3:15 am)
Terrain lighting issues Lighting from a particle, such as those emitted by explosions, projectiles and any in-game particle ... read more 10/22/2009 (2:22 am)
Libcurl implementation Added an update comprising my changes, with Cookie jars, form post data, more Torque Memory Manager ... read more 10/21/2009 (2:49 am)
Binding to Capslock Key (OSX Control Problems) Yes, I've been noticing this as well.... read more 10/16/2009 (2:18 am)
Dynamic lighting from projectiles I've been having this difficulty in TGE 1.5 with terrains ported up from earlier versions, but I can... read more 10/12/2009 (12:04 am)
Linux Build seg-faulting Ok. I do know it's not possible to use the -m32 flag and link against 64 bit libraries, because they... read more 10/11/2009 (11:33 am)
Linux Build seg-faulting For the most part, I'm using static libraries. I'm not sure but doesn't broken binary compatibility ... read more 10/10/2009 (11:28 pm)