Not too much specific information regarding this topic in the forums, but I see a lot of questions about it. You have to really dig to find the answer. Maybe this will help.
Author J Date 02/06/2008 (8:26 am) Comment 9 comments
A Master Server for Torque written in C++.
Author Mike Kuklinski Date 02/06/2008 (8:25 am) Comment 2 comments
This resource introduces a package save/load system to Torque's WorldEditor. The module allows file exportation of any combination of environment objects (Sun, Sky, foliage, precipitation, BG Forest, etc) through a simple GUI.
Author Michael Perry Date 01/22/2008 (7:25 am) Comment 4 comments
Enhanced projectile system that allows several things like armor piercing rounds, material based bullet holes and particle explosions, wrapped decals, and more.
Author Ronald J Nelson Date 01/22/2008 (7:24 am) Comment 73 comments
This tutorial will explain how to create simple in-game chat rooms using torque script only. It mods the way MessageVector and GuiMessageVectorCtrl are used in the original version of the starter.fps game to manage the global chat only. This will not allow you to dynamically create chat rooms in game or private chat rooms managed by one user, though the idea of this resource is to provide some basic understanding on how the chat works and how it could be mod hoping that the community will take this idea to work on top of it and create better and cooler resources. If you have any idea how to make this resource better I will appreciate any comments.
Author JuanMa Date 01/22/2008 (7:24 am) Comment 8 comments
This is a working TGEA version of Geom's Customizable tab control resource.
Author Ronald J Nelson Date 01/04/2008 (2:53 pm) Comment 4 comments
When saving a datablock via a writeObject() call, the datablock will be saved with "new" insead of "datablock".
Author Peter Simard Date 01/03/2008 (9:45 am) Comment 1 comments
Make the guiBitmapCtrl draggable with your mouse. Easier solution in some cases than using guiWindowCtrl. This will work with TGE and TGEA.
Author James Laker (BurNinG) Date 01/03/2008 (9:45 am) Comment 9 comments
Renders the same red mission area that you have in the editor also in the normal game.
Author Martin Schultz Date 12/31/2007 (2:32 pm) Comment 1 comments
These changes to GuiCrossHairHud enable the crosshair to remember objects it aims at, and fire off script callbacks when an object is deselected, a new object is selected, etc.
Author Daniel Buckmaster Date 12/31/2007 (2:31 pm) Comment 11 comments






