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Davide Archetti's Forum Posts

Thread Post Date Posted
Collision between static sprite and tile layer I found what I've missed. I forgot to check the "Uses Physics" box ... read more 04/25/2011 (5:46 am)
Object not registered? Well, I'm new to Torque2D, but if it is AssertFatal, you shouldn't comment it out, anyways it is exe... read more 03/10/2011 (9:52 am)
iTGB roll down menu group What suggested by Ronny did the job. I deleted the cache and rebooted, and now it works again. Than... read more 03/05/2011 (8:51 am)
Opinions about this code Hmmm, I think you are on the wrong way. First, you don't need to send the move to the server, this ... read more 03/01/2011 (11:59 am)
Extending the TypeMask from 32-bit to 64-bit It's possible to change the type to an U64 or a bitVector class, I did it in TGEA, but ... it's a pa... read more 02/09/2010 (6:22 am)
datablocks on client I'm interested in the reply to that question. Actually, I use the datablock data client side, alt... read more 02/02/2010 (12:20 pm)
Sound problem Ok, I've checked better, and, yes, the problem is only with openAL, XAudio and DirectSound permorms ... read more 01/25/2010 (4:55 am)
Sound problem Thank you, Rene. Tomorrow I'll check again so I can give more info. Personally I've never added an... read more 01/22/2010 (4:25 pm)
Sound problem I have tried the sfx metrics, and when in game there is only my avatar, I have 2 sounds, but they ar... read more 01/22/2010 (1:52 pm)
Sound problem Thank you Rene. I haven't found the time to look at it yet, but as soon as I can, I'll see what I c... read more 01/17/2010 (8:56 am)
Sound problem Really, I haven't understood. I understand the hard limit on the number of sound buffers, but witho... read more 01/07/2010 (5:35 am)
Sound problem My intial problem is still there, with a second shape in game I don't hear all the fire shot sound.... read more 01/06/2010 (11:12 am)
ITickable: interpoateTick() vs advanceTime() Which docs have you read? Because if you go in the source file of the iTickable class it is explain... read more 12/31/2009 (6:51 am)
Sword Collision @Juan, have you looked at the last post I made in the hitbox resource? I wrote there the code I use... read more 12/30/2009 (7:57 pm)
What to get? Blender export directly to .dts and export also .dsq, the exporter is really easy to use, although I... read more 12/29/2009 (2:14 am)
What to get? Torsion isn't really needed, but can save you a lot of time, in particular if you are used to use an... read more 12/28/2009 (6:46 am)
mountImage node name problems Where did you find mountEquipment? it isn't in stock T3D Anyways, you shouldn't use mountImage, but... read more 12/28/2009 (3:18 am)
Modified mouse cause movment on zaxis wile alt firing. If you have a config.cs file in your script/client folder, delete it. Because, what is inside confi... read more 12/21/2009 (4:29 am)
Maxed out Network Flags Have you noticed that ControlMask declared in GameBase is never used? To gain a free mask bit, I ha... read more 12/19/2009 (1:08 pm)
Sound problem I've applyed this fix, but the original problem is still there. ... read more 12/15/2009 (8:51 am)
Porting hitboxes The bounding box can be changed in the datablock. In my datablock I have: [code] boundingBox =... read more 12/11/2009 (6:41 am)
Porting hitboxes Try to display the bounding box of the model, by writing in the console $GameBase::boundingBox = tru... read more 12/09/2009 (9:46 am)
Porting hitboxes Just to be sure, have you received the reply I sent you about the dts model take two? The problem i... read more 12/08/2009 (6:36 am)
Porting hitboxes Well, if you still have problems, you can send the new model to me so I can check.... read more 12/03/2009 (6:09 am)
Porting hitboxes I've looked at your model Aleksander. And, yes, the problem is in the model. I'm not a modeler so I ... read more 12/02/2009 (5:46 pm)
Sound problem I have added in the shapeBaseImageData datablock this [code] maxConcurrentSounds = 5; [/code] An... read more 12/01/2009 (4:46 am)
Porting hitboxes Aleksander, well, I can try. Send me your model, and also the datablock. Send it to hotice2872 at y... read more 11/30/2009 (6:09 pm)
Message to all within game This should be alredy in T3D. Look at the Armor::onCollision function, the ShapeBase::pickup, and t... read more 11/30/2009 (12:20 pm)
Porting hitboxes Here, is working ok, what I can say is that the TSSkinMesh::castRay is never called. If you debug th... read more 11/30/2009 (11:11 am)
Porting hitboxes Well, never seen a TSSkinMesh::castRay function! I've not the code right now, but I'll check as soon... read more 11/29/2009 (4:26 pm)
REDUX HL2 Style Multiple Weapons to 1 KeyBind hmm, is it working in multiplayer? Perhaps I'm wrong, but LocalClientConnection isn't defined clien... read more 11/25/2009 (4:49 pm)
Porting hitboxes Ok, just want to let you know that the resource has been updated. Really there are very few changes... read more 11/23/2009 (5:56 am)
Porting hitboxes Hi, I've ported it to T3D and seems to work ok. I'm thinking of updating the original resource or p... read more 11/19/2009 (5:55 am)
Problems with unmounting correct weapon It's because the second parameter in the mountImage function is the slot for the mountedImage not th... read more 11/12/2009 (9:30 am)
how get i mesh swap by use "hidding Mesh" resource You cannot swap models. What you can do is to have a model with all the meshes inside it, and then ... read more 11/12/2009 (7:08 am)
Bug? Camera Distance in Shapebase.cpp Most probabily nothing happens, because in your player datablock you have a cameraMaxDist set with a... read more 11/12/2009 (5:40 am)
Best Place for SetArmThread In TGEA (I've not ported it in T3D yet) I used the Weapon::onUse function. It is something like: [c... read more 11/10/2009 (9:35 am)
Hi guys need help on code.. In c++, your player is an instance of the Player class, and one of its parent's method is getTransfo... read more 11/09/2009 (9:15 am)
[BUG 1.0.1] CorrectMuzzleVector Always On - RESOLVED OmegaDog, I think your issue is exactly this, try to do the changes I wrote.... read more 11/09/2009 (7:02 am)
[BUG 1.0.1] CorrectMuzzleVector Always On - RESOLVED James, you don't need to add the "!mDatablock->correctMuzzleVector", if you remove the... read more 11/09/2009 (6:58 am)
[BUG 1.0.1] CorrectMuzzleVector Always On - RESOLVED It's because in the getMuzzleTransform and getRenderMuzzleTransform there is this piece of code: [c... read more 11/03/2009 (1:26 pm)
GUI on objects I think you are talking about this : [url]http://www.garagegames.com/community/forums/viewthread/952... read more 11/03/2009 (9:58 am)
[Beta5 bug] Resolve lookAction index wrong In Beta5 it is there, unless it was already fixed somewhere in this forum, anyways this bug is pres... read more 09/25/2009 (3:35 pm)
[Beta 5 Bug]] Foot puff emitter crash Yes, I've seen it. dustEmitter is in C++ code but is not used, it is only transmitted over the net.... read more 09/25/2009 (10:46 am)
Porting hitboxes You should check if in the preload function the HBindex[] is filled with meaningful values, that is ... read more 09/04/2009 (6:50 am)
Porting hitboxes Hi Aleksander, I haven't port that resource to T3D, but the castRayEA function was merely a copy of... read more 08/29/2009 (4:48 pm)
first/third person in beta 5? hmmm, I don't think setmeshhidden works client side, I cannot check the code right now, but that fun... read more 08/21/2009 (12:49 pm)
Problem multiplayer game I've never seen that kind of error, but usually this means that there is something wrong with databl... read more 08/20/2009 (5:37 am)
dsprintf If you want to print something on the game gconsole, from c++ you can use the Con namepsace, for exa... read more 08/20/2009 (5:31 am)
Binding server to IP I haven't the code here, so I can't help you more for now. But, what you are trying to do, is to kn... read more 08/03/2009 (2:05 am)
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