Jarrod Roberson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Does Photoshop 7.0 handle PNG's alpha layer correctly? | I don't think it is "impossible" it will just require a different approach to texture design. There ... read more | 05/15/2002 (9:14 am) |
| Bullet Holes here | great work on explaining some of the mysterious parts of the engine!... read more | 05/15/2002 (9:02 am) |
| Why exactly is the package set up this way? | NO DLL's!!!!!! Personally I don't like the dll idea, it opens the engine up to HACKS and CRACKS w... read more | 05/15/2002 (8:25 am) |
| Compilers? | One the source comes with a Visual Studio workspace for that compiles right away, it also comes with... read more | 05/15/2002 (8:19 am) |
| Dynamic Textures? | one texture per number = ten textures, not a lot of memory as they only need to be like 32x32 at mos... read more | 05/15/2002 (7:28 am) |
| Why exactly is the package set up this way? | if you are worried about supporting mods then don't that is what the scripting engine is for. I just... read more | 05/15/2002 (7:26 am) |
| Team Play Tools - RTS + FPS? | I have to agree, you can't really force team play in a game that has strong deathmatch elements, or ... read more | 05/14/2002 (9:13 pm) |
| Q: Location Specific Hit Detection | well it is detailed because I am working on a DETAIL oriented simulation game idea! I am an old ... read more | 05/14/2002 (8:09 pm) |
| Anyone want to help me with a Torque for XXX programmers? | for one dynamiclly calculated values for performance behaviors of objects, the scripts do not suppor... read more | 05/14/2002 (7:57 pm) |
| Q: Please explain this Engine idiom for me | thanks to both of you, maybe someone else can benefit from this little exchange once the "serach bod... read more | 05/14/2002 (5:49 pm) |
| Q: Please explain this Engine idiom for me | ok I see how it works now, it is a whacky implemention of a Factory Pattern using a template that is... read more | 05/14/2002 (5:01 pm) |
| Q: Please explain this Engine idiom for me | ok I figured that the structs were implementations of the datablocks, thanks for the confirmation, w... read more | 05/14/2002 (4:21 pm) |
| Sound Hardware | I have a M-Audio Omni/IO w/Delta 66 for sampling. Boss DR-770 Roland GR-30 Line6 POD Phillips S... read more | 05/14/2002 (2:50 pm) |
| max2map working properly | there should be 6 PLANES for a cube { ( -352 64 -256 ) ( 320 64 -256 ) ( 320 -352 -256 ) BRICK0... read more | 05/14/2002 (2:01 pm) |
| max2map working properly | I just realized what that exporter is doing, it is exporting a 4 sided pyramid object for every outw... read more | 05/14/2002 (1:47 pm) |
| max2map working properly | OK sorry, the reason it is happening is the normals for those polygons are probably inverted. Hav... read more | 05/14/2002 (12:41 pm) |
| max2map working properly | assumption deleted see next post for what I missed! go look at the valve-erc page I posted the ... read more | 05/14/2002 (11:54 am) |
| Hover vehicle problem | This is probably WHY this is a happening, but I have not looked at the collision code enough to gues... read more | 05/14/2002 (11:52 am) |
| The million dollar question | just so you are not paranoid! I think that every business venture involves RISK! You RISK $100... read more | 05/14/2002 (11:00 am) |
| er, is there a problem? | dude I don't think that was the "Paranoid" that he was refering to! try http://www.black-sabbath.... read more | 05/14/2002 (10:40 am) |
| So many properties and classes, how to master them? | Here are some tips on groking someone elses code, especially 300k+ lines of it, it does help that mo... read more | 05/14/2002 (10:19 am) |
| max2map working properly | actually not to be picky but in WorldCraft/Quark/QERadiant/etc and .map files a "brush" is considere... read more | 05/14/2002 (9:13 am) |
| BELGIE OH BELGIE | Used to be freinds witht lots of foreign exchange students in college, my room mate would said that ... read more | 05/14/2002 (6:56 am) |
| Team Play Tools - RTS + FPS? | I have to agree pub servers are rarely about team play if the game appeals to kids. For the most ... read more | 05/14/2002 (6:52 am) |
| Adding a file to the project | well the person you are directly responding to is not the only person that will benefit from the exp... read more | 05/13/2002 (9:01 pm) |
| Why exactly is the package set up this way? | ^^^ bump ^^^ I was wondering this also?... read more | 05/13/2002 (7:09 pm) |
| adding more player attributes | actually the BEST way to do this is to subclass Player, that way you get specialization for YOUR gam... read more | 05/13/2002 (6:49 pm) |
| Problem Compiling the SDK! PLEASE HELP! | I think that page is out of date there is no Torque Lib.dsw in the Release_1_1_1. There is only o... read more | 05/13/2002 (5:20 pm) |
| TCP Project - Collision - Discussion | I have tried faking it with a hitscan and it is a poor solution at best. Also if the projectile does... read more | 05/13/2002 (5:01 pm) |
| TCP Project - Collision - Discussion | Who is working on or needs high speed projectiles? I need to simulate rounds moving at approx 2500 ... read more | 05/13/2002 (2:55 pm) |
| Combat Dynamics | Try this, this is the way I map my keys in EVERY FPS MOUSE1 = foward MOUSE2 = backward MOUSE3 =... read more | 05/13/2002 (2:48 pm) |
| Combat Dynamics | Try Kengo: Master of Bushido for PS2 it was one of the first games out, and was largely ignored b... read more | 05/13/2002 (2:15 pm) |
| Object Speed limitations | By making it a projectile you don't have to do a hack to calculate time. RayCasting / hitscan method... read more | 05/13/2002 (1:35 pm) |
| Adjusting player movement speed in realtime | configuring run/walk in the datablock will not work for dynamic speed calculations. The datablock is... read more | 05/13/2002 (9:33 am) |
| Anyone want to help me with a Torque for XXX programmers? | I am working on the C++ side of my project right now. There are a few things that the Quake deriv... read more | 05/13/2002 (9:29 am) |
| RTS few thoughts about TGE alterations | 1. The engine seems to be "designed" for first person and third person support equally. In concept a... read more | 05/13/2002 (9:23 am) |
| I never realized it before, but Tribes 2 has more gimps than any | you want "gimps" look at the Half-Life Mod "community", it is about as much a "community" as prison ... read more | 05/13/2002 (9:06 am) |
| Wheres my band of merry men.? | I am not planning on "recruiting" until I have something "substantial" and hopefully "unique" alread... read more | 05/13/2002 (9:00 am) |
| Adjusting player movement speed in realtime | I would love to see what you did. I plan on taking this "a bit farther also", I am also planning ... read more | 05/13/2002 (8:43 am) |
| Adjusting player movement speed in realtime | So does this mean it would be "difficult" to have a variable speed player? Say the player has a ... read more | 05/12/2002 (11:03 pm) |
| crouching player, hidden....whatever | The Torque mantra should be . . . "This is NOT QUAKE derived, This is NOT Quake derived" ... read more | 05/12/2002 (10:22 pm) |
| Adding a "Crouch" function | simple common questions like this and prone implementations and pitfalls should be posted somewhere ... read more | 05/12/2002 (12:53 pm) |
| Are realistic ballistics possible with this engine? | I just got the Torque code an started digging thru it, so if I am wrong correct me. But this is the... read more | 05/12/2002 (7:26 am) |
| Are realistic ballistics possible with this engine? | I coded bullet penetration for my SoF mod by checking the texture of a poly and reducing the damage ... read more | 05/10/2002 (11:13 pm) |
| About Torque | The "hardware requirements" page on the Realm Wars download says that Direct 8 is required. I hav... read more | 05/10/2002 (11:03 pm) |
| One more question and I think I will be able to make up my mind | just for the record, I don't like the hitscan solution, it makes it impossible to account for things... read more | 05/10/2002 (10:44 pm) |
| What is the TGE API like? | thanks for the reply. I don't consider price a deciding factor in quality, but I also don't expect a... read more | 05/10/2002 (3:20 pm) |
| Forests in V12? | The 360 VR billboard is not a new idea. I have implemented in before where you pre-render 360 degree... read more | 05/10/2002 (12:48 pm) |
| How robust is the Network code in Torque? | Thanks for the info, a few more questions and I will probably by TGE.... read more | 05/10/2002 (12:01 pm) |