Game Development Community

Joshua Halls (Xerves)'s Forum Posts

Thread Post Date Posted
Maxed out Network Flags Looks like a good alternative.... read more 12/17/2009 (5:23 pm)
Multiple maps in one server instance. Sounds like you want to do instancing. Know of a few people that are looking into it and for the mo... read more 12/17/2009 (3:28 pm)
T3D 1.0.1 Barebones Dedicated Server Problems and Solutions Nice post. Would hope this stuff gets added in down the road if it hasn't already. ... read more 12/15/2009 (11:34 pm)
I plan on making an MMORPG I believe there are a few open rule sets out there (don't recall the name(s) offhand though) that yo... read more 12/15/2009 (4:33 pm)
Before I buy... For night vision we just boosted the green levels and called it a day for the time being. You can d... read more 12/11/2009 (5:23 pm)
Sharing exe with binary license... Yeah this was kind of skipped over in the announcement and was hoping to get a concreate response fr... read more 12/08/2009 (2:30 pm)
T3D Linux Port I think it is from a time vs reward perspective of supporting Linux. While I agree that a server ve... read more 12/08/2009 (2:28 pm)
How about the performace for T3D 1.0.1 version? What stability issues are you having with 1.1? We ported over and it has so far been solid as a roc... read more 12/08/2009 (12:55 am)
PSSMLightShadowMap::_calcSplitPos - Split code that was commented out Ok, I think I understand all of this now after I got over what the logWeight magical math was doing.... read more 12/03/2009 (11:37 pm)
PSSMLightShadowMap::_calcSplitPos - Split code that was commented out Kind of did that already for 3 splits. Problem is it pushes in and out some of the splits and does ... read more 12/03/2009 (10:29 pm)
DOF I think in the console if you type DOFPostEffect.enable() It will enable it. The script for i... read more 12/03/2009 (10:03 pm)
Requests for 1.2 I already have Occlusion Zones. I didn't know if that was something they were going to work on or n... read more 12/03/2009 (6:59 pm)
TGEA & T3D Linux support ? Sounds like dedicated server for Linux is going to be a reality here soon according to a post in the... read more 12/03/2009 (3:42 pm)
PSSMLightShadowMap::_calcSplitPos - Split code that was commented out This in the Alpha or the changes made recently? I still have a TON of issues in the last cut no mat... read more 12/02/2009 (7:51 pm)
[T3D 1.1a Bug] River causes infinite loop online This is the current river we have. Might notice two of the nodes commented out. If 2 nodes are rem... read more 12/01/2009 (7:21 pm)
AFX for T3D - Binary Nod, should go gently prod them for answers in the news posting and hopefully they state something c... read more 12/01/2009 (7:18 pm)
AFX for T3D - Binary Yeah, sorry I know it will take a recompiled binary version of T3D as there are massive changes to g... read more 12/01/2009 (4:42 pm)
RE: Problems implementing Occlusion Blocker Not within AFX, but I do have a rather highly customized version of that running in T3D. Seems to w... read more 12/01/2009 (3:35 pm)
[T3D 1.1a Bug] River causes infinite loop online It seems to be getting dirty information as the value is set to some really small number. Need to t... read more 12/01/2009 (6:56 am)
[ T3D Alpha Suggestion] Change maxTexSize to 2048 for 3 splits, 4096 fo 2 splits Thanks for that info Tom. Look forward to seeing the demo and learning all about the little tweeks.... read more 11/26/2009 (1:05 pm)
[ T3D Alpha Suggestion] Change maxTexSize to 2048 for 3 splits, 4096 fo 2 splits Just a note, that progression improves framerate for my GTX260 and reduces it for my other machine (... read more 11/25/2009 (4:32 am)
Any Memory Management Changes in 1.1? Thanks Tom. Something got screwed up somewhere when we ported. At least we can work around it for ... read more 11/24/2009 (7:34 pm)
[Bug 1.0.1] multiple projectile near to player Crash Good to hear. Yeah seems like things seem more solid in that front. ... read more 11/24/2009 (6:13 pm)
Any Memory Management Changes in 1.1? Anyone have a clue what might be going on here? From the best of my understanding those fonts are b... read more 11/24/2009 (3:40 pm)
[Bug 1.0.1] multiple projectile near to player Crash Are there decals left? There was/is an issue with shadows/decals that after a certain number it wou... read more 11/24/2009 (3:22 pm)
[1.1 Alpha Bug] Scattersky moon rotates with camera. Is the moon suppose to move during the night or remain stationary? Was probably answered somewhere,... read more 11/23/2009 (3:29 pm)
[Bug 1.1 Alpha] Basic Light Problem Haven't tried the detail map change, but get the same thing on my GTX 260. ... read more 11/21/2009 (4:37 pm)
Torque 3D used to build MMO..? The kit doesn't support a feature like that, you would need to create another world. ... read more 11/21/2009 (3:40 pm)
AFX for the new Torque3d? Jeff: After talking with JC a 1.0.1 release is fine. Having something out there now or in the short... read more 11/21/2009 (2:48 pm)
Earth to Josh Engelbretson You need to contact Prairie Games about that. I wish you luck.... read more 11/21/2009 (2:03 am)
[RESOLVED-1.1a] Forest Editor Meshes No Save/Reload Only 5000 calls, I need to heat my house this winter so I need more :-).... read more 11/21/2009 (2:00 am)
AFX for the new Torque3d? @Jeff: I would go with 1.1 and then from there probably set a 6 month period of release from that po... read more 11/21/2009 (1:49 am)
Player thinks he is in a Water block when he is not This might be something we induced. I will get back to you if it is or not. We had some code in fr... read more 11/18/2009 (7:30 pm)
Beta 1.1? @Tom: I think that was more of doing a pre-release before 1.1 goes from Beta to release so the small... read more 11/18/2009 (2:29 pm)
Player thinks he is in a Water block when he is not No, bounding box is normal. If I walk up to the water from a different angle it responds like it sh... read more 11/17/2009 (9:35 pm)
Player thinks he is in a Water block when he is not Nope, it is rather constant. I wasn't in the water at any time, I was moving toward it.... read more 11/17/2009 (8:01 pm)
Hard crash in GFXD3D9VertexBuffer - LOGGED Thanks Tom.... read more 11/17/2009 (6:01 pm)
Softer Shadows = Pixelation I believe the softness is a 0.0-1.0 value. Might try fiddling with the logweight as well (around .8... read more 11/17/2009 (5:10 pm)
Pathfinding in Torque3d I guess it depends on the position of the AI. If it is behind you and is almost directly following ... read more 11/16/2009 (8:03 pm)
Pathfinding in Torque3d It sounds like Yuri is going to have some kind of Navmesh addon out soon. Should be a great boon to... read more 11/16/2009 (7:18 pm)
Hard crash in GFXD3D9VertexBuffer - LOGGED Nod, just making sure this doesn't slide through 1.1. Probably our #1 issue right now.... read more 11/16/2009 (5:37 pm)
Hard crash in GFXD3D9VertexBuffer - LOGGED Bumping again. Want to make sure this is known so it gets fixed.... read more 11/16/2009 (4:45 pm)
Mac OS X support — what's happening? @Peter: Only implementations of deferred shading I know that are out there (beyond a few people doin... read more 11/16/2009 (4:30 pm)
What is the best way to add a non-animated player? I think it has to do with TSShapeConstructor no longer being a datablock. Kind of threw a giant wre... read more 11/15/2009 (8:43 pm)
Hard crash in GFXD3D9VertexBuffer - LOGGED Bump. Making sure someone is aware of this as it is a major issue for us as well.... read more 11/14/2009 (4:12 pm)
Hard crash in GFXD3D9VertexBuffer - LOGGED Well, glad to see it wasn't something we did :-). We started seeing this after we moved from Beta 4... read more 11/13/2009 (5:39 pm)
Deferred Shadows, possible to set per object tolerance? @Tom: Sounds like a plan. Was looking for more of a quick and dirty fix, but we will try to start t... read more 11/13/2009 (5:28 pm)
Hard crash in GFXD3D9VertexBuffer - LOGGED Try disabling the Shadows in BL or get rid of the decals file. Have had some issues in BL since 1.0... read more 11/13/2009 (1:52 pm)
how get i mesh swap by use "hidding Mesh" resource Meshes that are hidden are not rendered or drawn so they have very little impact. You can have a lo... read more 11/13/2009 (2:11 am)
how get i mesh swap by use "hidding Mesh" resource Davide is right for the most part. Using mesh hiding allows you to build multiple meshes on a singl... read more 11/12/2009 (2:49 pm)