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) |