David Montgomery-Blake's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Implementing movers in Torque - moving platforms | Maybe I should look a little closer at my 1.4 source. I've been avoiding it so far since I didn't wa... read more | 04/15/2005 (10:36 am) |
| Looking for Opinions, Advice etc.... | My only real problem with UAT is that they can't make a web site that works in anything but IE. G... read more | 04/15/2005 (10:32 am) |
| Non-rectangular portals | I've always used rectangular portals, even when my doorways were horribly organic.... read more | 04/15/2005 (9:43 am) |
| What have been your biggest challenges so far? | [url=http://tdn.garagegames.com/]TDN[/url] It's a bit sparse now, but it'll flesh out once people... read more | 04/15/2005 (9:03 am) |
| Is it possible to make BIG Worlds like in Sacred.... | I was going to link you to several discussions, but they're all on the private forums. I'll break... read more | 04/15/2005 (8:25 am) |
| Slow down problems on mac | I like being in the next-to-no-one percentile! Perhaps I was confusing the performance problems w... read more | 04/15/2005 (7:43 am) |
| Implementing movers in Torque - moving platforms | DIF's inside DIF's can lead to zoning nightmares.... read more | 04/15/2005 (7:39 am) |
| Is it possible to make BIG Worlds like in Sacred.... | The problem isn't that it's impossible. It's that it's a lot of work.... read more | 04/15/2005 (7:38 am) |
| Mac mini | It doesn't make it unplayable, but targeting as in the FPS demo is irritating near that part of the ... read more | 04/15/2005 (7:37 am) |
| Creating an independant level (mis) generator | 1. Buy the SDK. You cannot provide a commercial release from information leached or modified from th... read more | 04/15/2005 (7:33 am) |
| Torque-based "quest" games | That was my first impression too, Todd! I was ready to point him to T2D.... read more | 04/15/2005 (7:24 am) |
| Mac mini | I haven't downloaded the standard demo for testing as I installed the 1.3 SDK base. But compiling th... read more | 04/15/2005 (7:23 am) |
| Mac mini | Note that I hadn't played with looking long distances over terrain. I have noticed it stuttering, bu... read more | 04/15/2005 (6:40 am) |
| Slow down problems on mac | I haven't had any problems on my dual G5 (Radeon 9600) but I noticed that the Mini will stutter when... read more | 04/15/2005 (6:36 am) |
| Torque-based "quest" games | Content is the biggest issue. People often look at it from a melee combat point of view, but usu... read more | 04/15/2005 (6:24 am) |
| Shrink-ray a possibility? | On top of that, the basic scaling tools will work as well if you want a universal scale rather than ... read more | 04/14/2005 (2:35 pm) |
| What have been your biggest challenges so far? | Creating artwork.... read more | 04/14/2005 (1:33 pm) |
| Old Faceful? | If you make it a resource, make sure to call it "Old Faithful". Otherwise it sounds like a 70's porn... read more | 04/14/2005 (1:25 pm) |
| Multipass rendering,render to texture & some other questions | Ben's made some [url=http://www.garagegames.com/mg/snapshot/view.php?qid=961]minor tweaks[/url] to t... read more | 04/14/2005 (8:38 am) |
| Run n gun | [url=http://www.klov.com/game_detail.php?letter=&game_id=9377]Run and Gun[/url] [url=http://www.g... read more | 04/14/2005 (8:30 am) |
| Is it possible to make BIG Worlds like in Sacred.... | If you have a very talented C++ programmer with intimate knowledge of the engine, then yes. If not, ... read more | 04/14/2005 (7:10 am) |
| Why is the Mac Open AL framework being loaded dynamically? | Because I believe that OpenAL is LGPL licensed, which means that dynamic linking is okay but static ... read more | 04/13/2005 (7:24 pm) |
| Legal issues with vehicles in games? | Remaking it exactly can always be a potential problem, but using it as inspiration for a vehicle lik... read more | 04/13/2005 (3:31 pm) |
| Legal issues with vehicles in games? | Don't give it an obvious body type or logo. Something like the classic Corvette style or a Lamborgin... read more | 04/13/2005 (2:04 pm) |
| Question about torque educational licensing | Without access to the source, students would be creating mods...which is what you're trying to get a... read more | 04/13/2005 (2:03 pm) |
| Latest Torque Shader Engine Release | Well, I just updated and there were changes to the terrain and waterblock code in the latest version... read more | 04/13/2005 (10:25 am) |
| Sound missing? | From the posted code block (emphasis mine: [code]new AudioProfile(GroovinMusicAudio) { [b]file... read more | 04/13/2005 (9:42 am) |
| Building A Platform | It depends on the workflow structure of the GG offices.... read more | 04/13/2005 (9:19 am) |
| My resources are still pending? | Yup. It happened with the flocking resource. ZIP it and then outline the major points in the resourc... read more | 04/13/2005 (9:18 am) |
| Compiling with dev C++ | I don't have a Windows 98 machine anymore (and haven't now for about 2 years) and have never thought... read more | 04/13/2005 (8:38 am) |
| Compiling with dev C++ | It includes everything that TGE itself does, plus a compiler and IDE. You can compile anything from ... read more | 04/12/2005 (8:52 pm) |
| Run n gun | Roller Ninja sounds like a 70's movie that should have been made.... read more | 04/12/2005 (4:34 pm) |
| Inspiring 2D game art? | You can pick up Metal Slug 3 for the XBox. MS is an amazingly fun and wonderful run 'n gun. I'... read more | 04/12/2005 (4:32 pm) |
| At Last!! Minions of Mirth Has done it!!! | Ah, that's right. Q3 was in the mix until the GPL version was delayed, right? I loved playing th... read more | 04/12/2005 (12:44 pm) |
| God Mode | You're getting God View and God Mode mixed up. Or else you're using the terms interchangably. God Vi... read more | 04/12/2005 (11:06 am) |
| At Last!! Minions of Mirth Has done it!!! | Let's see if I can get the history somewhat accurate (haha). It began in Nebula, moved to Torque, th... read more | 04/12/2005 (11:00 am) |
| Availability of Dev Snapshot | I just gave my best guess without seeing the screenshot. I remember seeing the first one, though. ... read more | 04/12/2005 (10:36 am) |
| Availability of Dev Snapshot | Is this for the BattleTech game? Perhaps questionable legal issues are keeping it at bay.... read more | 04/12/2005 (8:56 am) |
| Compiling with dev C++ | From the TBE link I posted: [quote]TBE installs a customized distribution of MinGW and Msys, [b]whi... read more | 04/12/2005 (8:12 am) |
| Compiling with dev C++ | If optimization for anything that's come out in the last eight years isn't a concern, then there's n... read more | 04/12/2005 (8:00 am) |
| Compiling with dev C++ | Aside from compiler optimization features added to modern compilers over the last eight years since ... read more | 04/12/2005 (7:50 am) |
| Compiling with dev C++ | This is why I shouldn't try to answer questions.... read more | 04/12/2005 (7:39 am) |
| Adam pack? whats the difference? | If modifying or learning low-poly modeling from a content pack won't assist you in your workflow, th... read more | 04/12/2005 (7:36 am) |
| Compiling with dev C++ | The project is too large for Dev-C++. Use the [url=http://www.garagegames.com/index.php?sec=mg&mod=r... read more | 04/11/2005 (9:57 pm) |
| OnMouseWheelUp and Down | Perhaps the secret is hidden in the platform layer. Perhaps not. Etiher way, this is extremely handy... read more | 04/11/2005 (12:16 pm) |
| Section 4c of the EULA | I. Check the gui code for the feedback menu item. [code]mainScreenMenu.scriptCommand["Feedback", 2]... read more | 04/09/2005 (3:27 pm) |
| PSP! What do you think? | Ah yes! I'm glad Danny covered Wipeout Pure as I missed it! It's definitely an extremely streamlined... read more | 04/09/2005 (3:09 pm) |
| 128 players per server? | More complex answer: That's a general term that's been thrown around since Tribes 2 days. It's not a... read more | 04/09/2005 (3:02 pm) |
| PSP! What do you think? | Lumines is the most entertaining game for the PSP right now. Ape Escape and Dynasty Warriors could h... read more | 04/09/2005 (2:58 pm) |
| Using dts objects as detail brushes in dif maps... | Well, I usually create my base interior geometry and then map23DS it to bring into Lightwave. Then I... read more | 04/09/2005 (11:31 am) |