J "hplus" W's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Any idea on 3DS to DIF? | [quote]you can only use CSG shapes to build your levels[/quote] Actually, the Torque exporter for... read more | 10/28/2006 (9:55 am) |
| Torsion Debugger | TGE 1.5 has the enhanced debugger built-in. You should not apply the patch; it'll work out of the bo... read more | 10/28/2006 (9:53 am) |
| Valve hammer and platform confusion ? | [quote]Do these work in Torque ?[/quote] No; Hammer scripting (for Source) is very different from... read more | 10/28/2006 (9:53 am) |
| Compile TGE 1.5? | The TBE is deprecated AFAICT. You can use the "torqueDemo.exe" executable that comes with the Torqu... read more | 10/28/2006 (9:51 am) |
| Building a Torque Dream Machine... | We've had a few Sagers around the office, and while they are slightly cheaper than the equivalent De... read more | 10/28/2006 (9:49 am) |
| Default Player | Just instantiate a different player object for each mission that loads. Or, alternately, use a missi... read more | 10/27/2006 (11:44 am) |
| Calling external DLLs | Torque, at the C++ level, can call an external DLL. However, there is not much infrastructure for th... read more | 10/27/2006 (11:40 am) |
| Building a Torque Dream Machine... | If you're in college, you're going to carry this around with you to take notes in class. I would ... read more | 10/27/2006 (11:39 am) |
| Any idea on 3DS to DIF? | I would suggest the DeleD editor, and the Torque exporter add-on. It will build a BSP out of arbitra... read more | 10/26/2006 (5:17 pm) |
| Torque 1.5 Downloads Temporarily Down (due to High Demand) | [quote]they were disconnecting our download server because it had been sustaining 9.6Mb/s for the la... read more | 10/26/2006 (4:58 pm) |
| Torque 1.5 Downloads Temporarily Down (due to High Demand) | Akamai.... read more | 10/25/2006 (11:30 am) |
| Bug in particle editor (with fix) (actually bug in SimBase) | Thanks, Clint. I'm just noodling around in Torque in my "copious" spare time. I find it useful to... read more | 10/24/2006 (7:28 pm) |
| Delete an object so that it can't be referenced anymore | You can delete objects, and you can re-assign variable values. I think the closest you can get is... read more | 10/24/2006 (7:25 pm) |
| Can Torque do it. | If nothing else, starting by modifying the demo FPS will give you an appreciation for just how much ... read more | 10/24/2006 (7:18 pm) |
| Second life plugin | I believe Second Life requires you to build shapes using their built-in editor, because they send th... read more | 10/24/2006 (7:14 pm) |
| Mirror mirror on the wall... | [quote]how do I change the camara, then change it back to the normal position[/quote] Each object... read more | 10/23/2006 (8:04 pm) |
| Journaling mismatches | Calls to rand()? You're supposed to use a deterministic random number generator.... read more | 10/23/2006 (8:02 pm) |
| Is it impossible to creat client object with colliding? | The problem is that the collision wouldn't exist on the server, and thus the player would bump into ... read more | 10/23/2006 (8:01 pm) |
| Hello, New User Question | I would suggest building the TRON battle arena in a DIF editor. QuArK (Quake Army Knife) is one fre... read more | 10/23/2006 (7:58 pm) |
| Mounting particle effects to shapes? | Did you define a particle datablock called VehicleSpawnEmitter ?... read more | 10/23/2006 (1:11 pm) |
| OnAdd with Particle Emitter | Add the campfire, with particles, in the mission editor. Open the .mis file, and find the campfire/p... read more | 10/23/2006 (1:10 pm) |
| How many computers does the Indie license give me? | [quote]I have a feeling this is due to permissions because the first computer I installed TGE onto w... read more | 10/23/2006 (1:09 pm) |
| Draw Scaled flipped normals for cartoon outline? | You need to learn OpenGL :-) First, turn off texturing and lighting. Then, set the vertex color t... read more | 10/22/2006 (9:55 pm) |
| Real-world heightmap data? | Please just post a new thread. And if you google (or just search the site), you'll find those answer... read more | 10/22/2006 (9:53 pm) |
| Container::castRay(...) inconsistent across platforms... | It could be a floating point precision issue, or a floating point rounding issue, or a floating poin... read more | 10/22/2006 (9:51 pm) |
| Game dev parallel universe | The problem is not the cost of the tools. You can use tools like Milkshape, or Blender, or DeleD, or... read more | 10/22/2006 (9:48 pm) |
| Examples in cpp instead of cs. | "cs" stands for "console script" (because TorqueScript grew out of the console command line). It ... read more | 10/22/2006 (3:24 pm) |
| Very simple scripting tip | I find that it's no longer to just type exec("./player.cs") straight into the console :-) However... read more | 10/22/2006 (3:21 pm) |
| Particle effect | This is akin to saying "I built a car model, but it looks bad; how can I make it look good" :-) I... read more | 10/21/2006 (2:50 pm) |
| Trouble with setup for export 3dsmax7 | Good to hear! They claim we'll have a new exporter in 1.5 that has a lot more features; hopefully... read more | 10/21/2006 (2:41 pm) |
| Particle effect | He meant the "::onadd()" callback on datablocks. So, in your playerdata::onadd() callback, create an... read more | 10/19/2006 (8:40 pm) |
| What is wrong with my Precision Aiming | You don't range check imageSlot. Bad data will cause a bad array dereference. To debug it further... read more | 10/19/2006 (6:39 pm) |
| TSE question for potential customer | Regarding scripting: anyone can write scripts without paying money. Only people seeing the C++ code ... read more | 10/19/2006 (6:35 pm) |
| TSE in OpenGl | You can absolutely add features to TGE. However, the basic set-up for how objects render in TGE isn'... read more | 10/19/2006 (6:32 pm) |
| 3rd Person by default | In common/clientConnection.cs, at the end of GameConnection::onConnect(), add a call to: [code] ... read more | 10/19/2006 (11:42 am) |
| I have done a pressure test for TGE | The server load will vary based on what the clients are doing (running, shooting, driving, etc), and... read more | 10/19/2006 (11:39 am) |
| Is this a legit site? | You could always get a US taxpayer ID number (which you can get even as a foreigner) and use that to... read more | 10/19/2006 (10:55 am) |
| TSE Atlas terrain capability? | So... does Atlas do vertex-based terrain, with overhangs?... read more | 10/19/2006 (10:52 am) |
| How to call commandToServer in C | I'd probably just use dSprintf() to create those arguments. Each of the vec and pos arguments need t... read more | 10/17/2006 (3:03 pm) |
| Ejecting from planes | I would just mount the chair as an image to the player, and not worry about simulating it. I would p... read more | 10/17/2006 (2:55 pm) |
| OpenAL -- where to get it? | Linux is not the only UNIX, you know :-) Anyway, I've always been quite annoyed at how hard it is... read more | 10/16/2006 (3:08 pm) |
| DtsSDK Quaternion bug | Yes. Just surround it with [ code ] (leftbracket, "code", rightbracket, not spaces). End with the sa... read more | 10/16/2006 (11:16 am) |
| Creating an .EXE file ? | If you look in the main.cs file, it specifies which "mod" to load. It defaults to "demo" but can be ... read more | 10/16/2006 (11:14 am) |
| How to create animated intro screen? | Look at the Theora player.... read more | 10/16/2006 (11:12 am) |
| Cleaning up sound objects | Depends on the objects. If they aren't repeatedly loaded, then letting them just exist probably isn'... read more | 10/16/2006 (11:12 am) |
| Sickhead Torsion Comment | Actually, what all the complaining is saying is "Please let us give you money! Why won't you take ou... read more | 10/16/2006 (11:09 am) |
| What's in a name... | Just get a name you like, and run with it. The name just doesn't matter that much -- it's what you p... read more | 10/16/2006 (11:08 am) |
| Render collision mesh debugging mode? | OK, here's how to render collision meshes: [code]$GameBase::boundingBox = true;[/code] Only wo... read more | 10/15/2006 (9:37 pm) |
| Render collision mesh debugging mode? | I'd really like to have this feature in the actual game. Being able to visualize the collision mesh ... read more | 10/15/2006 (8:56 pm) |
| Player and terrain | It turns out that people actually keep their back straight when going up/down. The right thing to do... read more | 10/15/2006 (8:08 pm) |