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Jeff Faust's Forum Posts

Thread Post Date Posted
Error compiling AFX_1.1_ComboPack Try removing the "ParticleEmitter::" in the prepParticleRender() declaration. What you posted above ... read more 04/12/2008 (5:20 am)
Loop effect The "precision" field adjusts the accuracy at which the missile steers toward the target. It's a per... read more 04/11/2008 (7:43 pm)
TGEA 1.0.7 Beta 2 - Client problems during and after connection I've been doing a fair amount of multi-player testing with the pGroup->sort() call restored and the ... read more 04/11/2008 (1:54 pm)
Loop effect Depending on your needs, it may be adequate to fire off projectile effects in a looping delivery or ... read more 04/10/2008 (9:07 am)
Loop effect These settings cause the relevant phrase to loop in its entirety. The use of numLingerLoops is criti... read more 04/10/2008 (8:44 am)
TGEA 1.0.7 Beta 2 - Client problems during and after connection Here's a little more info regarding problems caused by the sort() call in transmitDataBlocks(). T... read more 04/10/2008 (5:35 am)
TGEA 1.7 Bug: light editor saves a mixed datatblock This appears to be a side-effect of choosing the "Clone..." operation without first selecting a ligh... read more 04/09/2008 (1:53 pm)
TGEA 1.7.0 Bug: dedicated server opens display device Setting the desired display device to "NullDevice" seems like a good approach and works to a point. ... read more 04/09/2008 (11:57 am)
Quick Guide Porting Tips (to TGEA 1.7.0) Note - your change to Con::executef() is incorrect. It now determines the argument count from the nu... read more 04/09/2008 (9:26 am)
Particle troubles placement wrong? You need to make the bounding-box fit tightly around the waterfall, especially on the side where the... read more 04/09/2008 (5:20 am)
TGEA 1.7.0 Bug: intermittent SFX preload errors To repro in stock Stronghold you have to change CrossbowFireSound in crossbow.cs to use crossbow_fir... read more 04/08/2008 (7:14 pm)
Particle troubles placement wrong? I didn't realize the waterfall was actual water blocks. I believe they have their own special-case r... read more 04/08/2008 (4:40 pm)
TGEA 1.7.0 Bug: dedicated server opens display device Setting a GFX NULL device sounds like a good idea. I'll give it a try.... read more 04/08/2008 (2:12 pm)
TGEA 1.7.0 Bug: dedicated server opens display device It doesn't surprise me that some initialization of GFX is required. I'm mainly interested in somethi... read more 04/08/2008 (12:59 pm)
Particle troubles placement wrong? I can't tell for sure from the pics, but is the water portion of the waterfall transparent? In to... read more 04/08/2008 (11:42 am)
TGEA 1.7.0 Bug: intermittent SFX preload errors @ Robert -- All good advice, but a list of "best practices" doesn't eliminate the bug which is the t... read more 04/08/2008 (8:04 am)
Afx For Tgea 1.7 Added to my list of major concerns about TGEA 1.7.0 is issues related to separated client/server fun... read more 04/08/2008 (7:47 am)
TGEA 1.0.7 Beta 2 - Client problems during and after connection So far, just commenting out the sort works reliably for me. If there's any validity to the sort, I s... read more 04/08/2008 (7:37 am)
TGEA 1.0.7 Beta 2 - Client problems during and after connection This needs more research, but these problems appear to be related to a datablock sort that was added... read more 04/08/2008 (6:07 am)
TGEA 1.7.0 Bug: intermittent SFX preload errors Note - most of the obvious preload errors in Stronghold and T3D are due to the fact that a .wav is r... read more 04/07/2008 (3:19 pm)
TGEA 1.7.0 Bug: intermittent SFX preload errors OK, final word on this for now. It turns out that I can reproduce this in stock Stronghold mission. ... read more 04/07/2008 (2:55 pm)
TGEA 1.7.0 Bug: intermittent SFX preload errors This is one of those wacky bugs that are really hard to pinpoint. It doesn't help that it never happ... read more 04/07/2008 (2:03 pm)
TGEA 1.7.0 Bug: intermittent SFX preload errors A little more... The audio files that trigger these preload errors are stock files that can be fo... read more 04/07/2008 (10:59 am)
Afx For Tgea 1.7 @ Tom - Here are the others... [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=73995... read more 04/07/2008 (9:51 am)
TGEA 1.7.0 Bug: SFX audio fails to play if preload=false Not sure if this is directly connect to this problem, but something interesting happens with non-pre... read more 04/07/2008 (9:24 am)
Afx For Tgea 1.7 @ Tom - I'm reviewing a couple of issues now and should get some posts up soon. This one here is alr... read more 04/07/2008 (8:47 am)
Afx For Tgea 1.7 With the official release of TGEA 1.7.0, I figured that I should update this thread: Ever since w... read more 04/07/2008 (7:24 am)
Purchase and upgrades for dummies. We have no immediate plans to change the AFX product pricing or the upgrade deals. They will still b... read more 04/07/2008 (7:02 am)
Zodiacs and Effectron To turn off the effectron just call interrupt() on the object returned by startEffectron(). Turn it ... read more 04/06/2008 (6:58 am)
Zodiacs and Effectron Position of the Effectron is not meaningful. It is a scene object but it doesn't really have a posit... read more 04/05/2008 (3:06 pm)
Zodiacs and Effectron You did everything right. I used your code exactly as typed and created a 1024x1024 png and saved it... read more 04/05/2008 (6:49 am)
Zodiac Wierdness... There are a few new files in engine/game/fx that need to be added to your project. In particular, if... read more 04/05/2008 (6:12 am)
Zodiac Wierdness... See this thread about the ClientMissionCleanup issue: [url]http://www.garagegames.com/mg/forums/res... read more 04/05/2008 (5:57 am)
Zodiac Wierdness... Re: zodiac on dts objects Zodiacs only render on terrain and dif objects. For AFX for TGEA 1.7, w... read more 04/04/2008 (8:35 am)
Billboard Selectrons Here's a condensed script excerpt from Spirit of Roach that is used to place the cockroach icon over... read more 04/04/2008 (7:30 am)
Error messages without a source I was a little curious about why you are getting "" errors rather than the usual error form y... read more 03/31/2008 (11:10 am)
Error messages without a source Initially I thought the lack of line numbers was just a compile-time vs. runtime issue, but apparent... read more 03/31/2008 (10:00 am)
Error messages without a source Most of these are the runtime errors you get when you try to call a method on a non-existent object.... read more 03/31/2008 (9:16 am)
GuiTextureCanvas in AFXA Wow, that's pretty crazy. I didn't really expect that to work.... read more 03/28/2008 (1:05 pm)
GuiTextureCanvas in AFXA What happens if the textured gui contains a GuiTSCtrl?... read more 03/28/2008 (8:37 am)
Tourqe Code? AFX for TGE comes with full source code, just like TGE itself. (The same is true of AFX for TGEA.) ... read more 03/26/2008 (12:32 pm)
Adding selectrons from the server I tested it with the server side ID, but I think it would work with either. It's possible that using... read more 03/25/2008 (7:46 am)
Adding selectrons from the server If you always run in standalone you can turn selectrons on and off with code like this: [code] f... read more 03/25/2008 (7:09 am)
Updated Tgae @ Ron -- See this thread: [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=73252[/url... read more 03/25/2008 (7:02 am)
Afx For Tgea AFX uses a constraint system to attach effects to objects and to object nodes, so to some extent it ... read more 03/24/2008 (12:23 pm)
Afx For Tgea Re: Question 1 and Question 2 AFX:ComboPack is the same as AFX:CoreTech + AFX:SpellPack1. SpellPa... read more 03/24/2008 (11:01 am)
TGEA 1.7.0 Beta 1 Bug (Maybe) - Atlas Problems Here is an updated summary of my current adventures with atlas in TGEA 1.7 open beta 1 (blended terr... read more 03/23/2008 (4:18 pm)
Error, could not find ClientMissionCleanup group The "Error, could not find ClientMissionCleanup group" message comes as the result of an AssertFatal... read more 03/21/2008 (6:44 am)
Error, could not find ClientMissionCleanup group It sounds like you may have copied the correct pieces over, but for the purposes of double-checking.... read more 03/20/2008 (2:54 pm)