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) |