Game Development Community

Paul /*Wedge*/ DElia's Forum Posts

Thread Post Date Posted
Bioshock - Spiritual Sucessor to SS2 Irrational made SS2, Looking Glass only made SS1. They just don't have the rights to the SS propert... read more 08/29/2006 (12:51 am)
Get Third Person Cam Location? Sorry, been gone at PAX all weekend. What I found that worked, is the camera transform stored on th... read more 08/29/2006 (12:17 am)
Starsiege: Tribes They don't own the Tribes property, Vivendi does. There is a team that got permission to make a new... read more 08/29/2006 (12:13 am)
Starsiege: Tribes And why did you feel compelled to bring up a pointless dead thread just to say that? Tribes 2 was a... read more 08/29/2006 (12:07 am)
Going to PAX, PennyArcade Expo? I went to PAX and I used to live in Federal Way XD... read more 08/29/2006 (12:03 am)
Questions about TGB particle engine Yes you can explicitly define points... in the future. For now if you need a specific point, set yo... read more 08/24/2006 (4:05 pm)
SetBlendingAlpha does not work There are built in functions called fadeToAlpha and fadeToColor now, but I can't for the life of me ... read more 08/24/2006 (4:01 pm)
Importing a Maya Scene You could do it with TorqueX ;P. But anyways, there are various ways to get terrain from a 3d p... read more 08/24/2006 (3:30 pm)
Help with code To compare strings, you would do something like p2.bucketType $= "red"... read more 08/24/2006 (12:11 pm)
Get Third Person Cam Location? Yes there is, but it's not exposed to script by default. I think it was getCameraParameters or some... read more 08/24/2006 (11:22 am)
Level transitions? Fading in and out could be done pretty easily by doing a fade out on your current level, then switch... read more 08/22/2006 (2:31 pm)
Sphere based terrain Well you asked about writing a .ter file, and that isn't much more than a heightmap. Unless you wan... read more 08/18/2006 (4:06 pm)
Outputting large numbers in NOT scientific notation Not sure about fixing it from source code, but maybe you could break up the output of your score int... read more 08/18/2006 (11:11 am)
Sphere based terrain Because there is no vertex list in TGE's terrain. It's nothing but a heightfield. Youl'd be better... read more 08/18/2006 (11:07 am)
Dynamically painting terrain texture? The answer to your question is absolutely yes. Bit Shifter had dynamic terrain textures where "viru... read more 08/18/2006 (10:58 am)
TSE Shader Engine, AMD64 Well it could have direct access to your system RAM or something too, I don't really remember, it's ... read more 08/17/2006 (2:47 pm)
TSE Shader Engine, AMD64 If I recall the 6200TC (Turbo-Cache) only has 16 MB of actual onboard RAM, and uses a hack of swappi... read more 08/17/2006 (11:42 am)
Triggers and Rotation Is it just a crazy aspect angle on the screenshot, or has your player been rescaled all funky? Mayb... read more 08/17/2006 (11:20 am)
TSE Shader Engine, AMD64 Errrr... unless you are running Windows XP 64-bit edition, the fact you even have an AMD64 is irrele... read more 08/17/2006 (11:04 am)
Where are the script events? Get a reference to an object (through script or the mission editor) and call .dump(); on it. The si... read more 08/16/2006 (6:34 pm)
Creating non-automatic weapon firing? I'm not sure if there's already a list of the states somewhere, I think doing a .dump() might get yo... read more 08/16/2006 (6:23 pm)
Creating non-automatic weapon firing? You see the onTriggerDown states in the weapon state machines? There's also an onTriggerUp, so use ... read more 08/16/2006 (2:05 pm)
So whats the huge diffrence of TGB and pro????? The difference is access to the source code, the C++ part of the engine. That part of the engine is... read more 08/16/2006 (1:15 pm)
Jetnozzle and Contrail Particle Emitter Problem/bug Maybe it's broken, maybe it's not. It's just a trivial old piece of Tribes code anyway. If you rea... read more 08/16/2006 (11:48 am)
Product decisions TGB is in no way limiting. The point and click interface has been added on top of a powerful core p... read more 08/16/2006 (11:40 am)
How To create executables...? I'm not sure about it being restricted in the demo, but normally this is done under File->Build Proj... read more 08/16/2006 (11:29 am)
God Rays not scaling problem Changing boundaries will never stretch the particles at all. It affects the X-area of spread, becau... read more 08/14/2006 (12:58 pm)
Water Stream Particles Water is a constant thing, and projectiles are... not so good for being used constantly. I'd see if... read more 08/14/2006 (12:25 pm)
A matter of life & death] peer to peer game.. The problem is, that's not how the Korean market works. It's all about ease of use and being able t... read more 08/11/2006 (3:51 pm)
ParticleEmitters disappear I think I know what the problem may be. GetTerrainHeight is probably only accurate to the center of... read more 08/11/2006 (3:32 pm)
Upgraded trial to pro and lost features? All the physics are still there, they just have to be accessed from script. There are a couple demo... read more 08/10/2006 (10:42 am)
Missing options under the Collision, Physics rollouts They were intentionally removed. They still exist in the codebase and can be manipulated from scrip... read more 08/10/2006 (10:37 am)
ParticleEmitters disappear Terrain LOD might cause it to go "under" the terrain at a distance maybe? Try giving the %z positio... read more 08/09/2006 (5:02 pm)
Ray Cast, The Last Chance Make your castSwordRay function a member of ShapeBase instead? I don't think ShapeImageData is used... read more 08/09/2006 (4:35 pm)
Simple Rendering Question Terrain will occlude them =P.... read more 08/09/2006 (4:28 pm)
NubCake) question about TGE license... That would be TDN. You can write tutorials that will cover both public script and private engine/TG... read more 08/09/2006 (4:25 pm)
Aiming independent of screen centering Yeah, the way you are deriving the position of the crosshair is probably going to be choppy regardle... read more 08/07/2006 (6:13 pm)
Managed Torque Game Engine?!?!? That and they explicitly mention the 360, which TGE has never existed on and TSE well... yeah. I'd ... read more 08/07/2006 (3:50 pm)
Managed Torque Game Engine?!?!? The one posted at the very top of the thread.... read more 08/07/2006 (2:16 pm)
Aiming independent of screen centering GUI's only exist on the client, so it's only capable of using that data. And since I think this is ... read more 08/07/2006 (2:12 pm)
Managed Torque Game Engine?!?!? Did you read the press release? Look closer and it should be fairly obvious.... read more 08/07/2006 (2:04 pm)
MapleStory Being a Ragnarok Online addict, I totally understand the allure of these games. It's the entire bas... read more 08/06/2006 (3:53 am)
Hard Coded Player Look and Head Rotation Limits It was probably just thrown on like that because for a normal humanoid character youl'd never want t... read more 08/04/2006 (12:14 pm)
Preserving object rotation on mount? (solved) There's a rotation property in mounting that I think is _supposed_ to do this though I don't think i... read more 08/04/2006 (11:05 am)
Unknown command setCollisionActive() What do you mean the "bonus is cancelled"? All you are doing is applying a one time impulse to the ... read more 08/04/2006 (10:55 am)
How do i specify a player? Every client is added to a simgroup called ClientGroup when they join a server, so just look through... read more 08/03/2006 (5:38 pm)
New Console: Mattel Hyperscan $70 sounds pretty pricey. A Gamecube costs around that much, and it already has a bunch of those co... read more 08/03/2006 (4:15 pm)
Turn off culling on the player? Does giving the player a larger scale help at all? Generally the culling of .dts models is only don... read more 08/03/2006 (11:31 am)
Crosshair with Vehicle Mounted Turret Does the turret have a mount0 node on it? I THINK that's what [code removed] eventually looks up f... read more 08/03/2006 (11:27 am)
Crosshair with Vehicle Mounted Turret If you've looked at the third person crosshair resources, that is what they do (raycast along the mu... read more 08/02/2006 (5:49 pm)