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) |