Game Development Community

Paul /*Wedge*/ DElia's Forum Posts

Thread Post Date Posted
Torque Map editor Adding full multi-render orthographic viewports would be a bit of a pain (though doable), but it wou... read more 07/03/2006 (11:29 am)
Sky Settings in Mission File 1. If you want the sun to stay high in the sky, mess with the elevation and azimuth values. Elevati... read more 07/03/2006 (11:25 am)
Moving Platform Collision Detection I suppose... though you could at least maybe not do the raycast checks if the player is immobile? I... read more 07/02/2006 (6:28 pm)
Changing levels when all enemys are defeted Without looking over the code that much, you need to use "==" for comparing numbers, not "=". You'r... read more 07/02/2006 (6:18 pm)
Moving Platform Collision Detection If you can mount any scenebase object, why don't you just mount a trigger onto the platform, and use... read more 07/02/2006 (6:09 pm)
Is it just me? I think Tube Twist is the best game on the GG site, and that's fairly recent.... read more 07/02/2006 (1:50 pm)
Question about TGE Demo In the client scripts file you can find this function to change what displays in the window: [code]... read more 07/02/2006 (1:48 pm)
Using Interior Entities as model placeholder. The only sort of "entities" I think Torque normally checks is for lights and portals... though those... read more 07/01/2006 (8:54 pm)
Tribes 2 ELF graphical effect Looks like another little T2 effect that had to get ripped out when they got the engine. I'm guessi... read more 07/01/2006 (2:45 pm)
2 Questions 1. It depends what data you want to save. If you keep all your objects in the mission group, and al... read more 07/01/2006 (2:38 pm)
Buying TGB is enough? Also I wouldn't worry about redistributing DirectX. Though TGB _can_ run in DirectX, it's based aro... read more 07/01/2006 (2:29 pm)
Player turn rate and seperating mouse turn control Doesn't the Tank Pack have it's class setup so you rotate the tank turret with the mouse while drivi... read more 07/01/2006 (2:19 pm)
Lay Footprint after Jump If all you can do is hop just make it create a footprint decal whenever you hit the ground. Forget ... read more 06/30/2006 (11:51 pm)
Rpg weapons vs scifi You have to make the melee wielders badass Samurai that can block bullets and cut through mechs with... read more 06/29/2006 (11:51 pm)
What is the standard PC specs of casual gamers? Somehow I doubt Steam users are a good focus group for casual gamers ;P... read more 06/29/2006 (11:42 pm)
Get center of screen What you are doing with mObjBox is probably setting temp to the center of mObjBox, where 0 is probab... read more 06/29/2006 (1:46 pm)
Recommend a good network library? Why is it you can't just use Torque's networking? You did say this was something you were building ... read more 06/28/2006 (7:28 pm)
Any way to control animation speed from engine? Here's the line that sets the players run speed based on their movement. [code] mShapeInstance->se... read more 06/28/2006 (7:24 pm)
Spining?? Open your .cfg file where you are exporting the model and add the eye node to the AlwaysExport list.... read more 06/28/2006 (2:21 pm)
Any way to control animation speed from engine? Clearly it's possible because the stock movement code scales the players running animation by the sp... read more 06/28/2006 (10:19 am)
Recommend a good network library? Rather TNL uses Torque. It's Torque's netcode ripped out and made standalone.... read more 06/27/2006 (11:59 pm)
Decals Oh shoot you're right... I forgot I rewrote that part of my source >.>.... read more 06/26/2006 (11:46 pm)
To Modify or not to Modify that is the question... I've rewritten one based off the old resources but using a normal GUI element instead of manually do... read more 06/26/2006 (5:37 pm)
Decals The "decals[x]" property needs to be defined in the ExplosionData for the effect you are using (bull... read more 06/26/2006 (4:01 pm)
Pink flashes on player deletion & re-creation Why would you bother calling setHidden and then deleting the object in the same codeblock? Also no ... read more 06/22/2006 (3:26 pm)
Too many datablocks? What?!? Are they all unique effects? Maybe look at sharing some similair effects between classes?... read more 06/20/2006 (6:30 pm)
Mounting Item objects not allowed? It was designed that way because items were meant to be picked up as soon as they're touched. If yo... read more 06/20/2006 (10:05 am)
How to use setGlobalBounds ? Doing it for anything but TSStatics you could add it as a new datablock property at GameBase. For a... read more 06/20/2006 (9:55 am)
Datablock PlayerData Probably something like "This : That" and "className = "That";". Hooray for faked inheritance! Do ... read more 06/19/2006 (9:48 pm)
Deleting datablocks mid-game Hmmm moving them in and out at realtime? I think there's a big deal where you can't have more than ... read more 06/19/2006 (9:45 pm)
Deleting datablocks mid-game I'm pretty sure deleting datablocks is illegal and I doubt you have a good reason to be doing so. I... read more 06/19/2006 (1:50 pm)
Calling animations from script and from code I'm not sure either, I exported non-cyclic animations and had them run fine being played there. May... read more 06/19/2006 (12:56 pm)
Prevent NPC from hurting If it's a datablock value you don't wanna be doing that. In that case youl'd want to give it a ::da... read more 06/19/2006 (3:30 am)
Prevent NPC from hurting I knew there was a variable for that, but I forgot what it was.... read more 06/19/2006 (2:17 am)
Calling animations from script and from code Yes well, from what I've seen, that place I am setting the animations in source makes it so they onl... read more 06/19/2006 (2:15 am)
How to force something to execute on client? Moreover, why are you trying to call functions on the client instance of the player?... read more 06/19/2006 (2:12 am)
Calling animations from script and from code I by no means endorse this as a proper method, but for all the animations I needed to be played whil... read more 06/18/2006 (9:30 pm)
Prevent NPC from hurting Give your NPC class it's own ::damage function that does nothing?... read more 06/18/2006 (9:25 pm)
Does Torque Engine supports bumb mapping? Adding shaders into TSE is trivial compared to doing it in TGE, it's an engine made to use them. As... read more 06/17/2006 (1:03 am)
Shader engine mmofps capablility The polys of the characters is (largely) irrelevant to the server, it's a matter of what your client... read more 06/17/2006 (12:55 am)
Does Torque Engine supports bumb mapping? No, of course, TSE is entirely incapable of parallax mapping. [image]http://img447.imageshack.us/im... read more 06/17/2006 (12:51 am)
Building damage not registering Don't you need a ::damage function for your AmmoDepot too? I think all ShapeBase is set to do by de... read more 06/16/2006 (7:06 pm)
Does Torque Engine supports bumb mapping? Most of the other engines out there aren't game engines so much as rendering setups. TSE will have ... read more 06/16/2006 (7:02 pm)
Anyone making a FPS? Unless you have an FPS that is offering something unique or different than most of what's out there,... read more 06/16/2006 (11:03 am)
Gui Font Color I think something might be broken with colours in 1.4 . Some of my code that used them in 1.3 didn'... read more 06/16/2006 (12:34 am)
Level Of Detail? It's a mipmapping issue. I don't know what you are using to make the file, but in Max you can go th... read more 06/16/2006 (12:23 am)
Change skin of a TSStatic object Or you can use a StaticShape and it will work fine then.... read more 06/16/2006 (12:19 am)
Problems with non-blended non-cyclic animations Yes, you can play blends overtop of the action animations just fine, which is probably what you want... read more 06/15/2006 (4:27 pm)
Screenshot bug - image is skewed diagonally in FSAA. Does it come up the same trying to screengrab with something like FRAPS?... read more 06/15/2006 (12:37 pm)
Can't click on waterblocks in 1.4 "Non-compilers"? What's your excuse? These days there's simple enough directions even a non-progra... read more 06/15/2006 (9:50 am)