Game Development Community

Scott Richards's Forum Posts

Thread Post Date Posted
Adding armor like quake. Couple things: First of all, in "ArmorProgressBar.FillTo(1.0 - [b]%damage()[/b]);" %da... read more 11/12/2009 (11:31 am)
nevermind [quote]Connection error: Invalid packet GameBase::unpackUpdate(). ... only the host will load all th... read more 11/11/2009 (5:58 pm)
Cast Ray to a position on a Plane Internally, Torque has a PlaneF class with an intersect function, but I don't think it is exposed to... read more 11/11/2009 (3:38 pm)
Adding armor like quake. [quote]Does hasShield and shieldPower need to be described further in a function or datablock somewh... read more 11/10/2009 (10:29 pm)
Adding armor like quake. Ok. In the function GameConnection::createPlayer in game.cs? %player is the object you want. %player... read more 11/10/2009 (8:21 pm)
Request: addition to the code block options Valid concerns to be sure. Though for me, I'd rather have the option. Leave it to the authors discre... read more 11/10/2009 (7:09 pm)
Request: addition to the code block options Ok. So allow <html> style syntax. You're not very likely to have a Vector<?> of type &qu... read more 11/10/2009 (2:56 pm)
Adding armor like quake. Well ok, so what's the full error message say? Line number, etc? It's a simple error, I'm sure. I... read more 11/10/2009 (12:10 pm)
Request: addition to the code block options See.. I would have used bold [url=http://www.garagegames.com/community/forums/viewthread/105455/1#co... read more 11/10/2009 (1:58 am)
Adding armor like quake. That should work fine. The only downside to this script approach is the lack of networked fields. Yo... read more 11/10/2009 (1:50 am)
Particle Question [quote]I tried specifying the two ParticleDatas separated by the word TAB[/quote] Well that shoul... read more 11/08/2009 (11:15 am)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Sorry, no. Had no time to look at it over the weekend. Unfortunately, I'm pretty sure my problems ar... read more 11/03/2009 (4:37 am)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded huh. Well that didn't prove anything. It's broken even worse in my engine. After reloading the missi... read more 10/29/2009 (2:19 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded What bothers me is that a WaterBlock is somehow not ready to go (at least for ray casting) by the ti... read more 10/29/2009 (2:07 pm)
[solved] output text to the command line prompt OK, well the dPrintf statement isn't formatted properly. That won't append the newline that way. It ... read more 10/29/2009 (12:14 pm)
Terrain lighting issues Indeed, because they weren't referenced in script. They're in the engine itself. Which is a really p... read more 10/28/2009 (4:16 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded Ah yes. That makes sense, so that's probably not it. Digging further, it looks like CreateFoliag... read more 10/28/2009 (4:08 pm)
fxFoliageReplicator CreateFoliage() being called before objects are fully loaded I haven't tried mixing water blocks and foliage replicators, but your theory about the loading order... read more 10/28/2009 (2:51 pm)
Terrain lighting issues A little late but... it looks like perhaps you are missing the dynamic light bitmap? It's hard-coded... read more 10/28/2009 (2:47 pm)
[solved] output text to the command line prompt grr.. just realized this stupid GG post script ate the backslash in post #3. That's supposed to &quo... read more 10/28/2009 (2:29 pm)
[solved] output text to the command line prompt Dunno. dPrintf uses vprintf, which is supposed to write to stdout, even in Windows. So it should wor... read more 10/26/2009 (6:23 pm)
[solved] output text to the command line prompt Huh. I haven't had any trouble with dPrintf. Although now that I think about it I don't remember if ... read more 10/26/2009 (5:37 pm)
[solved] output text to the command line prompt [code]dPrintf[/code] has always worked for me... read more 10/26/2009 (2:26 pm)
please disable the "start thread" button on the "start a thread" page itself I'm not suggesting removing the button is a bad idea, but can't you just hit "Back" upon r... read more 10/17/2009 (6:35 pm)
Request: addition to the code block options [quote]but how would you account for variables/arrays/iterators purposefully named i or b?[/quote] ... read more 10/17/2009 (4:33 pm)
Linux Build seg-faulting Honestly, I'm not sure. I think it's possible to link successfully and still encounter problems at r... read more 10/11/2009 (3:41 am)
Linux Build seg-faulting Well shoot. I'm out of ideas then. I assume you have the 32bit libraries installed properly for runt... read more 10/10/2009 (10:19 pm)
Linux Build seg-faulting I'm told that many 64 bit distros do no include 32 bit libraries by default. You'll need to install ... read more 10/10/2009 (5:17 pm)
A good way to hide objects? Vehicles probably have the same issue as the Player class. Put if(isHidden())return at the beginning... read more 10/10/2009 (5:09 pm)
Linux Build seg-faulting Sorry, no clue. That's really not much to go on. What was the error that gdb spit out before you ran... read more 10/10/2009 (2:09 pm)
A good way to hide objects? Paul's got the answer with the return; in processTick(), but there's no need to send mHidden to the ... read more 10/10/2009 (11:49 am)
Parallel Projectile Question [quote]we are changeing the third value of the vector however it is index 2 because we start with 0[... read more 10/07/2009 (1:22 am)
Parallel Projectile Question [quote]I found that initialVelocity has three values the first is the speed, second is the horizonta... read more 10/06/2009 (11:32 pm)
Overlapped boxes question Heh. Yeah, that's a nice easy solution. I was thinking "find in files" when I wrote that. ... read more 10/04/2009 (2:34 pm)
Overlapped boxes question heh @ broken Box3F::intersect. I didn't realize that was there. If it's going to be there though, it... read more 10/04/2009 (12:41 pm)
Overlapped boxes question ... yeah that works but I like this better: [code]bool Box3F::findOverlap(const Box3F& oneBox... read more 10/04/2009 (11:41 am)
Overlapped boxes question OP:[quote]This would be used to create new BoxF information.[/quote] Then you're talking about ax... read more 10/04/2009 (11:32 am)
LOD Callbacks For TS models, you should find [code]void TSShapeInstance::setCurrentDetail[/code] in ts/tsShapeIns... read more 10/03/2009 (12:41 pm)
Why Would anybody pay for the Unreal 3 engine when there is Torque [quote]Also, kind of goes with the no one got fired for choosing Microsoft[/quote] Hmf. No, I don... read more 10/02/2009 (12:14 pm)
Time-dependent light effects [quote]Are there performance poblems with putting large numbers through mSin?[/quote] Interesting... read more 09/26/2009 (12:37 pm)
Time-dependent light effects Whoa no no no no no. Man I was tired last night. The entire pulse premise is flawed. Think about it:... read more 09/26/2009 (11:50 am)
Time-dependent light effects RE Flickering: [code]mLightIntensity = mClampF(Platform::getRandom() * mDataBlock->lightPeriod... read more 09/26/2009 (2:44 am)
Time-dependent light effects [quote]current += M_2PI_F / (mDataBlock->lightPeriod * elapsedTime);[/quote] ... Yeah I'm pret... read more 09/26/2009 (2:02 am)
[Fixed]Vehicle CollisionBox Shadow Problem I've noticed that vehicles models with only one detail level will use the collision mesh for the sha... read more 09/25/2009 (9:52 pm)
Bug? Player::unpackUpdate reading into mHead That would be an effective optimization if the value is frequently zero. Of course if the value is r... read more 09/03/2009 (1:24 pm)
Bug? Player::unpackUpdate reading into mHead [quote]Is there an underlying problem in the read/writeSignedFloat method?[/quote] [b]Yes.[/b] Th... read more 09/03/2009 (12:31 pm)
%client questions "Client" refers to the user side of the game's connection to the server. Each user, includ... read more 08/14/2009 (4:19 pm)
%collision $= "" [quote]and why in this line do you decide to use [] instead of ()?[/quote] Because brackets look ... read more 08/07/2009 (5:18 pm)
%collision $= "" No worries. I doubt anyone here is frustrated. There are a lot of symbols and concepts in TorqueScri... read more 08/07/2009 (12:14 pm)
%collision $= "" Ok, the $ has nothing to do with global or local [i]in this case[/i]. Yes the $ [i]when used as a pr... read more 08/07/2009 (11:19 am)