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Mark Dynna's Forum Posts

Thread Post Date Posted
TGEA 1.7.0 error: Error alloc too large, increase frame size "<<" is the bit shift operator. It takes the number on the left and shifts its bits to the "left" a... read more 06/16/2008 (4:04 pm)
Pinks Screen Blues I'm not really sure about your situation, because I've never done anything quite like that before. ... read more 06/16/2008 (3:27 pm)
Pinks Screen Blues In my experience, the pink screen comes from push stuff to the Canvas that doesn't exist, or placing... read more 06/16/2008 (2:16 pm)
AFX and Yack Pack Oh right, I got distracted doing the TGEA 1.7 port for the Yack Pack. I'll try to do up something i... read more 06/16/2008 (12:26 pm)
ServerCmds ServerCmd's work just fine. I'll need a little more context on what you were trying to do and how y... read more 06/16/2008 (12:21 pm)
ContainerSearchNext() First of all, some questions: 1) Are you doing this in script? Your syntax appears to imply so. 2... read more 06/16/2008 (12:19 pm)
This client-server stuff is killing me... I realize that last post may seem like it's talking in circles a little bit so I'll back up a moment... read more 06/16/2008 (12:04 pm)
This client-server stuff is killing me... [quote]Okay I think it probably would be best if I did it server side. When I use the containerSearc... read more 06/16/2008 (10:58 am)
Physics out of the box - Does Torque have it? Correct. All Vehicles use the Rigid Body code stuff. The RigidShape class is included for you to w... read more 06/16/2008 (8:31 am)
TGE is starting to anoy me [quote]Just remember, patience is key. I can attest that the only other aspect in life which require... read more 06/16/2008 (8:29 am)
Physics out of the box - Does Torque have it? For anyone else following this conversation. [url=http://www.gaffer.org/downloads/NetworkedPhysics-... read more 06/13/2008 (2:11 pm)
Physics out of the box - Does Torque have it? Thanks guys, that does answer a lot. I guess having "really realistic physics" in a multiplayer gam... read more 06/13/2008 (1:35 pm)
Physics out of the box - Does Torque have it? I have seen a lot of people state that it is difficult to do detailed physics in a multiplayer envir... read more 06/13/2008 (12:16 pm)
Why two Player.cs files? The examples provided with Torque established a "convention" of putting the TSShapeConstructor defin... read more 06/13/2008 (12:14 pm)
Physics out of the box - Does Torque have it? Exactly why I evaluated, then rejected Unity as a solution Ross. Without the Source Code to the eng... read more 06/11/2008 (2:45 pm)
A hardy hello and some questions. I'll give a shot at answering these questions. 1. You're right all the code is pretty intertwined... read more 06/11/2008 (8:40 am)
Yack Pack 1.1 Wishlist There's nothing in the Yack Pack TGEA code that makes it implicitly incompatible with AFX. What doe... read more 06/10/2008 (1:17 pm)
Inventory, Items, I'm lost Ooo, so we need to back the truck up to syntax? Ok, tell you what. Why don't you [url=http://www.g... read more 06/10/2008 (1:12 pm)
Please clerify for me, those who have completed the book. GPGT focuses specifically on the "programming" end of things (no art or modeling stuff). It goes in... read more 06/09/2008 (3:57 pm)
Please clerify for me, those who have completed the book. If you haven't already gotten it, I highly recommend [i]Game Programmer's Guide to Torque[/i].... read more 06/09/2008 (3:26 pm)
Inventory, Items, I'm lost That inventory system exists in the [i]starter.fps[/i] kit. Hunter here is rolling is own, and lear... read more 06/09/2008 (3:23 pm)
I can not beleve this so easy bug exist so many years Looks like a good optimization. However, I would like to point out that bug reports that take on a ... read more 06/09/2008 (1:29 pm)
Inventory, Items, I'm lost The engine provides an [i]onCollision[/i] callback, scoped to the PlayerData datablock (I believe). ... read more 06/09/2008 (12:54 pm)
ScriptThis() problem Be careful, though, as the whole idea of Ghosting is that a "copy" of the C++ is object is sent acro... read more 06/09/2008 (12:51 pm)
Please clerify for me, those who have completed the book. My biggest problem with the book (at least the edition that I had) was that the example scripts were... read more 06/09/2008 (10:44 am)
Inventory, Items, I'm lost You're certainly on the right track. What specifically are you having trouble with?... read more 06/09/2008 (10:31 am)
Please clerify for me, those who have completed the book. The book sticks with the [i]"koob"[/i] example for pretty much the whole time, as I recall. Finding... read more 06/09/2008 (9:38 am)
TGEA future Perhaps some of you should look into Shaper? I haven't work with it myself but it [b]does[/b] adver... read more 06/09/2008 (9:33 am)
OnMouseDown problem Likely there is a higher-level GUI "on top" of yours that is consuming the input events. You can ei... read more 06/09/2008 (9:29 am)
TGEA future That problem with DTS is not the format, it's the exporters. Since each one is for a different prog... read more 06/06/2008 (7:51 am)
Inheriting ConsoleMethods? No you don't have to do anything "special" to get inheritance to work. What context are you calling... read more 06/06/2008 (7:47 am)
New book by Edward Maurina I haven't gotten there yet but, yes, the back half of the book appears to cover engine topics. He c... read more 06/05/2008 (12:58 pm)
New book by Edward Maurina Yes, I pre-ordered it and got it earlier this week. Very good so far. The style is very similar to... read more 06/05/2008 (12:06 pm)
Opinions Please - Physics solution [quote]If people complain, then that's up to them to make the necessary changes.[/quote] If there's... read more 06/04/2008 (9:41 am)
Physics out of the box - Does Torque have it? There are GG employee's who read every post on the forum as part of their job. They know what's bei... read more 06/03/2008 (3:57 pm)
Tons of Gamebase entries in my missions What object in your game uses the [i]tireEmitter[/i] object? It should be added to the "MissionClea... read more 06/03/2008 (3:54 pm)
Opinions Please - Physics solution GG has stated flatly that they are not going to integrate any commercial Physics solution into any "... read more 06/03/2008 (3:32 pm)
Object Selection in TGE/A 1.7 trying to kill me slowly You code looks correct (though I would day the Raycast right in the C++ and just return the object h... read more 05/29/2008 (12:41 pm)
Item creation troubles, and mounting woes Try reversing the mountObject call: [code]TestDoor.mountObject(%item1, 0);[/code]... read more 05/29/2008 (12:24 pm)
Object Selection in TGE/A 1.7 trying to kill me slowly Can you post your code in your TSCtrl object that handles the mouse click and casts the ray?... read more 05/29/2008 (10:29 am)
Item creation troubles, and mounting woes Ahh, I think I've figured it out. When you pick up the object is it gone from the world? You'll ne... read more 05/29/2008 (10:22 am)
Item creation troubles, and mounting woes Ok, if you've got it showing up in the world that's a good first step. Now the problem that you hav... read more 05/28/2008 (12:24 pm)
How to create invisible barrier on terrain We have a similar need in our project right now (a racing game) and we used a a series of Trigger ar... read more 05/28/2008 (12:13 pm)
Yak Pak and TGEA Glad to hear it Kerry. I've submitted everything to Filament games so hopefully they'll be able to ... read more 05/28/2008 (9:23 am)
Item creation troubles, and mounting woes Well, first of all, let's get your datablock showing up in the editor as that problem can definitely... read more 05/28/2008 (9:22 am)
Item creation troubles, and mounting woes Yes, that's what he's talking about. Also, your [i]onUse[/i] function doesn't look correct because ... read more 05/28/2008 (8:48 am)
Yak Pak and TGEA [quote] scriptsAndAssets/client/scripts/default.bind.cs (665): Unable to find object: 'CrossHair' a... read more 05/27/2008 (9:07 pm)
Yak Pak and TGEA [quote] t didn't like the 'Stanley_Sunshine.dla' at first. But then I changed the datablock 'AudioP... read more 05/27/2008 (9:06 pm)
Questions about Megaterrain VS. Atlas We had a terrain generated from an 8192 height map at a square size of 4 (a 32k x 32k terrain) and y... read more 05/27/2008 (3:52 pm)
TGEA 1.7 BUG - exportAtlasFromLegacyTER Cool stuff JC, I'll have to keep that function in mind.... read more 05/27/2008 (2:20 pm)