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Manoel Neto's Forum Posts

Thread Post Date Posted
[beta3 bug] Crash/heap corruption when exiting (GuiTooltipProfile related) [w/fix] - LOGGED You got me there: it was the "old" fix. ;)... read more 10/14/2010 (10:40 pm)
What's the point of the web plugins? I couldn't do anything in the last weekend, but here's the readLine() fix: replace: [code]storag... read more 10/04/2010 (4:01 pm)
What's the point of the web plugins? The code I have now is pretty tangled with project-specific stuff, and I just found out yet another ... read more 09/28/2010 (6:15 pm)
Need advice for "Character Clothing"... In past projects we had extra bones for skirts, capes, etc. All clothing animation was baked in the ... read more 09/23/2010 (10:01 pm)
[v1.0] Toolbox invokes UAC on Vista machines I know it does (because it was compiled to do so). I mean it could be used to allow the Toolbox to r... read more 09/23/2010 (8:39 pm)
[v1.0] Toolbox invokes UAC on Vista machines I believe the toolbox needs administrator rights for at least two things: 1) Write the path to th... read more 09/23/2010 (8:07 pm)
Help! Extremely long build times Heh? I just tested and it does speed up linking a lot, specially when only recompiling a one or two ... read more 09/14/2010 (4:47 pm)
Need help with animation Matrix You need to export your sequences as normal (not blend) animations. When you export as blend, the ke... read more 09/13/2010 (9:23 pm)
[bug] Ghosts are created in the reverse order - LOGGED Okay, here's how to "fix" this: in [b]NetConnection::activateGhosting()[/b], replace: [... read more 09/13/2010 (9:11 pm)
[bug] Ghosts are created in the reverse order - LOGGED In NetConnection::activateGhosting(), I tried reverting this loop (which is backwards): [code]for... read more 09/13/2010 (1:49 pm)
[fix] Adding support to shader 2.0b and 2.0a - LOGGED BTW, I get 20 fps in Deathball with Advanced Lighting and PSSM shadows, at 1366x768 in the ION, whic... read more 09/10/2010 (8:27 pm)
[fix] Adding support to shader 2.0b and 2.0a - LOGGED Interesting. I goy myself an ION which is a great sample of "modern low end", so I'll try ... read more 09/10/2010 (6:54 pm)
T3D 1.1 Beta 2 - GetTransform() returns a value in degrees, not radians - RESOLVED For anyone willing to apply the fix themselves (making getTransform() return radians), here it is: ... read more 09/09/2010 (12:15 pm)
Stopping Lights Blending With advanced lighting it's much harder, because the lights are not blended on a single shader: they... read more 09/04/2010 (6:16 pm)
Is there a way to make a multiplayer world "loop" ? @JesseL: I haven't done anything like that, but looking at the scene traversal code I think that the... read more 09/04/2010 (12:29 pm)
Is there a way to make a multiplayer world "loop" ? I think this can be done with some clever re-jigging of the scene traversal code, by making it trave... read more 09/03/2010 (8:52 pm)
Stopping Lights Blending In basic lighting, you can try modifying the function compute4Lights() in [b]shaders\common\lighting... read more 09/03/2010 (1:42 pm)
Stopping Lights Blending That's how light works: they add up. However, since T3D doesn't do any kind of gamma correction/conv... read more 09/02/2010 (8:06 pm)
[fix] Adding support to shader 2.0b and 2.0a - LOGGED I think Basic Lighting is where there are more to be gained from using the lowest possible SM, since... read more 08/31/2010 (8:51 pm)
Thermal Vision Just duplicate the Glow feature. It does everything you need: it writes a value (glow intensity) to ... read more 08/31/2010 (1:42 pm)
[BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED Hmm... did you test it? Yes, the global action map is handled first and it will prevent the char... read more 08/31/2010 (2:33 am)
[BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED Alright, here are the changes to fix this (revised): In [b]windowManagerwindowInputGenerator.h[/b... read more 08/30/2010 (2:35 pm)
"Snake" clone: how to add sleighs Make them as AIPlayers, and use a self-recurring schedule to make them follow the character.... read more 08/30/2010 (2:20 pm)
[BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED Yeah, I'm seeing this. It slipped because I always change the console to "alt tilde" inste... read more 08/30/2010 (12:30 pm)
[1.1b2] SetTransform() no longer supports setting only the position - RESOLVED [quote]dSscanf returns the number of elements it has successfully read so simply use that to determi... read more 08/29/2010 (12:02 am)
[1.1b2] SetTransform() no longer supports setting only the position - RESOLVED Alright, I tested and it works like a charm. Here are the changes: In [b]math\mTransform.h[/b] ma... read more 08/27/2010 (10:02 pm)
[1.1b2] SetTransform() no longer supports setting only the position - RESOLVED I have an idea: 1) Add a flag to TransformF to specify if the transform contains rotation or not.... read more 08/27/2010 (9:30 pm)
[1.1b2 bug] Large performance drop in shape editor - RESOLVED Much appreciated =)... read more 08/27/2010 (9:17 pm)
T3D Stereoscopic Rendering Does it support NVidia or Zalman's 3D drivers? T3D actually works mostly fine with those, but the AL... read more 08/27/2010 (5:30 pm)
[1.1b2] SetTransform() no longer supports setting only the position - RESOLVED [quote]Related to someone changing radians to degrees? linky[/quote] Nope, I meant that when you d... read more 08/27/2010 (4:27 pm)
[BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED I believe the new SimObjectPtr in beta2 is actually safe to store in vectors, since it was re-worked... read more 08/26/2010 (9:33 pm)
Profiling memory usage [quote]What i would do is re-enable the old Torque Memory Manager and do a dump of allocations and l... read more 08/26/2010 (9:29 pm)
Profiling memory usage [i]/wipes drool[/i] Right now each instance is using 120MBs of RAM. I believe that is a bit too m... read more 08/26/2010 (1:57 pm)
Basic Collision Gameplay It will work with an Item object. It receives onCollision() callbacks, but won't generate a collisio... read more 08/25/2010 (1:01 pm)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED Yeah, the old SimObjectPtr behavior had me pulling hairs for an entire day trying to find out why ou... read more 08/25/2010 (3:03 am)
How to get to Enum String.. Use EngineMarshallData<YourEnumType>(type) to convert enum values to string. This: [code]E... read more 08/24/2010 (9:35 pm)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED If you don't use RenderFormatToken (HDR) and has no sounds in your buttons, you shouldn't have probl... read more 08/24/2010 (8:11 pm)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED I put the beta2 fix in the OP.... read more 08/24/2010 (7:37 pm)
T3D 1.1 Beta 2 - AA with HDR cause an crash - CONFIRMED There is a heap corruption in RenderFormatToken (as described [url=http://www.torquepowered.com/comm... read more 08/24/2010 (7:35 pm)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED Seems all random crashes I get are caused by this bug, which causes heap corruption. Just found some... read more 08/23/2010 (12:02 am)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED I think SimObjectPtr can be modified so it can be used in fields in the same way SimObjectRef is. I'... read more 08/22/2010 (8:22 pm)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED Actually, while debugging the numerous crashes I'm having right now, I have to change my assertion: ... read more 08/22/2010 (7:45 pm)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED Alright, I can confirm that exposing SimObjectPtr fields using TYPEID<> is still [b]completely... read more 08/22/2010 (7:20 pm)
Problem creating new Vector<> based console types - NOT A BUG Gah, finally found it. All I needed was to use these: [code] DECLARE_STRUCT( Vector< String &... read more 08/22/2010 (2:09 pm)
[1.1 Beta "bug"] Changes to animation system causing problem with transitions and/or multiple threads - LOGGED @ArchieMD: Looking at the code, the keyframe padding is now controlled by a flag in addSequence(). T... read more 08/22/2010 (11:15 am)
[1.1b2 BUG] Heap corruptions when exposing SimObjectPtr fields to script - LOGGED I see that TypeSimObjectPtr is gone in beta2, replaced by a much better system for exposing "po... read more 08/21/2010 (2:02 pm)
console method String or const Char* as output? [quote]I'm of course not familiar with the code there so it may be totally justified, but in general... read more 08/14/2010 (10:00 pm)
How can i use hardware instancing in Beta2? Sadly, this just confirms some discussions I've seen at gamedev forums: DX9 instancing on PC hardwar... read more 08/13/2010 (1:58 pm)