James Spellman's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Bug I think in ShapeImage.cpp | Seen this before: [URL]http://www.garagegames.com/community/forums/viewthread/131893[/URL] And s... read more | 04/16/2013 (8:32 am) |
| Windows Denied sound on alt keybinds | It's a bug. And it's pretty annoying to my users as we have a lot of key binds. Actually the who... read more | 04/05/2013 (12:15 pm) |
| Syntax error and a question... | I think function TeamDeathMatchGame::onGameDurationEnd { ... } should probably be functi... read more | 06/16/2011 (7:15 pm) |
| T3D 1.1 Final -- DIF Interior Zoning Problems - LOGGED (THREED-1969) | @Renee Thanks. OverDark helps solve that issue, but it's obvious lights still need a lot of work. ... read more | 06/07/2011 (9:47 am) |
| T3D 1.1 Final -- DIF Interior Zoning Problems - LOGGED (THREED-1969) | I'd like to see DIF killed as well but I'm seeing undesireable shadow artifacts with the most basic ... read more | 06/06/2011 (4:06 pm) |
| T3D 1.1 Final -- DIF Interior Zoning Problems - LOGGED (THREED-1969) | We noticed the same thing. It seems worst at 0 or 90 degree camera angles but renders fine if you'r... read more | 06/05/2011 (12:17 pm) |
| TGEA 1.8.0 - GuiFadeinBitmapCtrl imaged pixelated | Ok. Good to hear! Thanks!... read more | 01/28/2009 (10:13 am) |
| TGEA 1.8.0 - GuiFadeinBitmapCtrl imaged pixelated | I think I read some comment that all textures were being downscaled to 256x256 or something crazy li... read more | 01/28/2009 (9:33 am) |
| TGEA 1.8.0 - Can't get IFL to work | Yeah. Thanks for the fix. Poo on me for forgetting to check Notify when I posted this. Lucky I ... read more | 01/28/2009 (9:23 am) |
| QA machine asserting at startup | It appears to be some kind of DLL problem and not a driver issue. The product in question uses a .N... read more | 01/28/2009 (9:18 am) |
| QA machine asserting at startup | That "should" be where the update came from. I can't verify it currently because I'm in a... read more | 01/26/2009 (1:58 pm) |
| TGEA 1.8.0 - Open GL Not working in Windows | Not that I know much about the topic, but I understand that you can use DirectX 10-ish capabilities ... read more | 12/19/2008 (8:47 am) |
| TGEA 1.0.3 Texture paging poor memory management | Not really, unless you change the lighting resolution. Maybe there's some way to compress the LM's ... read more | 04/19/2008 (11:00 am) |
| TGEA 1.0.3 Texture paging poor memory management | Are you sure it's not just the lightmaps for the other instances?... read more | 04/18/2008 (10:20 am) |
| Memory usage tools for Torque | We first disabled the TMM to get an "accurate" read on how much RAM we were using according to Windo... read more | 04/03/2008 (11:21 pm) |
| Memory usage tools for Torque | I posted this in the TGEA forums. I wonder if it fits your situation. [quote]We load lotsa of bi... read more | 04/03/2008 (3:24 pm) |
| Maya 2K8 export problem | I had the same problem initially with Maya 2008 32-bit. Here's what worked for me: 1. Download ... read more | 03/30/2008 (6:12 pm) |
| TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen | Took me a while to find the other one. Right after line 83: // This will work as our new resoluti... read more | 03/25/2008 (1:55 pm) |
| Player::setActionThread() booleans | [b]fsp[/b] is [b]Animate on Server[/b], obviously. For collision, perhaps? [b]forceSet[/b] forces ... read more | 03/25/2008 (7:28 am) |
| TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen | [code]if (%fs $= "0" || %fs $= "false")[/code] works too if the pref reads like this: $pref::Vide... read more | 03/24/2008 (8:09 pm) |
| TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen | The problem appears to be in common\gameScripts\canvas line 58. %fs = "true" However, [code]if... read more | 03/24/2008 (8:03 pm) |
| TGEA 1.7.0 Beta 1 Bug - Shape Replicator bug | That empty/clear bug has been there since the dawn of time, but it never broke the old replicator be... read more | 03/21/2008 (8:31 am) |
| TGEA 1.7.0 Beta 1 Bug - Doesn't load in Full Screen | Yes it is. I don't see why that is a bad thing. It's better than 0x600x32 any day! Here's a l... read more | 03/20/2008 (10:43 am) |
| How to make an AI player look at the player? | Morrock is right. I didn't notice it earlier. It should look more like: [code]%bot = AIPlayer::... read more | 03/08/2008 (12:29 pm) |
| How to make an AI player look at the player? | I don't know what to tell you at this point. You seem to working on something very similar to the s... read more | 03/04/2008 (7:53 am) |
| How to make an AI player look at the player? | Yeah, PlayerShape could be the problem depending on what your base PlayerData is called. In the dem... read more | 03/03/2008 (4:23 pm) |
| How to make an AI player look at the player? | @Bryce, It's been a while since I've done anything in script myself. @Newport, Maybe you could p... read more | 03/03/2008 (8:11 am) |
| How to make an AI player look at the player? | It looks like [b]AimAt[/b] calls [b]setAimObject[/b], so there you are... I remember now that it ... read more | 03/02/2008 (8:48 am) |
| How to make an AI player look at the player? | AIPlayer has a function called AimAt that will turn him to whatever object you want. If you want it... read more | 03/01/2008 (9:50 am) |
| PathCamera help. | Is the path itself set to IsLooping = "0"? You can try something like: [code]function LoopingCam... read more | 02/25/2008 (3:33 pm) |
| SgDynamicDTSShadingDiffuseAmount | The answer is quite simple, really. I just wish I knew what it was! Actually, after a little dig... read more | 02/21/2008 (8:12 am) |
| How can the memory manager be replaced, repaired, or removed? | Our issue was that we use a ton of animations and the loading process tended to allocate 2-3x the me... read more | 01/29/2008 (8:59 am) |
| Book: "Exploiting Online Games | Aye. I plan to pick up a copy.... read more | 01/21/2008 (3:30 pm) |
| Animation Memory Leak | If this is the same issue I was experiencing, it was due to a bunch of memory being allocated and ne... read more | 01/11/2008 (9:39 am) |
| SetSkinName for shapebase not working? | I believe you have to create a material for the new skin.... read more | 12/31/2007 (8:23 am) |
| Crashes in text edit controls | Turns out I copied something from TGEA into 1.5.2 I shouldn't have, so the TreeView is no longer an ... read more | 10/09/2007 (2:55 pm) |
| Crashes in text edit controls | @Orion, I think the mem usage was a contributing factor as we didn't observe the behavior all the... read more | 10/09/2007 (2:24 pm) |
| Crashes in text edit controls | I was under the impression that there could be no problem with the StringBuffer because it was used ... read more | 10/09/2007 (2:11 pm) |
| Crashes in text edit controls | Our troubles started when when the amount of allocated RAM swelled to about 1.5GB. I was unable to ... read more | 10/09/2007 (10:50 am) |
| Crash when opening Mission Editor due to bug in GuiTextEditCtrl? | My actual crash is exactly like you describe. I revised my post to reflect the minor change I made.... read more | 10/09/2007 (10:39 am) |
| XML Support | I think I used the TinyXML derivation from [url=www.garagegames.com/index.php?sec=mg&mod=resource&pa... read more | 08/12/2007 (11:42 am) |
| TGEA 1.0.2 Released | Thanks much for all the hard work!... read more | 08/11/2007 (9:46 am) |
| When will the 1.02 out? | Ken, Thanks for the post! Even something that short and sweet lets us know and feel like progres... read more | 08/01/2007 (4:54 pm) |
| SgDecalProjector and Quadro FX cards | Aye. I'm sure we're in OpenGL mode. Unfortunately the machines in question are in another state. ... read more | 07/26/2007 (1:54 pm) |
| Black terrian in TGEA | No. Make sure all your video drivers and DirectX are up to date. Also browse the forums on this to... read more | 07/25/2007 (8:56 am) |
| After increasing packet rate, critical error occurred | Our of curiosity, what size are your packets now? I have one project where we were happily sittin... read more | 07/25/2007 (8:53 am) |
| Torque LUA/XML "interface addon" support | I'm sure a number of projects could benefit from this type of resource!... read more | 07/25/2007 (8:49 am) |
| Full screen FX | Very nice!... read more | 07/22/2007 (1:02 pm) |
| Turning off fall damage | Once you understand it, it's obvious. Before then, not so much...... read more | 07/19/2007 (8:51 am) |
| Is it possible - multiple IDLE animations? | It's been a while since I've played with stock TGE, but I don't think you can have multiple "pure" i... read more | 07/19/2007 (8:44 am) |