Rene Damm's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Sound problem | Looks like I really needed the Christmas break. Suddenly this is all pretty trivial. Got this one ... read more | 01/05/2010 (11:14 pm) |
| BUG: Access violation reading location 0xfeeefeee (decals do it!!) | Thanks, Steve :) Having fun with the same stuff here. 0.001 fire and reload rate and 2000 rocket... read more | 01/05/2010 (10:33 pm) |
| BUG: Access violation reading location 0xfeeefeee (decals do it!!) | Sorry, Steve. Guilty once again. I repent. The snippets needs to go in a little further down.... read more | 01/05/2010 (10:10 pm) |
| Memory Leak - Grenade Launcher | As for decals and memory-related crashes, take a look at [url=http://www.torquepowered.com/communi... read more | 01/05/2010 (9:01 pm) |
| BUG: Access violation reading location 0xfeeefeee (decals do it!!) | Looks like I got this one (was actually testing sound code when I stumbled across this). In Dec... read more | 01/05/2010 (8:49 pm) |
| Mount sound to a moving object | Scene graphs in Torque do not really lend themselves well to working this way (they are not so scene... read more | 01/05/2010 (6:55 pm) |
| Better memory management. Why doesn't Torque let go? | As for audio memory not being released, you may be fighting with the issue addressed [url=http://w... read more | 01/04/2010 (9:04 pm) |
| Crash onclient in BitStream when starting a new mission in a multiplayer game | This looks like it's related to some changes I made. Probably exclusive to SFX datablocks. I'll ... read more | 01/04/2010 (1:54 pm) |
| Main Menu Music not looping | The isLooping property must be defined on the SFXDescription and not the SFXProfile (i.e. on "... read more | 12/23/2009 (3:52 pm) |
| Torque & Recast | To get the geometry of the objects in the level, just write a function that queries all relevant S... read more | 12/17/2009 (12:11 pm) |
| Making good UV textures? | Addendum: My workflow for anything that I don't unwrap with projections is: Lay down seams. Unwra... read more | 12/16/2009 (2:39 am) |
| Making good UV textures? | UVing is a bit like solving a puzzle. Overall, I hate puzzles but somehow I rather enjoy UVing. ... read more | 12/16/2009 (2:36 am) |
| Errors from SFX Engine, Can't get sound to work | :) On the other hand, SFX could have really displayed a more indicative error message there (&q... read more | 12/16/2009 (12:07 am) |
| [BUG] GuiListBoxCtrl loses extent when changing any other value | Note: To make a GuiListBoxCtrl only occupy a certain area on a GUI, put it inside a GuiControl. T... read more | 12/15/2009 (10:58 am) |
| Errors from SFX Engine, Can't get sound to work | Ok, this sounds like the SFX device is not being initialized on startup. Do a normal startup an... read more | 12/15/2009 (10:21 am) |
| [1.1a BUG] Terrain Does Not Save - RESOLVED | Fixed for 1.1 Beta. Generating a terrain with noise did not mark terrain as having changes and th... read more | 12/14/2009 (10:38 pm) |
| Sound problem | Thanks for testing Steve. Haven't yet gotten around to testing the delays with rapid-fire weapo... read more | 12/14/2009 (10:22 pm) |
| Sound problem | Sorry, my bad. True, there are some other changes I just didn't think of. But yes, that functi... read more | 12/14/2009 (9:51 pm) |
| Sound problem | And I thought I could get away with this :) First change: sfx/sfxSound.cpp@187 Second change: sf... read more | 12/14/2009 (9:36 pm) |
| Sound problem | Ok, finally started another pass on SFX. The virtualization bug seems to have been triggered by... read more | 12/14/2009 (9:00 pm) |
| Mac Build -- crazyness | Have you tried a clean build from scratch? (regen projects and "Build -> Clean All Targets... read more | 12/14/2009 (8:56 pm) |
| [BUG] GuiListBoxCtrl loses extent when changing any other value | This is not a bug but rather inherent behavior of the control. It fits itself around its content, i... read more | 12/14/2009 (8:46 pm) |
| Errors from SFX Engine, Can't get sound to work | Which audio provider are you using? (XAudio, DirectSound, OpenAL, FMOD?) Could you try this wit... read more | 12/14/2009 (8:42 pm) |
| T3D Linux Port | @Bryan As bank says, the upcoming beta will include a number of fixes necessary for the core engi... read more | 12/11/2009 (8:21 pm) |
| Setting invisibility of an object | Problem with setScale() is that you make the object more than just not visible--it's also disappea... read more | 12/11/2009 (1:03 pm) |
| Setting invisibility of an object | Which version of T3D are you using? The isRenderEnabled flag is only available since 1.1 Alpha II... read more | 12/11/2009 (12:49 pm) |
| Setting invisibility of an object | There's two ways: a) Take the object off the scenegraph (and effectively out of the simulation)... read more | 12/11/2009 (12:35 pm) |
| T3D 1.1 FMOD functionality in T3D 1.0.1? | IIRC the definition of AbstractClassRep::SetDataNotify has changed from 1.0.1 and the setters now ... read more | 12/10/2009 (9:43 pm) |
| T3D 1.1 FMOD functionality in T3D 1.0.1? | Have you merged the "#include <limits>" at the top?... read more | 12/10/2009 (7:14 pm) |
| T3D 1.1 FMOD functionality in T3D 1.0.1? | Hmm, that is standard c++ functionality. All you need for this is a (more or less) ANSI C++ compl... read more | 12/10/2009 (7:04 pm) |
| T3D 1.1 FMOD functionality in T3D 1.0.1? | In guiInspectorTypes.h/cpp. These allow editing the various SFX fields on objects in the editor's... read more | 12/10/2009 (5:13 pm) |
| T3D 1.1 FMOD functionality in T3D 1.0.1? | Probably you can. You need the simset decls. And those in SimManager.cpp too.... read more | 12/10/2009 (5:10 pm) |
| T3D 1.1 FMOD functionality in T3D 1.0.1? | Easing refers to ramping curves in animation. In the SFX system, it's used to let the user apply ... read more | 12/10/2009 (4:48 pm) |
| T3D 1.1 FMOD functionality in T3D 1.0.1? | No, this needs to be brought over from 1.1. For starters, you can just take mEase.h/cpp and the r... read more | 12/10/2009 (4:43 pm) |
| How best to extend Rendering pipeline with custom code/shader technique | Tom and Pat are better definitely the better persons to answer this than me. From what I recall... read more | 12/10/2009 (2:27 pm) |
| How best to extend Rendering pipeline with custom code/shader technique | As for the render delegate getting called multiple times, you can query the SceneState passed into... read more | 12/10/2009 (1:16 pm) |
| Networking Physics | Great work!!... read more | 12/10/2009 (8:02 am) |
| Instancing Related Questions for Torque 3D | Yes and no. Depends a little actually. Chopping things up into multiple objects allows the hig... read more | 12/09/2009 (9:15 pm) |
| Tweaker + Source Errors... | IIRC correctly from the Tweaker docs, that is an optional part of the Tweaker that needs some Plas... read more | 12/09/2009 (9:08 pm) |
| How best to extend Rendering pipeline with custom code/shader technique | Simply compile a debug executable and run that from the IDE. Then drop into the world editor with... read more | 12/09/2009 (4:05 pm) |
| How best to extend Rendering pipeline with custom code/shader technique | I would suspect that the custom object type you have added is directly or indirectly triggering a ... read more | 12/09/2009 (3:45 pm) |
| How best to extend Rendering pipeline with custom code/shader technique | These particular tabs are not created procedurally but rather manually in the editor code. To add... read more | 12/09/2009 (2:24 pm) |
| How best to extend Rendering pipeline with custom code/shader technique | RE initPersistFields: This is per-class functionality, i.e. the field layout of a SimObject cla... read more | 12/09/2009 (1:52 pm) |
| Suggestion for the Forums! | Yep, true. The other features suggested, though, look like they would be very helpful means to ju... read more | 12/09/2009 (9:59 am) |
| Suggestion for the Forums! | Agree. These would be great improvements.... read more | 12/09/2009 (5:13 am) |
| Could Garage produce a Total war / Empre building type game? | [quote](3) many quality soldiers on screen at once - LOD can be low (more sprites to meshes) but t... read more | 12/09/2009 (4:44 am) |
| Releasing the Source? | Great!... read more | 12/08/2009 (8:07 pm) |
| Datablock Editor Compatibility With Advanced TorqueScript | Fixed the parse error with empty datablocks for next release. As far as errors go, this only leav... read more | 12/08/2009 (6:57 pm) |
| T3D Linux Port | [quote]Also if the Mac drivers are missing features which should be there, or features are not worki... read more | 12/08/2009 (6:41 pm) |
| T3D Linux Port | bank is making great strides with Torque 3D dedicated on Linux. As for the question about featu... read more | 12/08/2009 (5:57 pm) |