Game Development Community

Rene Damm's Forum Posts

Thread Post Date Posted
TGB on Mac [quote]open the file[/quote] Which file do you mean? The TGB level builder application? For m... read more 07/12/2009 (3:40 pm)
What happened to CSK? Hehe... seems like the only thing you can still buy there is the domain :)... read more 07/12/2009 (3:26 pm)
setup FMOD EX with TGEA Okay, OpenAL is a little different here. It's AL_INVERSE_DISTANCE_CLAMPED model that's used in TGEA... read more 07/12/2009 (11:46 am)
Tracking Code Changes You're welcome. And yes, WinMerge is really good. I'm missing it sourly on the Mac. Even the ... read more 07/12/2009 (11:25 am)
setup FMOD EX with TGEA 1. Yep, that's what I found, too. The source parameters get passed down to OpenAL but I think thi... read more 07/12/2009 (11:06 am)
Tracking Code Changes For one thing, there's merge tools that do folder comparisons. WinMerge is free and one of the best... read more 07/12/2009 (10:25 am)
ZipArchive tests fail. You're welcome. Forgot that I had added that constructor for this one. Great things are work... read more 07/11/2009 (5:55 pm)
ZipArchive tests fail. Hmm, this should really have been in the known issues list. I'm sorry about that, Stefan. I fixe... read more 07/11/2009 (1:55 pm)
ZipArchive tests fail. Replace the function with this: [code] StringTableEntry osGetTemporaryDirectory() { TCHAR... read more 07/11/2009 (1:39 pm)
ZipArchive tests fail. Oh yeah, I remember this came up in the TGB section. The modifications I made to TGEA and TGB wer... read more 07/11/2009 (1:35 pm)
TGEA 1.8.1 FileStream bug and fix. Thanks for the fix. Checked in.... read more 07/11/2009 (8:10 am)
Audio memory Ok, great this problem is out of the way for you. Sorry for only being half here most of the time... read more 07/10/2009 (2:30 pm)
Mac platform files with .mm extension To be 100% correct, .mm are Objective-C++ files, Apple's merger of Objective-C and C++. Objective... read more 07/10/2009 (2:16 pm)
Accessing Variables You can expose variables from C++ using Con::addVariable like so [code] Con::addVariable( "... read more 07/10/2009 (2:00 pm)
whats up with the sound entry in addMaterialMapping? BTW, you really don't need to fiddle with the number-based sound identification from Player if you... read more 07/10/2009 (1:57 pm)
disable or modify dopple shift in TGEA 1.8.x Oopss... just remembered I'm in TGEA-land here. The above change will solve the problem but dis... read more 07/10/2009 (1:35 pm)
Audio memory Just stick another buffer unset into alxStop, too, like so: [code] // stop it if(index ... read more 07/10/2009 (1:20 pm)
Audio memory Yes, I did but your logic is incorrect. It checks for loading or null or playing. If any is true... read more 07/10/2009 (1:14 pm)
Audio memory Odd, for me it correctly triggers.... read more 07/10/2009 (1:10 pm)
Audio memory Here's my modified alxCloseHandles() function: [code] void alxCloseHandles() { for(U32 i ... read more 07/10/2009 (1:01 pm)
disable or modify dopple shift in TGEA 1.8.x Ok, stumbled across a bunch of other bugs on the way, but got this one, too. The culprit is the... read more 07/10/2009 (12:52 pm)
Missing Feature: Video Playback @Manoel I've looked into FFMPEG but unfortunately, it is out of question primarily due to the licen... read more 07/10/2009 (11:18 am)
Missing Feature: Video Playback @Edward There's a few things I'd like to point out in response: a) I have myself purchased quite... read more 07/10/2009 (11:09 am)
Audio memory AL_INVALID_VALUE which in this case supposedly means the buffer handle is invalid. Is this for ... read more 07/10/2009 (10:42 am)
setup FMOD EX with TGEA Yes, you get the proper result for the card/speaker configuration you are using. If only stereo o... read more 07/10/2009 (9:54 am)
setup FMOD EX with TGEA FMOD has a full multi-channel mixer and can mix to whatever output the underlying soundcard(s) can... read more 07/10/2009 (7:31 am)
Missing Feature: Video Playback @Konrad Thanks for the support and your kind words. Keep up your great work. Want to see more... read more 07/10/2009 (6:50 am)
Semaphore never attained during CreateWindow Actually, I'm a bit surprised because judging from the code above, the LoadLibrary call comes on the... read more 07/10/2009 (6:10 am)
Audio memory BTW, also make sure you have the latest OpenAL installed on your system. If you do a proper syste... read more 07/09/2009 (12:37 pm)
Audio memory Ok, gave this a shot and stepped through the whole stuff. Using the above code modification, the ... read more 07/09/2009 (12:34 pm)
disable or modify dopple shift in TGEA 1.8.x Yep, hope to have this fixed real, real quick. However, no promises this time. I've been *badly*... read more 07/09/2009 (12:14 pm)
Missing Feature: Video Playback Nope, I meant the immediate next point release. I'd like to pick up work again on this as soon as... read more 07/09/2009 (12:10 pm)
disable or modify dopple shift in TGEA 1.8.x Just to confirm this in this thread also: Confirmed and logged as THREED-572. BTW, this must... read more 07/09/2009 (11:30 am)
Whole Planet Terrain Paging If by "latest engine" you mean Torque 3D, then no, there is no terrain paging in there a... read more 07/09/2009 (11:16 am)
Semaphore never attained during CreateWindow Looks to me like Torque isn't properly detecting its main thread here. It does a console execute, b... read more 07/09/2009 (11:14 am)
File Paths and Computer ID Ah, just occurs to me that you could pipe the shell command output to a file and then read it back... read more 07/09/2009 (11:02 am)
File Paths and Computer ID 1) AFAIK they have pretty aggressively sandboxed game scripts here. getMainDotCsDir(), the functi... read more 07/09/2009 (10:59 am)
Missing Feature: Video Playback Unfortunately, video playback will likely not make it for the 1.0 release of Torque 3D but rather be... read more 07/09/2009 (10:21 am)
setup FMOD EX with TGEA @Zachary Confirmed. Can reproduce this with TGEA and also with the latest Torque 3D. I'll look ... read more 07/09/2009 (8:25 am)
setup FMOD EX with TGEA Thinking about it some more, here's how I would go about making TGEA FMOD-exclusive: - remove all... read more 07/09/2009 (6:23 am)
setup FMOD EX with TGEA Unfortunately, there's not really something in the docs that I can refer you to except maybe the int... read more 07/09/2009 (5:40 am)
Interprocess communication with Torque 3D The simplest thing here would probably be using pipes. Simple bytestreams between the processes; ... read more 07/07/2009 (5:42 pm)
"Use of MFC" to "in a shared dll" not liked by FPS Genre Kit DLL Looks to me like it may be a conflict the runtime libraries used in the application. The above sw... read more 07/07/2009 (5:27 pm)
[Beta 3 Bug] SFX emitter crash when 3D sound is checked with stream sound Done. When B4 is out, please give it a shot.... read more 07/06/2009 (2:25 pm)
[Beta 3 Bug] SFX emitter crash when 3D sound is checked with stream sound Ok, understood. Thanks for the explanation. Pitch can be set on playback, but this has to be d... read more 07/06/2009 (2:09 pm)
Torque3D and Houdini 10 Apprentice HD I don't have first-hand experience with using Houdini with Torque 3D (I've dabbled around with Houdi... read more 07/06/2009 (11:04 am)
TGEA 1.8 -- rewrite of Mac hardware ID function Thinking about it again, even with sysctl()'s flaws this is still better than the old code. Checked... read more 07/06/2009 (7:59 am)
TGEA 1.8 -- rewrite of Mac hardware ID function I gave integrating this into Torque 3D a shot, but in the end decided against due to Apple's lousy s... read more 07/06/2009 (7:48 am)
Wrong scripting type for stateEmitterNode Seems like the change somehow got lost along the way. Fixed in Torque 3D.... read more 07/06/2009 (7:06 am)