Rene Damm's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Question about onMouseLeave and onMouseEnter | Thanks a lot Richard for posting the gui contents. That helped a lot. The problem here is that i... read more | 02/10/2011 (3:28 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | (Prepare for lengthy post... :) Ok, finally the pieces are coming together. I've spent the last ... read more | 02/10/2011 (3:05 am) |
| Help!!! with moon phases, or faking it... | Ha, I actually overlooked something. ScatterSky has a "applyChanges" method that you ca... read more | 02/10/2011 (2:25 am) |
| deletion | @Berserk Best of luck on your future ventures. @Ronny Your avatar made me laugh... or well, tha... read more | 02/09/2011 (9:45 pm) |
| findHitControls doesn't work - RESOLVED | It's a bug in GuiControl::findHItControls. Change the last line of the method from [code] ... read more | 02/09/2011 (9:35 pm) |
| Question about onMouseLeave and onMouseEnter | Do you have some more details, Richard? Like the .gui file in which it happens and maybe your imple... read more | 02/09/2011 (9:14 pm) |
| Question about onMouseLeave and onMouseEnter | Cannot reproduce. Even with a tablet where you can make the mouse go crazy fast or even pop up some... read more | 02/09/2011 (9:08 pm) |
| Is there a Limit to add new Mask into ShapeBaseMasks | Masks are 32bits so you have a total of 32 mask flags. Modifying ShapeBase masks is tricky as the c... read more | 02/09/2011 (7:11 pm) |
| Question about onMouseLeave and onMouseEnter | [quote]had to expose the current mouse controls to it[/quote] Ah ok, you\'re talking about the na... read more | 02/09/2011 (5:43 pm) |
| Question about onMouseLeave and onMouseEnter | Which control(s) are you using?... read more | 02/09/2011 (4:52 pm) |
| deletion | "Berserk" is pretty anonymous to me :)... read more | 02/09/2011 (10:15 am) |
| deletion | And you are telling us why?... read more | 02/08/2011 (7:49 am) |
| Messiah Studio for $10 | Ha, wanted to post something to this effect too. Personally, I can only whole-heartedly recommend... read more | 02/08/2011 (6:53 am) |
| Question about onMouseLeave and onMouseEnter | Yep, definitely sounds like a bug. Logged for investigation (THREED-1409).... read more | 02/08/2011 (6:36 am) |
| canSaveDynamicFields ? canSave ? | An object that has canSave=0 will be skipped completely when serialized, i.e. these objects will dis... read more | 02/08/2011 (4:19 am) |
| Exceeded maximum number of datablocks with Forest Editor | Sometimes.... sigh... Sorry for the confusion I have caused here guys. After waking up now and a... read more | 02/07/2011 (1:56 am) |
| Help!!! with moon phases, or faking it... | Problem is the code isn't triggering updates when just changing the properties directly on the objec... read more | 02/07/2011 (1:24 am) |
| Exceeded maximum number of datablocks with Forest Editor | [quote]Seems like a case of too finely-grained datablock usage?[/quote] One could probably collat... read more | 02/07/2011 (1:09 am) |
| Exceeded maximum number of datablocks with Forest Editor | [quote]change it to 20[/quote] That's not a good change. You're limiting regular object IDs to 6... read more | 02/06/2011 (3:42 pm) |
| Exceeded maximum number of datablocks with Forest Editor | [quote]But when your just assigning datablocks for assets for the forest kit object? [/quote] I'd... read more | 02/06/2011 (3:34 pm) |
| Exceeded maximum number of datablocks with Forest Editor | [quote]What are the message that you count in this?[/quote] They are used by the Message system (... read more | 02/06/2011 (2:39 pm) |
| Exceeded maximum number of datablocks with Forest Editor | Go into console/sim.h and modify DataBlockObjectIdBitSize. By default, IDs (which are 32bit) ar... read more | 02/06/2011 (1:58 pm) |
| Question on Input | Input is not handled directly by the vehicle classes. Instead, input (which occurs on the client) i... read more | 02/06/2011 (1:50 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Hmm, found two more issues, one minor and one major. Might take a while longer to fix. For one, ... read more | 02/06/2011 (1:35 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Ok, got back to this and think I found it. The frustums generated for the portals now are correct (... read more | 02/06/2011 (10:17 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Thanks a lot for the files Steve! Confirmed as not fixed. Going to sleep now. Probably will hav... read more | 02/04/2011 (8:16 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | @Steve Hmm, that looks very fishy. Any chance you could send me that scene? With it running so... read more | 02/04/2011 (7:32 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | [quote]at 4:20am in Germany?[/quote] :) [quote]Bad News - ... from certain angles.[/quote] ... read more | 02/04/2011 (7:28 pm) |
| T3D 1.1 Beta 3 - Portals Connecting Zones Fail to Render Objects Correctly - LOGGED | This all boils down to a single bug. Another thread [url=http://www.garagegames.com/community/forum... read more | 02/04/2011 (5:34 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | I just found an assert that can be triggered because my clipPolygon method above isn't handling vert... read more | 02/04/2011 (5:29 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Sorry, guys, was a bit pressed for time and so left a lot of things kinda implicit. So, here's th... read more | 02/04/2011 (4:40 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Finally, add the following method to Box3F: [code] Box3F Box3F::aroundPoints( const Point3F* p... read more | 02/04/2011 (8:31 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Either take the respective AssertFatals out of the previous method or add this function to the MathU... read more | 02/04/2011 (8:27 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Add this method to PlaneF: [code] U32 PlaneF::clipPolygon( Point3F* inVertices, U32 inNumVerti... read more | 02/04/2011 (8:26 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Replace Portal::generatePortalFrustum with [code] bool Portal::generatePortalFrustum( SceneSta... read more | 02/04/2011 (8:25 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Ok, think I finally nailed this one. As suspected, the frustum culling problems introduced by Por... read more | 02/04/2011 (8:25 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | [quote]this wont fix the way some things mostly projectiles dissapear at certain angles will it?[/qu... read more | 02/02/2011 (6:53 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | [quote]It occurs to me that in a single-player game you could simply have the zone's ambient light v... read more | 02/02/2011 (12:38 pm) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | [quote]Forest editor placed meshes culling? Not possible at all? This would increase a lot fps...[... read more | 02/02/2011 (9:38 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Ok, as far the core issue here goes, it's clear now that the problem comes down to the Portal class ... read more | 02/02/2011 (9:19 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | Ok, finally getting round to this one. We have a whole bunch of reported issues tying in with the z... read more | 02/01/2011 (11:52 am) |
| New project and source code | Engine modifications (other than config changes) are shared by all projects in a copy of the SDK. O... read more | 02/01/2011 (6:54 am) |
| Add background music to main menu (Torque 3D) | [quote]@ Rene: if he wants this music only playing into main gui and not in game where has he to s... read more | 02/01/2011 (6:52 am) |
| Add background music to main menu (Torque 3D) | Yep, good catch Giorgio. I was implicitly assuming Brian was using some of music-specific profile... read more | 02/01/2011 (6:26 am) |
| Add background music to main menu (Torque 3D) | [quote]Now what do you mean sound groups?[/quote] Sounds in T3D 1.1 are arranged in hierarchical ... read more | 02/01/2011 (4:54 am) |
| torque 3D implementation with XCODE | To compile your project and to work on project-specific C++ code, open "<YourProjectName>... read more | 01/31/2011 (5:18 am) |
| Port T2D features into Torque 3D | T2D is based off the old TGE codebase and thus the T2D code needs quite a bit of porting to work a... read more | 01/31/2011 (3:48 am) |
| Add background music to main menu (Torque 3D) | That's a problem I have caused with setting up sound differently for when games start and stop to ca... read more | 01/31/2011 (3:14 am) |
| torque 3D implementation with XCODE | Run generateProjects.command in your respective project folder and then open the Xcode project locat... read more | 01/29/2011 (10:51 pm) |
| Missing sln file for VC++ | [quote]When I run generateProjects.bat, it just gives me a message that PHP (CLI.exe) crashed.[/qu... read more | 01/29/2011 (10:46 pm) |