Rene Damm's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Pref to file count. | getFileCount() is probably what you're looking for. [code] %count = getFileCount( "./serv... read more | 12/14/2010 (9:45 am) |
| T3D 1.1 Beta 2 - namespace linking changed - LOGGED | Addendum: Best solution I have so far is making the class namespace linking code correctly deal wi... read more | 12/08/2010 (11:59 pm) |
| T3D 1.1 Beta 2 - namespace linking changed - LOGGED | Moving it into gameCore.cs will lead to the same problem. Unfortunately, placement of the code al... read more | 12/08/2010 (11:39 pm) |
| T3D 1.1 Beta 2 - namespace linking changed - LOGGED | Looking into this now. The problem is that while the new code allows deeper hierarchies, it onl... read more | 12/08/2010 (2:38 am) |
| Starting Audio File 20 seconds into file | This looks quite wrong and I'm quite surprised you say that you've started with B2 because this lo... read more | 12/01/2010 (2:58 am) |
| How to ping an IP Address | These are for ping/ack packets specific to Torque's networking protocol, i.e. not the ICMP pinging... read more | 12/01/2010 (1:15 am) |
| Starting Audio File 20 seconds into file | Hmm, not sure. First thing I notice is that you're getting an SFXSource back and not an SFXSound ... read more | 12/01/2010 (12:45 am) |
| GUI vs. Level memory usage | GUIs usually acquire resources when they are woken up and release them when they go back to sleep.... read more | 11/30/2010 (5:11 pm) |
| How to ping an IP Address | Well, brainfart. This is bogus. ICMP transports directly on IP so using TCPObject is not an option... read more | 11/30/2010 (2:42 pm) |
| Starting a web browser from within T3D? | Here's the resource that Mich was talking about: [url=http://www.torquepowered.com/community/forum... read more | 11/30/2010 (2:37 pm) |
| How to ping an IP Address | Don't know of any readily available sample code but one way to implement it would be to use TCPObjec... read more | 11/30/2010 (2:35 pm) |
| Starting Audio File 20 seconds into file | Create, seek, and then play. Like this... [code] %source = sfxCreateSource( RevHev7Profile );... read more | 11/28/2010 (2:15 pm) |
| attempting to call function help! | [code] %this.shipblinking.start(); [/code] should be [code] %this.ship.start(); [/code] ... read more | 11/26/2010 (10:55 pm) |
| Torque 3D 1.1 Beta 3 - Implemented call backs on GuiWindowCtrl are not being called by script[Invalid] - NOT A BUG | Yep, onRestore which is called if the window is restored from minimized, maximized, or collapsed s... read more | 11/26/2010 (9:36 pm) |
| Torque 3D 1.1 Beta 3 - Implemented call backs on GuiWindowCtrl are not being called by script[Invalid] - NOT A BUG | Hmm, works perfectly here. You pressed the maximize button and the function didn't get called? S... read more | 11/26/2010 (11:27 am) |
| Torque 3D 1.1 Alpha SFX Workflows | Lastly, in AddFMODProjectDlg.ed.cs, change AddFMODProjectDlg::show to read [code] function AddFM... read more | 11/18/2010 (3:42 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | In both SFXTrack constructors, change [code] dMemset( mParameters, 0, sizeof( mParameters ... read more | 11/18/2010 (3:41 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | And in SFXDescription::packData change [code] if( stream->writeFlag( mParameters[ i ]... read more | 11/18/2010 (3:39 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | In the SFXDescription::SFXDescription() constructor, change [code] dMemset( mParameters, 0,... read more | 11/18/2010 (3:38 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | Change the code that comes immediately after "// Get the project info." in SFXFMODProjec... read more | 11/18/2010 (3:35 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | [b]Delete[/b] the following two code sections in SFXFMODDevice::_init [code] bool dsoundHRT... read more | 11/18/2010 (3:32 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | 1. Update the FMOD headers in Engine/lib/fmod/inc to the latest FMOD Ex and event API headers. ... read more | 11/18/2010 (3:30 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | Ok, should have looked at Konrad's workaround more closely since that already shows the problem, b... read more | 11/18/2010 (2:55 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | I'll give the latest DLLs from Firelight a try now and see what comes up.... read more | 11/18/2010 (2:37 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | Sorry for the late reply. I think you've come across the same problems Konrad came across a sho... read more | 11/18/2010 (2:16 pm) |
| T3D 1.1 Beta 3 Theora Video with Voribis Audio silence Minor Bug | What sound provider do you have selected? XAudio? Is it happening with all providers?... read more | 11/01/2010 (7:42 am) |
| F64 or double in script | Yep, you need to ensure to have sufficient precision in the floating-point conversion or you'll se... read more | 10/29/2010 (10:44 pm) |
| F64 or double in script | [quote]what would be the point of returning a double if you are storing it as a float in the dicti... read more | 10/21/2010 (6:30 pm) |
| How to define a new engine type | Glad it worked. It's lowercase because %Lg is for long double (80 bits on x86) instead of just ... read more | 10/21/2010 (6:17 pm) |
| How to define a new engine type | Re argc==1: The console system uses that to allow the console set/get functions to have alternate... read more | 10/21/2010 (2:30 am) |
| How to define a new engine type | You need to call LocalToGeo like [code] MyEarth.LocalToGeo( %x SPC %y SPC %z ); [/code] Th... read more | 10/21/2010 (1:28 am) |
| Torque 3D 1.1 Alpha SFX Workflows | @Konrad Hehe, no problem. Nothing better than to get up and find there was a problem that by now... read more | 10/18/2010 (8:44 am) |
| Torque 3D 1.1 Alpha SFX Workflows | @Konrad Hehe, no problem. Nothing better than to get up and find there was a problem that by now... read more | 10/18/2010 (8:44 am) |
| Torque 3D 1.1 Alpha SFX Workflows | FMOD events in SFX largely follow the settings that have been applied in Designer and only make ve... read more | 10/17/2010 (10:24 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | [quote]Perhaps sound[n] would better be stored in WheeledVehicle as an SFXTrack instead of an SFXP... read more | 10/17/2010 (1:48 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | @Konrad Cool, looking forward to that. Let me know if something in SFX is giving you trouble. ... read more | 10/17/2010 (12:29 pm) |
| Torque 3D 1.1 Alpha SFX Workflows | Ah, just realized that since this is in an FMOD Designer project, you are dealing with implicitly ... read more | 10/17/2010 (10:32 am) |
| Torque 3D 1.1 Alpha SFX Workflows | Kind of late to the game again :) Need to take a look at the version thing. The DLLs from the ... read more | 10/17/2010 (10:22 am) |
| How to define a new engine type | To define the struct type, simply use DECLARE_STRUCT and IMPLEMENT_STRUCT like you can see, for ex... read more | 10/16/2010 (2:41 am) |
| F64 or double in script | Simply define a new get/set pair for F64 akin to what is being done for F32. Look in consoleTypes... read more | 10/16/2010 (2:39 am) |
| Getting an error with IMPLEMENT_GLOBAL_CALLBACK | engineTypes.h [code] template< typename R, typename A, typename B, typename C, typename D, ... read more | 10/12/2010 (10:05 am) |
| Getting an error with IMPLEMENT_GLOBAL_CALLBACK | engineFunctions.h [code] template< typename A, typename B, typename C, typename D, typename... read more | 10/12/2010 (10:05 am) |
| Getting an error with IMPLEMENT_GLOBAL_CALLBACK | engineTypeInfo.h [code] template< typename R, typename A, typename B, typename C, typename ... read more | 10/12/2010 (10:04 am) |
| Getting an error with IMPLEMENT_GLOBAL_CALLBACK | Sorry for the delay. Looked into this now. The reason for the error is simply that in the intern... read more | 10/12/2010 (10:04 am) |
| Getting an error with IMPLEMENT_GLOBAL_CALLBACK | You're right. The linebreak made me count 13. Looks like basic counting is beyond my math skil... read more | 10/10/2010 (4:31 am) |
| Getting an error with IMPLEMENT_GLOBAL_CALLBACK | You're callback hsa 13 arguments whereas the max supported in the templates currently is 12. That... read more | 10/10/2010 (1:41 am) |
| Shouldn't the first-person weapon be rendered last? | ... see Pat Wilson's post below ...... read more | 10/01/2010 (4:02 pm) |
| T3D 1.1 Beta 3 - Zone/Portal Audio Environments Do Not Update - RESOLVED | Thanks a lot for the report Steve. Happy to see someone using this feature. I have a vague ide... read more | 09/24/2010 (10:17 pm) |
| T3d 1.1 Beta 3 - MainMenu Music only Plays in Mission!? - resolved by Rene | The secret lies in the sound groups. In B3, the music and effects group is by default stopped and o... read more | 09/24/2010 (10:23 am) |