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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)