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James Ford's Forum Posts

Thread Post Date Posted
values in ProcessTick not consistent What type of Reticle is this? Like a targeting 'lockon' which renders around onscreen players?... read more 11/21/2009 (4:37 pm)
[Bug 1.1 Alpha] Basic Light Problem Could be this is related to the new detail normal map on that buildings material. Maybe try removing... read more 11/21/2009 (10:25 am)
[RESOLVED-1.1a] Forest Editor Meshes No Save/Reload We are working on getting a metrics(Forest) which will show you useful information for debugging and... read more 11/20/2009 (7:06 pm)
READ THIS. 1.1a Installer Updated. @Chris I am most aware of my own last minute work on Forest and its editor. So, if it does not, you... read more 11/20/2009 (6:51 pm)
[RESOLVED-1.1a] Forest Editor Meshes No Save/Reload Concerning getting a ForestItem count for your forest, no this is not currently exposed as a Console... read more 11/20/2009 (6:37 pm)
[RESOLVED-1.1a] Forest Editor Meshes No Save/Reload Oh no... thanks for bringing this to my attention Steve. [url=http://www.garagegames.com/communi... read more 11/20/2009 (6:30 pm)
Gui Editor Control Pallet changes in 1.1 Alpha Agreed, incremental search would be very useful in so many places, the WorldEditor's scene tree for ... read more 11/20/2009 (5:17 pm)
[alpha 1.1 bug] prefabs is incorrect working - RESOLVED Make sure you are saving your prefab files within the correct project, the save-dialog can default t... read more 11/20/2009 (4:59 pm)
[RESOLVED-1.1a] Forest Editor Meshes No Save/Reload It sounds like managedItemData.cs is not getting executed. Make sure you have this line in scripts/s... read more 11/20/2009 (4:56 pm)
Crash with strafing and firing (decal related) - LOGGED Logged as THREED-812... read more 11/20/2009 (4:44 pm)
StackPanel resource - Stacking item with automatic column/row Oops, guess it is a GuiDynamicCtrlArrayControl. Geez, what a mouthful. Just thought I'd mention ... read more 11/20/2009 (4:20 am)
Draw Primitive From Script Edited. NA.... read more 11/19/2009 (11:50 pm)
[Resource] MeshRoad Profile Editor Released! Anyone can access resources, so yeah, including the file with changes inline would be bad. It could ... read more 11/19/2009 (8:56 pm)
Long Running Whinge = Console + Tidle + Non US Keyboard It seems to me that if we went back to using the key at the location of ` or ~ on US keyboards, it w... read more 11/19/2009 (5:51 pm)
Hard crash in GFXD3D9VertexBuffer - LOGGED Logged as THREED-811... read more 11/19/2009 (4:45 pm)
[Resource] MeshRoad Profile Editor Released! Concerning the mirrors and download location, is there any reason not to upload this to the gg site ... read more 11/19/2009 (4:41 pm)
StackPanel resource - Stacking item with automatic column/row I have not looked at your resource but if you take a look at the library tab in the WorldEditor you ... read more 11/19/2009 (4:36 pm)
Player thinks he is in a Water block when he is not Hey guys. Let me know if you feel the changes Steven mentioned above ( or others ) seem to you like ... read more 11/18/2009 (7:27 pm)
[Bug 1.0.1] RenderShapeExample Doesn't Render (w/ Fix) - RESOLVED One would think that the ability to render would be important for a class named RenderShapeExample..... read more 11/18/2009 (6:28 pm)
Crouch does not affect collision? Good to see this isn't broken, thanks guys.... read more 11/18/2009 (6:24 pm)
[solved] Cubemap reflections are upside down This appears to be a necessary fact of how cubemaps work. The artwork must actually be setup / flipp... read more 11/18/2009 (6:20 pm)
[Bug 1.0.1] MeshRoad: Decals Only Appear on 1st Segment (w/ Fix) Thanks Ryan, committed this fix to the trunk.... read more 11/10/2009 (7:23 pm)
River flows to lake issue Yeah, that would work, but the code required to clip WaterObjects against one another would be fairl... read more 11/04/2009 (1:18 pm)
[BUG 1.0.1] CorrectMuzzleVector Always On - RESOLVED Logged as THREED-796... read more 11/04/2009 (11:54 am)
[Resolved 1.0.1] EyeOffSet No Render in Trigger - Collides with it Logged as THREED-797... read more 11/04/2009 (11:52 am)
[BUG 1.0.1] CorrectMuzzleVector Always On - RESOLVED I was never really sure what CorrectMuzzleVector was intended to mean or control, so can anyone veri... read more 11/04/2009 (11:33 am)
River flows to lake issue Interesting idea, and easy enough to try out, but I would expect that to also generate visible probl... read more 11/04/2009 (11:22 am)
Getting a Random Integer Between a Range of Values Yeah, that is actually what Torsion uses when you build exports.... read more 11/03/2009 (11:29 am)
River flows to lake issue There is not currently a solution to this problem. The problem is that you need to draw each pix... read more 11/03/2009 (11:09 am)
Getting a Random Integer Between a Range of Values If you use Torsion and "build exports" you get a handy list of all ConsoleFunctions that y... read more 11/03/2009 (10:05 am)
Metaballs Generating any sort of geometry procedurally can get really tricky, especially when you start trying... read more 11/03/2009 (9:55 am)
[Resolved 1.0.1] EyeOffSet No Render in Trigger - Collides with it Wait... you mean its colliding with the trigger you are inside and... the weapon push back is pushin... read more 11/03/2009 (9:52 am)
Development: Profile Editor for MeshRoad This IS great stuff. Yep, keep us posted, and you can contact me here or gchat or email.... read more 11/01/2009 (3:07 am)
Moving Gizmo There should be an option in the toolbar to either place the gizmo at the object's origin ( which if... read more 10/25/2009 (7:45 am)
PhysX for multiplayer games That sort of large scale physical destruction in a multiplayer situation is extremely tricky to do w... read more 10/25/2009 (7:38 am)
Shadow bug in BL (T3D 1.0) Hum, you know since projected-shadows fade out at a distance anyway it would make sense to use a muc... read more 10/04/2009 (7:02 am)
Shadow bug in BL (T3D 1.0) That is probably the decal bias, which you can adjust as a field in LevelInfo. A smaller number will... read more 10/04/2009 (7:00 am)
How does "Ghosting" work? I'm pretty sure that is hardcoded in C++ somewhere but have no idea... actually exposing that on a p... read more 10/03/2009 (8:37 pm)
Documentation The T3D code is setup with doxygen style comments that should be able to generate a chm or html help... read more 10/03/2009 (7:29 pm)
How does "Ghosting" work? If you take a look at the constructors for most NetObject derived classes you are likely to see some... read more 10/03/2009 (7:19 pm)
[Problem Solved] Crash upon disconnect Though if you are just in need of a quick-fix, you might also try scheduling the call to disconnect.... read more 10/03/2009 (7:05 pm)
[Problem Solved] Crash upon disconnect While I'm not sure why you are getting that crash without busting out the debugger, I do think that ... read more 10/03/2009 (6:56 pm)
Single compile error - cannot open input file 'fps example.lib' Try unloading the "IE FPS Example Plugin" and "NP FPS Example Plugin" projects.... read more 10/03/2009 (4:18 am)
deleting mounted lights? how? Well, another idea is to add an option to LightBase like "ownedByMount" which you could se... read more 10/03/2009 (2:40 am)
FSAA? The 1.0 EdgeAA should be significantly better than it was in Beta5. I corrected a half-pixel off... read more 10/02/2009 (1:43 pm)
[BUG 1.0]SSAO and attack of the fuzzies Here are some [url=http://www.box.net/shared/static/55o7cyygdj.zip]replacement files[/url] that shou... read more 09/30/2009 (5:33 pm)
[BUG 1.0] Water surface shader blends pixels from objects - LOGGED In ReflectionManager.cpp in its constructor you can change mRefractTexScale to be 1.0f instead of 0.... read more 09/30/2009 (4:26 pm)
t3d bug - clouds render black This is a known issue from Beta5 ( on some video cards ) which I was unfortunately unable to debug p... read more 09/30/2009 (3:48 pm)
Difference between 1.0 and Beta 5 ? This was explained in the release blog under the heading "What about...", nothing sinister... read more 09/30/2009 (3:28 pm)