Game Development Community

Jeremiah Fulbright's Forum Posts

Thread Post Date Posted
No sound at all in TGEA HW sound has a whole has always been problematic and questionable, as to true benefits, unless you w... read more 04/30/2008 (1:19 pm)
TGEA 1.7.0 Bug: crash when adjusting audio volume in gui Master Volume slider function is not right, otherwise it would crash also. In OptAudioUpdateMaste... read more 04/11/2008 (8:56 pm)
TGEA 1.7.0 Beta 2 Bug - Minimise Window on running EXE I can min/max just fine once the game/engine is loaded, for me and some of our guys its just the ini... read more 04/03/2008 (5:14 pm)
TGEA 1.7.0 Beta 2 Bug - Minimise Window on running EXE This happens for me in XP actually. The engine/game isn't always brought to the front and clicking o... read more 04/02/2008 (12:55 pm)
C++ Shader GFX Commands Out of Date? Most of the new stuff in TGEA 1.7 runs thru "Processed Materials" system. I noticed that too, when I... read more 03/24/2008 (6:35 pm)
RC1 Bug - DDS textures are not cached That would explain it and make sense, as I verified all of our extensions were lowercase, but just i... read more 03/01/2008 (10:52 am)
TGEA Coordinate system Ah, great.. thanks so much... read more 12/29/2007 (9:39 pm)
TGEA Coordinate system Okay, that makes some sense... In the case of a transform, what columns would represent forward a... read more 12/29/2007 (3:53 pm)
D3derr_invalidcall Error LoadTexture has nothing to do with OpenAL (nor does the OpenAL SDK, unless you plan to change the im... read more 12/23/2007 (7:10 pm)
Custom Shader performance... I wasn't talking about one mega-shader for everything, but more along the lines of specific shaders.... read more 12/20/2007 (5:46 pm)
Edge of Atlas + Shadow = Crash After some more looking, it seems to happen on certain Atlas terrains, so not sure what is completel... read more 12/16/2007 (4:05 pm)
VolumeLight crashes Are you trying to run it dedicated on the same box that you can also load a client on? I'm asking be... read more 11/28/2007 (2:29 pm)
Renderfirstperson = false, but still does it It shouldn't matter, but its just at the very bottom under void unpackUpdate(NetConnection *co... read more 11/03/2007 (12:16 pm)
AtlasImageImporter::populateChunks() bug Great fixes Tom.. I can't believe its taken this long for some of these to be found. This fixed a... read more 11/03/2007 (9:24 am)
Renderfirstperson = false, but still does it Oh.. Didn't even think about that part :) [code] bool renderFirstPerson; ///< Render the p... read more 10/18/2007 (6:44 pm)
Renderfirstperson = false, but still does it Yep, renderImage was removed. The way we do it now is by duplicating prepRenderImage from ShapeBa... read more 10/17/2007 (11:55 am)
Glow and Spec materials not working Thats only possible if we do transparency on the 2nd pass with the glow, as it renders the whole tex... read more 10/11/2007 (8:03 pm)
Torque 2 [quote] I mean think for a moment what Stephen said - they are not announcing something that _will_... read more 10/11/2007 (4:35 pm)
Atlas terrain ripping. (image intensive) Those "tears" at more than likely seams of the different chunks that the terrain is chopped into. It... read more 10/09/2007 (2:26 pm)
1,1024x1024 texture, or 4,512x512 textures? Framerate issues may very well be tied to some existing texture bugs with Nvidia cards/drivers. ... read more 10/08/2007 (4:00 pm)
I hope we get a discount It is obvious there are issues with TGEA, as a whole, but I think more of the anxiety over it all st... read more 10/07/2007 (11:39 am)
RenderFirstPerson flag not working.. Http://www.garagegames.com/mg/forums/result.thread.php?qt=39441... read more 10/05/2007 (7:01 pm)
TreeRep Port The code that renders the Circle isn't implemented in TGEA. We had to go thru and do a semi-hacky im... read more 08/26/2007 (8:12 pm)
GFXD3DDevice:reset crash Well, after some debugging it seems the new WM_SIZE code in WinWindow.cpp was getting bad Video Mode... read more 08/15/2007 (10:08 pm)
TGEA 1.0.2 Released Seeing some odd issues with the World Editor gui controls either corrupting string stacks or not bei... read more 08/11/2007 (3:46 pm)
Example of RTS Environment Maps I'd be curious to know what shader changes were made, along with the detail texture stuff... read more 08/06/2007 (8:44 am)
Can't disable first person player rendering with 1.01 We did this awhile back, basically we duped prepRenderImage from ShapeBase into Player class and the... read more 07/08/2007 (10:25 am)
Vehicle/Rigid Collision Fixes This has been used in TGE, but we're seeing using it in TGEA with much success although a bit rough ... read more 07/01/2007 (12:26 pm)
Compiling on x64 for x32 will it work? I had orca installed and didnt even think to check since I was experimenting with some other things,... read more 06/30/2007 (10:18 pm)
Compiling on x64 for x32 will it work? It shouldnt be a major ordeal, at all. If you're using VS2005/Orca, then youll just see x86 and x64 ... read more 06/29/2007 (8:15 pm)
Orcas, Vista, and DX10 oh my June SDK includes DX 9.0Ex headers from my understanding too, so one could in theory do a 9.0Ex spec... read more 06/07/2007 (7:32 pm)
TGEA crashes in vista No, it should run fine.. There are issues with it freezing and such, but it should run... read more 05/06/2007 (12:38 pm)
Atlas texture generation crash The crash with purge is tied to SAFE_DELETE_ARRAY(bitmap) in AtlasTexChunk::~AtlasTexChunk() [... read more 04/30/2007 (7:04 pm)
Atlas texture generation crash @Ben, I'll do some hunting this evening to verify path it is taking, although it crashes differe... read more 04/30/2007 (3:51 pm)
Atlas texture generation crash @Ben, That would seem to apply to the other function (TOCfromLargeJPEG), any information about t... read more 04/30/2007 (11:13 am)
Atlas texture generation crash If I comment out the purge command in atlasGenerateTextureTOCFromTiles, it will make it further, but... read more 04/30/2007 (10:48 am)
Atlas texture generation crash We're seeing same issues from atlasGenerateTextureTOCFromTiles, in our build and in the TGEA 1.01 pr... read more 04/30/2007 (12:00 am)
TGEA 1.01 Out Is there any information available about the new multilayer support for Atlas with 1.01... read more 04/29/2007 (5:11 pm)
Footstep sounds I implemented footstep sounds in our project, but we're using Atlas instead of Legacy, so theres no ... read more 04/23/2007 (4:33 pm)
How to use DTS backed into DIFs function? Static Mesh support will work in 1.02+ which is forthcoming or should be.... read more 04/09/2007 (12:25 am)
Texture support.. Correct, but does that mean it'll be possibly pushed in soon? :P Hi, btw hah... read more 04/08/2007 (9:19 pm)
Constructor is out a day early Now we just need TGEA 1.02... read more 04/08/2007 (3:00 pm)
NVPerfHUD define is bugged. Lol, I guess.. then again CPUs are getting so powerful so... but ah well, I'm happy with my new imp... read more 04/06/2007 (4:58 pm)
NVPerfHUD define is bugged. Lol.. Well, with Microsoft dropping HW support in DirectSound with Vista, its not surprising they wo... read more 04/06/2007 (4:35 pm)
NVPerfHUD define is bugged. Well.. Theres good and bad things with that.. but if they continue to support OpenAL then other than... read more 04/06/2007 (3:37 pm)
NVPerfHUD define is bugged. If you have any issues, lemme know... :) As for staying with TGEA, nothing else much for us to us... read more 04/06/2007 (3:27 pm)
L3DT Atlas plugin binary I haven't looked at 1.01 yet, as I figure 1.02 is just around the corner for constructor stuff, so n... read more 04/05/2007 (1:49 pm)
NVPerfHUD define is bugged. That whole function seems to have issues, thus I rewrote ours based on what the NVPerfHud documentat... read more 04/04/2007 (11:32 pm)
Vista testbed. Nah, it just does it at random points while ingame, only in an actual level/mission, not in any guis... read more 04/01/2007 (1:48 pm)
Vista testbed. We've been unable to run our TGEA project in Vista for awhile due to Lost Device issues with Renderi... read more 03/31/2007 (3:47 pm)