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| C++ Shader GFX Commands Out of Date?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) |