Game Development Community

Jeremiah Fulbright's Forum Posts

Thread Post Date Posted
GuiTextEditCtrl flawed This has been a long standing bug from TGE that has never gotten changed in the codebase, despite be... read more 03/04/2007 (2:45 pm)
RC1 Bug - DDS textures are not cached Hmm surprised it is making it to the ResourceObject::construct error, as that shouldn't be hit in th... read more 02/26/2007 (5:29 pm)
RC1 Bug - DDS textures are not cached Awesome, I'll merge in the changes and see how it works, which we're not using dds right now so :p... read more 02/25/2007 (5:48 pm)
L3DT Atlas plugin binary The texture mapping as a whole seems better with the plugin actually.. I did an 8192x8192 (2km re... read more 02/24/2007 (11:10 am)
Depth Of Field GameRenderFilters could easily be added back, but in most of the latest versions of TGEA it was basi... read more 02/24/2007 (12:38 am)
Depth Of Field GameRenderFilters was removed in 1.0... read more 02/23/2007 (8:37 pm)
What happened in this release? Copy this folder - terrain_water_demo\data\water To Demo\data\water or whatever.. as there... read more 02/23/2007 (6:52 pm)
How to use the L3dT plugin and where can i find it? I have it compiled.. link coming soon... read more 02/23/2007 (4:35 pm)
Decals and Waterblocks Okay, I think I fixed this... Decals are added to a Render Bin which by default is rendered befo... read more 02/21/2007 (3:14 pm)
Has anything good been done with Atlas yet? I would agree that detail map added back alot of the missing detail, but in the end Atlas looked far... read more 02/21/2007 (12:08 am)
Has anything good been done with Atlas yet? The previous version of Atlas which didn't use the current ClipMap texture setup had alot better det... read more 02/20/2007 (10:46 pm)
TGEA Bug - Material Fallbacks Broken (with workaround) This makes sense, as for our implementation of the material loading pretty much forced Preload for a... read more 02/19/2007 (10:32 pm)
SgLightObject Static lighting Okay, I will do some checking and it probably is the sun obviously, but figured it would still shade... read more 02/15/2007 (6:03 pm)
TGEA crashs on new DXSDK, a way to avoid Using the flag, you're not gaining any benefit from using the new SDK and will eventually be somethi... read more 02/15/2007 (5:55 pm)
TGEA crashs on new DXSDK, a way to avoid Feb 2007/Dec 2006 DX SDKs are not supported by the engine at this point. The shaders need revising t... read more 02/14/2007 (7:37 pm)
Torsion 1.1.006 Beta Along with the GDI fixed, is it possible to have Find fixed so it doesn't search the Ignored Mods?... read more 02/14/2007 (3:02 pm)
TGEA compatible with Vista??? Its logical for there to be issues with any older products with a new OS. For a product that hasn... read more 02/14/2007 (2:03 pm)
Lightmap with 3Dstudio Yep, I have worked with an Engine which used PRT and some of the texture atlas stuff from DirectX an... read more 02/14/2007 (1:45 pm)
TGEA 1.0 advanced updated Yeh, I've seen the taskbar thing happen in XP often with various things... although the lockups we s... read more 02/14/2007 (10:55 am)
Shaders not compiling ... Don't use Dec 2006 DX SDK nor Feb 2007 DX SDK... You need to uninstall and use Oct 2006 DX SDK, for ... read more 02/14/2007 (9:34 am)
RC1 Bug - DDS textures are not cached The one thing I forgot was we added dds to the array of extensions in gBitmap, otherwise findBmpReso... read more 02/13/2007 (1:50 pm)
RC1 Bug - DDS textures are not cached Let me check my codebase, as i know it works, but I'm not sure if it works as intended. It was mo... read more 02/13/2007 (1:42 pm)
Not saving objects out... I figured it out and got what I needed working nicely. I basically change the $instantGroup varia... read more 02/12/2007 (4:37 pm)
Not saving objects out... Hmmm.. Okay that makes alot of sense.. so when I create the object, I need to make sure to put it in... read more 02/12/2007 (8:29 am)
RC1 Bug - DDS textures are not cached We had to make a few changes to get DDS to be properly handled on Interiors, but otherwise, the issu... read more 02/11/2007 (3:21 pm)
Tgea Rc1 Release That crash isn't related to 2 terrains, as we had it with 4.1... We re-generated the terrains with n... read more 02/10/2007 (12:39 pm)
Missing texture effect.. TSE and TGEA are the same thing... so... read more 02/10/2007 (12:37 pm)
Missing texture effect.. GF4 TI4600 is only DX8.0a compatible (Pixel Shader 1.3), there are alot of the effects that require ... read more 02/10/2007 (8:54 am)
TGEA 1.0 advanced updated Is it TGEA or TGE-A? :p And then we have an engine that is about to come out (1.0) and cost $29... read more 02/09/2007 (10:35 pm)
TGEA compatible with Vista??? After some debugging and fooling around, the crash I was seeing was due to the October DX Runtime no... read more 02/09/2007 (10:21 pm)
TGEA compatible with Vista??? I tried to run RC1 demo from the zip file and it gives the same error that Niklas was getting. "T... read more 02/09/2007 (7:31 pm)
TGEA 1.0 advanced updated I've seen the flashing bar issue, but turning off Aero via the game itself is sort-of hacky :) It wo... read more 02/09/2007 (4:29 pm)
TGEA MS 4.2 Release We're seeing very similar issues with interiors, except no hot pink, just black. It doesn't do it on... read more 02/09/2007 (4:03 pm)
TGEA 1.0 advanced updated We're seeing lost device issues with Vista. I haven't tried RC1 though, but in 4.2, the game would c... read more 02/09/2007 (4:01 pm)
TGEA compatible with Vista??? I dont use UAC so everything is installed fine and other stuff i tried was okay.. but I'm going to t... read more 02/08/2007 (10:09 pm)
TGEA compatible with Vista??? Is Vista support going to be fixed for 1.0? I just tried everything again with 4.2 and still se... read more 02/07/2007 (7:34 pm)
Video Corruption 4.2 I will try to get our guys to run the stock demos and see if there are any issues. It has only happe... read more 02/07/2007 (3:58 pm)
Video Corruption 4.2 Not my system, but its on a laptop, so I would assume theres been no overclocking as it worked fine ... read more 02/06/2007 (6:10 pm)
TGEA MS 4.2 Release For minidump support, we're using BugSplat for our builds. It is a "middleware" for crash reporting.... read more 02/06/2007 (6:07 pm)
Map2dif plus bug? Null is used to make a face.. null :p but it has to use a texture due to how maps work. You just nee... read more 02/03/2007 (12:24 pm)
No Texture Transparency The engine does support DDS, but theres some issues when it comes to being loaded, because of the or... read more 01/31/2007 (2:42 pm)
FoliageReplicator Upgrades For TSE Interesting, as I try to keep up with all of the resources or forum threads about things like that h... read more 01/29/2007 (10:14 pm)
FoliageReplicator Upgrades For TSE FxShapeReplicator isn't ported for TGEA GFX calls, so thats out :) And to do that with the shape rep... read more 01/29/2007 (5:01 pm)
Shape Replicator not working Shape Replicator isn't ported to TGEA. The files are included, etc.. but it isn't working :)... read more 01/29/2007 (4:58 pm)
TGEA MS 4.2 Release Ah Ben.. I'm waiting for the email from you with those changes... *snicker* No atlas problems for... read more 01/29/2007 (10:35 am)
FoliageReplicator Upgrades For TSE Mm Vanguard :) Played Beta of it for awhile, probably should pick up retail eventually and wha... read more 01/28/2007 (9:18 pm)
Is it a bug? it sure feels like it :) With this code, youll have to add in Special cases for Atlas materials too. As I posted in the TGEA ... read more 01/28/2007 (5:54 pm)
FoliageReplicator Upgrades For TSE It all seems to be working fine for us.. although still figuring out good values for various things.... read more 01/28/2007 (5:52 pm)
TGEA MS 4.2 Release Well, in my case, it is, but its only the terrain materials that need to be loaded earlier. Probably... read more 01/27/2007 (11:05 am)
TGEA MS 4.2 Release And, as a quick followup.. I fixed it for our build. For us, we have been using my quick material... read more 01/27/2007 (2:03 am)