Game Development Community

Jeremiah Fulbright's Forum Posts

Thread Post Date Posted
TGEA MS 4.2 Release Everything has been working great, but then on a compile today I've noticed that we're seeing the sa... read more 01/27/2007 (1:58 am)
Is it a bug? it sure feels like it :) Ah just noticed your changes in createTexture don't need to be there. You're doing a redundant opera... read more 01/27/2007 (1:44 am)
Is it a bug? it sure feels like it :) Removing the CustomMaterial preloading (minus Water) should've definately helped load times. I'm loo... read more 01/25/2007 (7:47 pm)
Is it a bug? it sure feels like it :) Looks good. I had added the preload mainly for specific things that people might've wanted to load, ... read more 01/25/2007 (6:20 pm)
Particle system TGEA 4.2 There are Script changes that are related to that...... read more 01/25/2007 (7:08 am)
DTS to DIF Dynamic Shadows? Looks like I may have found my issue hah.. We have some code in so the player isn't rendered in firs... read more 01/24/2007 (7:57 pm)
DTS to DIF Dynamic Shadows? Yeh, I'm working thru some various things to try and find the cause. It started in MS4, but that ... read more 01/24/2007 (7:42 pm)
TGEA MS 4.2 Release I'm seeing no issues with Atlas terrains based on our previous terrains that worked in MS4.. We're h... read more 01/24/2007 (7:37 pm)
L3dt atlas plugin Well, yes, thats why it won't link due to "new" being already defined in platformMemory and such. :)... read more 01/24/2007 (6:38 pm)
DTS to DIF Dynamic Shadows? I am seeing no shadows on DIFs from the Orc model.. Is there something missing that needs to be adde... read more 01/24/2007 (5:56 pm)
TGEA MS 4.2 Release Atlas isn't a priority? I thought that was a large selling point of TGEA previously.. You know, Shad... read more 01/24/2007 (5:51 pm)
Atlas2 Detail Texture - Kinda working in MS4.2 Can you post any fixes you do to the detail texturing? I noticed it was added in 4.2, but obviou... read more 01/24/2007 (4:21 pm)
TGEA compatible with Vista??? I had no issues running it with Internet Explorer 7 installed, as thats part of Vista :) As for V... read more 01/23/2007 (12:03 am)
Ms4.1 Reverted To Ms4 *cough* torrent *cough* subversion *cough* Whoever is working on getting it to the server, shoul... read more 01/22/2007 (4:35 pm)
Is it a bug? it sure feels like it :) Just as a note, It'd be great if the resource could get approval, so others who may not read or noti... read more 01/21/2007 (1:07 am)
Is it a bug? it sure feels like it :) [url]Http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12068[/url] It hasn't... read more 01/17/2007 (12:57 am)
Ms4.1 Reverted To Ms4 @Brian: Yeh, a SVN repo would be a nice touch :)... read more 01/15/2007 (11:33 pm)
Atlas2 Unique Terrain Detail Unfortunately blend map performance is subpar compared to Unique terrains, right now. We had terrain... read more 01/15/2007 (2:50 am)
Intel Core 2 Duo Pixel Shader 3.0 Support?. Hmm, it actually looks like there are "models" for the G965 video, as noted by the Wiki link Jon pro... read more 01/12/2007 (3:04 pm)
Intel Core 2 Duo Pixel Shader 3.0 Support?. First, TGE D3D is crappy so its choppiness isn't surprising :) Based on the G965, you should in f... read more 01/12/2007 (10:57 am)
Texture reuse. Post your materials definition please... :) If you're using the same material for all of the sh... read more 01/12/2007 (10:51 am)
Texture reuse. Using mapTo should allow using the same named texture with different named materials... The default ... read more 01/11/2007 (7:15 pm)
GuiTreeViewCtrl::moveItemUp bug (and fix) Ah ha, that would explain it :) We were using 4.1, but decided to just stay with what was "curre... read more 01/08/2007 (1:26 pm)
GuiTreeViewCtrl::moveItemUp bug (and fix) My copy of MS4 doesn't have this issue.. I thought we might have caught it before, but checked the M... read more 01/08/2007 (12:37 am)
No shader hardware detected Looks like youre running TGE with TGEA Scripts/files.. which isn't going to work, thus the getPixelS... read more 01/07/2007 (1:13 am)
Colored line with DTS file Pink/Fuchsia is the default "clear" color, which is what that line looks to be. Since you're work... read more 01/03/2007 (2:28 pm)
DirectX December SDK Changes The problem with letting GG worry about it, is that it might be awhile, unfortunately. As such, to "... read more 12/31/2006 (11:01 am)
DirectX December SDK Changes I havent spent much time with it, as we rolled back to October 2006 SDK for now. You could work arou... read more 12/29/2006 (10:01 pm)
Player Models and 1st Person View There is offset and eyeOffset values. eyeOffset should be first person offset should be able to... read more 12/26/2006 (11:59 am)
Strange issue Dec 2006 DX removed PS 1.1 HLSL compiling, unless a certain option is passed with the shader compili... read more 12/26/2006 (11:52 am)
Another texture lock bug Well, I did a quickie new Atlas terrain and its still coming out messed up. I havent dug into the ge... read more 12/24/2006 (1:03 pm)
Another texture lock bug I will give it a run thru and see if its a fixable in Atlas itself, or if the terrains will have to ... read more 12/24/2006 (12:03 pm)
Another texture lock bug With this bug fix, will it affect anything specifically ingame, such as Atlas? I am seeing what look... read more 12/24/2006 (1:15 am)
Peeve of the day - the mouse cursor in windowed mode And heres a potential fix for that.. http://www.garagegames.com/index.php?sec=mg&mod=resource&pag... read more 12/21/2006 (12:08 am)
Peeve of the day - the mouse cursor in windowed mode There was previously some code around dealing with handling the Mouse pointer and making sure it was... read more 12/20/2006 (12:16 pm)
No DSO files anymore? Check TorqueConfig.h, i think for the define that handles that... read more 12/16/2006 (12:35 am)
Cloud rendering challenge Ive been looking as Sundog's Cloud system for our project in TGEA. I implemented the trial system to... read more 12/15/2006 (8:03 am)
Material Naming Quirk I actually forgot that all materials are already added into their own SimSet, that could be searched... read more 12/15/2006 (2:07 am)
Material Naming Quirk Yes, thats the case across the board for more than Materials. Anything that uses Sim::findObject wil... read more 12/15/2006 (1:06 am)
L3DT to ATLAS for Dummies "The last thing we would want is to release an incomplete, hard to use or buggy product" "Well, I d... read more 12/13/2006 (10:18 am)
_crt_secure_no_deprecate And Vc2005 Express All of that looks fine.. you can add the _CRT_SECURE_NO_DEPRECATE to properties for the various proj... read more 12/11/2006 (11:34 pm)
What's mean?? That is a legacy function call (from TGE)..... read more 12/11/2006 (2:56 pm)
Vista compatibility I have tried our TGEA project on Vista and in Windowed Mode it freezes up DWM (aka the game continue... read more 12/04/2006 (9:03 pm)
TSE is just plain wrong This is public forums too, and not really the place for discussion of compiling specifics or missing... read more 12/03/2006 (11:06 pm)
ConsoleStaticMethod Question Yeh, 1,1 looks right, since the function uses no variables... read more 12/03/2006 (3:54 pm)
Dgl.h? Dgl is TGE, not TSE... Color Picker hasn't been ported yet, for whatever reason. I have it up and ru... read more 12/03/2006 (2:19 pm)
TSE Problem Bugs Editor works fine for me. You can't edit textures except on Legacy terrain and I haven't used tha... read more 12/03/2006 (2:17 pm)
Derived Z/Specular Lighting I think I fixed my problem finally, by removing the way calculations were done for lighting calculat... read more 11/27/2006 (5:57 pm)
Atlas2/Legacy Terrain Detail Shader.. What Gives? Atlas2 uses shaders in the Atlas folder, not the AtlasSurfaceP/AtlasSurfaceV in the root of the Shad... read more 11/27/2006 (12:10 am)
MaterialPropertyMap issues Well, I fixed one of my issues, as it seems the code that sets the MPM Index/CastRay information for... read more 11/22/2006 (12:23 am)