Game Development Community

Ryan Mounts's Forum Posts

Thread Post Date Posted
One material per imported model...? If you're just concerned about static objects, this resource looks like what you want... [url=htt... read more 10/23/2009 (10:57 am)
Jerky Movement Problem in AL Manoel, it was definitely the dual monitor configuration that was causing the problem. I disconnect... read more 10/23/2009 (10:27 am)
Jerky Movement Problem in AL Manoel, I tried some different defaultFencecount values, but the problem did not go away. It's diff... read more 10/21/2009 (10:59 am)
Jerky Movement Problem in AL Brian, you are correct. In windowed mode at 640x480, I get 29 fps in the Empty Room with jerkiness.... read more 10/20/2009 (5:31 pm)
[1.0 Bug] No Glow in AL Mode Matt, that's exactly what the problem was. I switched to the Retail version of DirectX and checked ... read more 10/19/2009 (3:58 pm)
[1.0 Bug] No Particles in AL Mode This is fixed for me in 1.0.1. Moving topic to Resolved...... read more 10/19/2009 (3:25 pm)
[1.0 Bug] No Glow in AL Mode This was fixed for me in 1.0.1. Moving topic to Resolved...... read more 10/19/2009 (3:23 pm)
[1.0 Bug] Ground Plane Fall Through I agree with gutting it. A plane is a plane. Like I mentioned before, though, I have found it usef... read more 09/30/2009 (11:59 pm)
[1.0 Bug] Ground Plane Fall Through That's pretty much what I assumed. So then I would suggest removing the ability to move the plane's... read more 09/30/2009 (3:32 pm)
[1.0 Bug] No Glow in AL Mode Ok, I tried cleaning the DSOs and PREFs and still no glow. I also tried cleaning the shaders, and s... read more 09/30/2009 (10:29 am)
Decals Render on Collision Mesh, Not Rendered Geometry I can live with that... when you know that's how it's meant to work, at least you can keep that in m... read more 09/29/2009 (11:40 pm)
Alpha Bug, or??? Looks like this is only happening in Advanced Lighting mode for me... transparency works in Basic Li... read more 09/29/2009 (7:18 pm)
Alpha Bug, or??? I am seeing the same thing. Transparency was fine for me in Beta 5 too. Now materials with transpa... read more 09/29/2009 (2:09 pm)
Footprint Decals Don't Scale with Player Haha, yeah I woke up this morning and it instantly hit me that the footprint decals use datablocks a... read more 09/21/2009 (12:42 pm)
[Beta 5 Bug] Vector<> Does Not Sort Properly with dQsort() OK, figured this one out... it's not that the Vector class does not work with qsort(). They work fi... read more 09/16/2009 (1:44 am)
[Beta 5 Bug] Vector<> Does Not Sort Properly with dQsort() No I haven't... maybe I'll try that tomorrow. But still, there are tons of places throughout the co... read more 09/14/2009 (11:58 pm)
Collisions and Convexes Got it all working now... projectiles and the camera use raycasts instead of convexes to do collisio... read more 09/10/2009 (3:55 pm)
Collisions and Convexes Ok, I have partially figured out the problem. I was creating my new geometry in MeshRoad::_generate... read more 09/10/2009 (3:03 pm)
[Beta 5 Bug] Shadow Sticks in Basic Lighting If anyone is interested, here's a video showing the shadow sticking: [youtube=qMaWT3jE7i8 width=6... read more 08/24/2009 (11:40 pm)
[Beta 3 Bug] World Editor causes crash in Debug mode Not for me! I suppose I should have moved this to Resolved.... read more 08/18/2009 (10:35 pm)
Raycasting problems... Your code works fine, as far as I can see. I changed your typemask to StaticObjectType (because I d... read more 08/18/2009 (1:36 pm)
Concatenation problem There are a couple of problems with your code. First the line that gets the error ends with an &quo... read more 08/14/2009 (8:13 am)
can anyone help on How to change script objects from c++ code? No problem, David. Doesn't look like you can assign global variables like I showed earlier, so I ch... read more 08/13/2009 (2:15 pm)
can anyone help on How to change script objects from c++ code? There are several ways you could do this. I suggest something along these lines: In your C++ cod... read more 08/13/2009 (2:07 pm)
[Beta 5 Bug] Full Relight Does Nothing It took alot of manual debugging using print statements spammed throughout a release build, but I tr... read more 08/13/2009 (8:26 am)
[Beta 5 Bug] Full Relight Does Nothing Actually, it looks like the problem occurs only when T3D starts up in AL. If I switch to BL via the... read more 08/13/2009 (6:37 am)
[Beta 5 Bug] Full Relight Does Nothing Hey Tom, I realize that an all-DTS level would not relight. I noticed this on the out-of-the-box... read more 08/12/2009 (2:10 pm)
[Beta 5 Bug] Shadow Sticks in Basic Lighting After a little more experimentation, I can say that the original post is somewhat misleading. Here'... read more 08/12/2009 (12:33 pm)
basic lighting causes loss of gizmo I've been playing around with stuff, and now I have the gizmo back in basic lighting mode, but I don... read more 08/12/2009 (7:58 am)
basic lighting causes loss of gizmo Yes, I see this too.... read more 08/12/2009 (7:25 am)
Procedural object placement Yes, I have that book, and it is very helpful.... read more 08/07/2009 (1:43 pm)
Procedural object placement Well, the reason that I asked if you were doing multi-player is because you said you were getting an... read more 08/07/2009 (1:06 pm)
Procedural object placement Ok, are you doing multi-player stuff? If so, then your script would definitely need to be server-si... read more 08/07/2009 (7:03 am)
Procedural object placement You can grab the player (or the camera if you're in free fly mode) like this: %player = ServerCon... read more 08/06/2009 (5:36 pm)
Procedural object placement FYI, there's another error in the second script... I just wrote that off the top of my head. But wh... read more 08/06/2009 (3:57 pm)
Procedural object placement yeah, sorry... there's a missing semicolon on the end of the previous line (fixed in the origi... read more 08/06/2009 (3:38 pm)
Procedural object placement No, you don't have to place it in the MissionGroup. That just allows you to see it in the World Edi... read more 08/06/2009 (3:12 pm)
Procedural object placement It's pretty easy to place objects relative to other objects if you know the basics of scripting. He... read more 08/06/2009 (2:10 pm)
Detecting the mission editor? Like Novak said, you could easily add a script function like: [code] function isEditorOpen() { ... read more 08/06/2009 (11:24 am)
Loading objects from external folder? You can create a relative path from an absolute path in script: %relPath = makeRelativePath(%full... read more 08/05/2009 (9:23 am)
Loading objects from external folder? 1. Are you creating a corresponding "materials.cs" entry for your material? 2. Try spec... read more 08/05/2009 (6:42 am)
Bug: GUI Editor Misplacement [url=http://www.garagegames.com/community/forums/viewthread/97959][Beta 4 Bug w/ Fix] Gui Editor Scr... read more 08/04/2009 (7:31 am)
How do I move a users/clients Mouse/cursor As an additional note, I was talking to one of the associates in the T3D forum, and he suggested usi... read more 08/04/2009 (6:26 am)
[Beta 4 Bug w/ Fix] Canvas.setCursorPos() Moves Cursor to "Wrong" Place I agree that the two methods (get and set) need to work in the same coordinate space, and they are d... read more 08/03/2009 (12:08 pm)
[Beta 4 Bug w/ Fix] Canvas.setCursorPos() Moves Cursor to "Wrong" Place Hey Rene, You're right, I should not have grabbed the first window from the manager, so I changed... read more 08/03/2009 (10:38 am)
[Beta 4 Bug w/ Fix] Canvas.setCursorPos() Moves Cursor to "Wrong" Place I changed the code above in GuiCanvas::setCursorPos() slightly today. The previous code I had poste... read more 08/03/2009 (6:49 am)
How do I move a users/clients Mouse/cursor Yeah, sorry about that. Wasn't thinking about the cursor being restricted to the Canvas on the righ... read more 08/03/2009 (6:42 am)
How do I move a users/clients Mouse/cursor There is a bug in the setCursorPos code. To get this to work properly, you need to change some engi... read more 07/31/2009 (8:54 am)
[beta 4 bug] Water Invisible with FullReflect On Ok, I tracked down the error above and here's my fix... in "environmentwaterObject.cpp", a... read more 07/30/2009 (10:30 am)
[beta 4 bug] Water Invisible with FullReflect On Yes, I have the DX debug runtime enabled... here's the output: [code] D3D9 Helper: IDirect3DDevi... read more 07/30/2009 (6:54 am)