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Stephen Lujan's Forum Posts

Thread Post Date Posted
Once again.. Hovering I haven't done this yet, but I can think of a couple basic fixes for the hovercraft behavior I've se... read more 04/19/2008 (3:26 am)
Decreasing mission load times (textures) Wouldn't you want to decrease load times? Anyways, there are a few mission loading optimizations mai... read more 07/15/2007 (2:10 am)
Immersive AI Engine by Gavin Bunney discussion The pathfinding engine is causing occasional lockups for me it seems. Try running in debug mode and ... read more 07/11/2007 (9:30 pm)
Tackling the tge terrain Thank you Stephen. The game idea I've been working on for quite a while now kind of rests on having ... read more 07/04/2007 (9:42 pm)
Tackling the tge terrain A few terrain improvements that I'll probably never see happen, but I might attempt if I had a lot m... read more 07/04/2007 (12:50 pm)
Immersive AI Engine by Gavin Bunney discussion @Ryan That sounds like a problem with your includes. at the top of my .cc file I have the follow... read more 06/30/2007 (7:19 pm)
Fixing GUI element resizing Ok i finished fixing GuiFrameSetCtrl::rebalance , let me know how this works for you. [code] voi... read more 06/30/2007 (6:44 pm)
Detecting keypress? Observe the file "starter.fps\client\config.cs" or perhaps "engine\gui\utility\guiInputCtrl.cc" but... read more 06/27/2007 (2:05 pm)
Tackling the tge terrain I tried tackling the tge terrain myself and its really quite a mess spread out over many files. Then... read more 06/27/2007 (3:55 am)
Immersive AI Engine by Gavin Bunney discussion @aaron Thank you I actually noticed my mistake, but forgot to update it in the post. Sorry. Anyways... read more 06/27/2007 (2:25 am)
Immersive AI Engine by Gavin Bunney discussion My pc is a 1.3 ghz athlon and the pathmap takes under a second to build on my computer. I added imme... read more 06/19/2007 (3:26 am)
Crash in memory manager The error is rare, I've seen it only a few times, so far it only happens when calling "new SceneRend... read more 06/17/2007 (4:32 am)
Immersive AI Engine by Gavin Bunney discussion @Gustavo Have you added all of the scripts into your game and made sure to execute them? If you hav... read more 06/17/2007 (1:02 am)
Immersive AI Engine by Gavin Bunney discussion I haven't run my game in debug mode for a while, and now when I do it throws this fatal exception [... read more 06/17/2007 (1:00 am)
Immersive AI Engine by Gavin Bunney discussion [quote]This seems to be a very rare error whatever it is. Are you sure the function change you made ... read more 06/14/2007 (8:17 pm)
Immersive AI Engine by Gavin Bunney discussion I'm noticing lockups now kind of frequently and I've looked at the console logs and the last thing i... read more 06/13/2007 (3:06 am)
Immersive AI Engine by Gavin Bunney discussion Oh one more discovery. To make the grid show requires no engine changes. Just enter into the console... read more 06/13/2007 (2:17 am)
Immersive AI Engine by Gavin Bunney discussion [quote]1. "Patrol Area" sends the NPC off to the far corner of the map...I don't know why, or where ... read more 06/13/2007 (1:51 am)
Immersive AI Engine by Gavin Bunney discussion Ok one more important change add this to "engine\game\main.cc" around line 297 [code] Con::s... read more 06/11/2007 (6:37 pm)
Immersive AI Engine by Gavin Bunney discussion Ah, thank you very much for pointing that out. I need to be more careful. All of my mistakes are usu... read more 06/11/2007 (4:09 pm)
Immersive AI Engine by Gavin Bunney discussion Ok anyone whose bots aren't actually doing anything in the game can narrow down their problem by rep... read more 06/11/2007 (3:50 pm)
Negative values in Profiler output I've never seen negative values like that in my experience with the profiler, and furthermore it eve... read more 06/09/2007 (2:05 am)
Immersive AI Engine by Gavin Bunney discussion The patrolling bots never seem to attack each other or anything. Does anyone know anything about tha... read more 06/03/2007 (11:44 pm)
Returning a class object After looking at the simobject code I realized that by adding my new object to an existing class, I ... read more 06/03/2007 (7:38 pm)
Returning a class object Thanks Peter. I tried both ways and found that I actually couldn't get either to work now. My cla... read more 06/02/2007 (6:52 pm)
Immersive AI Engine by Gavin Bunney discussion My ai couldn't find its own solution list until i changed line 92 of iAiagent.h from const char*... read more 06/02/2007 (1:58 pm)
TGE 1.5.2 Released I merged it and compiled correctly, but now I have a bunch of new errors in my console. Lots of "x"... read more 06/01/2007 (10:13 am)
Terrain constants That's good to know, but I was hoping what I'm attempting is a lot less difficult. I didn't want to ... read more 04/14/2007 (3:19 pm)
MMOKIT Licensing Thread Stephen Lujan animatedream@gmail.com StephenLujan (dream RPG user name)... read more 04/14/2007 (2:45 pm)
Advanced AI for 1.4 not working for me I'm working on integrating my bot with immersion ai. My bot lacks the right organization for really ... read more 04/09/2007 (1:39 pm)
Immersive AI Engine by Gavin Bunney discussion @ skanda Remove iAIGoalManager.cc and iAIGoalManager.h from the project. They are unfinished reso... read more 04/09/2007 (4:28 am)
Documented/Commented blender.asm So is this extra commenting already in tge 1.5? I notice plenty of commenting in blender.h, but blen... read more 04/08/2007 (2:01 pm)
Beginning freelance In my opinion consulting independent game makers with writing offers, is probably not a good way to ... read more 04/08/2007 (9:40 am)
Slight optimization Replace with: [code] LightTriangle* walkLT = sgCurrLightTris; if(blendedlighting) ... read more 04/08/2007 (8:26 am)
Immersive AI Engine by Gavin Bunney discussion Two more engine changes to enable some of the script functions in engine\console\consoleLogger.cc... read more 04/08/2007 (4:47 am)
TGE 1.5.1 Issue The lighting only has to be run once per mission right? Except when you upgrade to 1.5.1 it has to r... read more 04/08/2007 (3:04 am)
Adding AI abilities to the player Haha read the "2 playable characters" thread right before this one. It would address your issue as w... read more 04/08/2007 (2:54 am)
Immersive AI Engine by Gavin Bunney discussion In engine\console\console.h at about line 473 add this [code] // New Immersion AI printer cod... read more 04/08/2007 (2:42 am)
Immersive AI Engine by Gavin Bunney discussion Ah crap! I just noticed banks version of the source code so all of my updates specific to the iAI fi... read more 04/08/2007 (1:38 am)
Immersive AI Engine by Gavin Bunney discussion Now i'm just missing additions from iAIAgent and the console it seems read more 04/08/2007 (1:07 am)
Immersive AI Engine by Gavin Bunney discussion In engine\immersiveAI\seek\path\iAIPathFind.cc [code] bool iAIPathFind::generatePath(iAIPathNode* ... read more 04/08/2007 (12:51 am)
Immersive AI Engine by Gavin Bunney discussion [b]EDIT: use banks link to the source files. They make some of these changes redundant.[/b] I'll ... read more 04/08/2007 (12:15 am)
2 playable characters Just a suggestion %player2.setTransform(vectorAdd(%spawnPoint , "2 0 0"); //so things don't start... read more 04/07/2007 (11:35 pm)
Single-player optimizations See here [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=23589[/url] for this a f... read more 04/07/2007 (12:46 pm)
Terrain Lighting In my opinion the terrain shadowing is pretty nice, but the terrain hilights in really bright spots ... read more 04/07/2007 (12:32 pm)
Post your profiler dump Ah thanks for the tips. I was in fact in release build yes. Well I know how to turn down the feature... read more 04/07/2007 (12:23 pm)
PlayThread and reset Huh... try some scheduling and .setmovespeed(0) and .setmovespeed(1), maybe that would be a better a... read more 04/07/2007 (12:15 pm)
GuiObjectView I don't think so, but its very easy to add.... read more 04/07/2007 (12:13 pm)
Advanced AI for 1.4 not working for me What Advanced AI resource are you referring to? I have a decent finite state machine that's evolved ... read more 04/07/2007 (11:57 am)
All my AI's use same Player classes Function Player::onDeath ?? That's just not what you want. DemoPlayer::onDeath DemoPlayer2:... read more 04/07/2007 (11:46 am)
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