Game Development Community

Jay Verba's Forum Posts

Thread Post Date Posted
AfxAnimDataClip questions I'm concerned about the following in U32 Player::playAnimation(U32 anim_id, F32 pos, F32 rate, F... read more 07/23/2007 (10:14 am)
Performance Question/Help Needed We need more pieces to this puzzle, are you running the "stock" AFX demo? What other processes / ap... read more 07/17/2007 (5:57 am)
Weird effectron constraint lag Great job Jeff. I was outsick over the weekend and yesterday but I'm back today and I will be looki... read more 07/17/2007 (5:54 am)
Weird effectron constraint lag Here is an example of the effectron... [code] datablock afxModelData(maleHair_style0_color0_M) ... read more 07/13/2007 (11:54 am)
Weird effectron constraint lag We're seeing a problem similar to Rubes, except we only notice the lag on NPC's or Player characters... read more 07/13/2007 (11:52 am)
Client-side Picking of afxModels We're seeing a problem similar to Rubes, except we only notice the lag on NPC's or Player characters... read more 07/13/2007 (11:51 am)
Weird effectron constraint lag [url=http://pacybear.dyndns.org/afxBugVideo.wmv]Video here.[/url] Here's what we are seeing. Notic... read more 07/13/2007 (11:36 am)
Here's a doozy: AIplayer facing Selector [quote] It all depends on if the selectron can find the NPC via a constraint-spec. [/quote] Yea... read more 07/12/2007 (1:12 pm)
JetPack Effect This is definitely possible, the issue is there is alot of avenues you can travel down to arrive at ... read more 07/12/2007 (10:32 am)
Bounding boxes different as TSShapes Where in script is the bounding box set for the Player and AIPlayer class? Is it hard coded in the e... read more 06/30/2007 (12:38 pm)
Bounding boxes different as TSShapes @Stephen. I think what you are explaining is a known issue with us. The question is, why is the pl... read more 06/29/2007 (1:31 pm)
Terrain problems To make your track, you should really make them from scratch in Constructor so your whole track is b... read more 06/29/2007 (8:24 am)
Question about bones and animating To my knowledge, when you export a model with animation, it is only seeing if your actual bones are ... read more 06/29/2007 (8:17 am)
Missing faces- player model Sounds like your normals are reversed. Torque only displays one side of every face. You can tell it ... read more 06/29/2007 (8:13 am)
TSShapes not casting shadows Sorry, I should say that they are normal TSSshapeConstructors. Meaning they are declared in a .cs f... read more 06/28/2007 (6:58 am)
Suggestion for AFX gui element No problem, I am interested in both topics!... read more 06/25/2007 (8:27 am)
Suggestion for AFX gui element That would be awesome no doubt. I hadn't thought about the ground information not being there, but ... read more 06/25/2007 (8:08 am)
Question about Limits If we go dedicated mode, no clients can join. So I would say that every client's experience is the ... read more 06/25/2007 (6:35 am)
Animation on #effect / #ghost I don't think it does. If it doesn't get it from the TSShapeConstructor script, where DOES afxModel... read more 06/25/2007 (6:30 am)
Suggestion for AFX gui element I'm talking about some much simpler. It isn't an editor or anything. Just an additional "3D view" ... read more 06/25/2007 (6:28 am)
Animation on #effect / #ghost Also, I've tried it with #ghost.totemWorld replacing #effect.totemWorld no dice. model a... read more 06/22/2007 (3:13 pm)
Question about Limits They are models being mounted on NPCs that get fired on server start before client joins and that th... read more 06/22/2007 (3:04 pm)
Question about Limits Well, from what I gather, we fixed the issue by scheduling the effectron to fire after 2 seconds. I... read more 06/22/2007 (1:32 pm)
Question about Limits I was mistaken about what exactly we were seeing. It's no longer a conflicting effectron issue at t... read more 06/22/2007 (11:22 am)
Question about Limits I was mistaken about what exactly we were seeing. It's no longer a conflicting effectron issue at t... read more 06/22/2007 (11:00 am)
AfxMissile / afxMagicSpell It worked wonderfully on a local server and client set up... haven't tested much network wise atm, s... read more 06/21/2007 (5:54 pm)
AfxMissile / afxMagicSpell I see... that might explain the difference between where I'm seeing the missile fly to and where the... read more 06/21/2007 (11:18 am)
GuiTabBookCtrl On a hunch, I posted a similar thread in the AFX thread and it seems we've gotten to the bottom of i... read more 06/12/2007 (7:08 am)
GuiTabBookCtrl questions Yeah I will try to figure this out because it's actually a pretty glaring issue if you use a tabboo... read more 06/12/2007 (7:00 am)
GuiTabBookCtrl questions I used your pngs and I actually got something to show up! I'm not real clear on what the layout is... read more 06/11/2007 (7:38 am)
GuiTabBookCtrl questions The demo image has 3 seperated image areas in that bitmap array. I'm wondering if it needs to have ... read more 06/08/2007 (11:04 am)
GuiTabBookCtrl questions I don't have that kind of time. I was thinking about removing the 19 and seeing where that gets me.... read more 06/08/2007 (8:47 am)
GuiTabBookCtrl questions That's exactly the same research I did. Yeah... I went a step further though and looked up where Nu... read more 06/08/2007 (6:15 am)
DIFs and Vehicle collision problem Went from the 1.51 interior/constructor code to the 1.52, seems to be working with difs exported in ... read more 05/31/2007 (1:24 pm)
Prepare spell Just break the spell up into 2 spells. One that contains all of the casting type stuff in addCastin... read more 05/25/2007 (6:07 am)
AFXcamera Question While this is interesting. No. I want it to be smooth and just the camera.... read more 05/23/2007 (9:52 am)
Completely Baffled... Yep it was forcedBBox, thanks Matt... that was the weirdest thing I've seen so far.... read more 05/17/2007 (6:19 am)
MagicMissiles guidance Update: Thanks guys, I ironed it out. It was related to ID reference, but it was a little more com... read more 05/16/2007 (10:04 am)
MagicMissiles guidance I implemented your stuff Bank and now it says the object is correct on client side, but on server si... read more 05/16/2007 (9:57 am)
MagicMissiles guidance Update: I just tested something. It seeks if I staticly define the target in the cast spell call a... read more 05/16/2007 (9:03 am)
MagicMissiles guidance I looked at the launching / casting system and I don't see how it's different than just doing castsp... read more 05/16/2007 (8:48 am)
MagicMissiles guidance Here is what I've got. And it's not working. [code] datablock afxMagicMissileData(Rope_Miss... read more 05/16/2007 (7:54 am)
AFX 1.0.1 Preliminary Change Notes It compiles!... read more 05/11/2007 (5:29 am)
AFX 1.0.1 Preliminary Change Notes Winmerge... read more 05/09/2007 (9:18 am)
AFX 1.0.1 Preliminary Change Notes And so the great merging began, and it went on for many days, and Jay's brain was left in ruins.... read more 05/09/2007 (6:42 am)
AFX 1.0.1 Preliminary Change Notes Can you post here to let us know when to look? (Otherwise, I'll be checking like every 20 sec. ... read more 05/08/2007 (7:10 am)
AFX 1.0.1 Preliminary Change Notes Where can we look to get this when it's out?... read more 05/08/2007 (6:22 am)
3D paths question Sorry... I just realized I left out why I was going to do the missile on a path. I was thinking ... read more 05/07/2007 (1:26 pm)
3D paths question Ok, since my initial scheme has proven to be inadequate, I will run my goal by you guys and maybe yo... read more 05/07/2007 (12:54 pm)
3D paths question [quote] I don't think you can define a custom path for the missile itself to follow [/quote] how... read more 05/07/2007 (11:50 am)