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Daniel Buckmaster's Forum Posts

Thread Post Date Posted
Shadows Isn't it possible to get static shapes to cast real shadows (i.e., not the terrain shadows that DIFs... read more 09/15/2008 (7:56 am)
Force rendering of an object? I thought they were the same issue. I did what you suggested. I don't know what it tells me, but I s... read more 09/15/2008 (7:52 am)
Force rendering of an object? [quote]The downside to that is that it will also make the object collide with object's it's not supp... read more 09/14/2008 (4:05 am)
Modernization Kit Beta Thread 2 Okay, thank you very much for the info. It wasn't me, though, it was one of my 'testers' :P.... read more 09/13/2008 (12:43 am)
Modernization Kit Beta Thread 2 Huh, that's an interesting find. Thanks! Does anyone know what this means? [quote]Could not load... read more 09/12/2008 (7:34 am)
Modernization Kit Beta Thread 2 I think I will be going the #ifdef route as well. Just a quick question - where should I place the #... read more 09/11/2008 (7:30 am)
Setting Player::mRot.z Thanks for the information. I don't really feel up to figuring this out, though :P. I solved my 'whi... read more 09/08/2008 (8:29 am)
Animated collision mesh To Joseph's last point: If you take a look at the updated terrain deformer resource, the source cod... read more 09/03/2008 (12:16 pm)
Modernization Kit Beta Thread 2 Specular on interiors... I think requires a rewrite of the interior shaders. Not an engine change, a... read more 08/30/2008 (11:02 pm)
Modernization Kit Beta Thread 2 It has something to do with the specularity, I assume. If you're using Koushik's shader with three i... read more 08/30/2008 (8:37 am)
A different idea for a space sim Crash: yeah, evasive manoeuvres is a good idea. I'm also thinking of stuff like formation flying and... read more 08/29/2008 (11:10 pm)
Stealth - what would you like to see? If it's a *sci-fi* stealth game, then I'd like to see a lot more development of the cyber side of th... read more 08/29/2008 (7:36 am)
Messed Something up... EDIT: Gah. Semi-ninjaed ;) I'll leave my response as it was: Does the mouse cursor show up on the... read more 08/27/2008 (12:55 pm)
Messing with my SVN repository I am using TortoiseSVN, sorry, I should have mentioned that. I tried shift-right-click, but the menu... read more 08/25/2008 (7:49 am)
A different idea for a space sim [url]http://www.gamasutra.com/view/feature/2984/a_realtime_procedural_universe_.php[/url] That's pa... read more 08/25/2008 (7:29 am)
A different idea for a space sim [quote]Exactly, but most of these games aren't going for pure simulation; they need to take into acc... read more 08/24/2008 (5:47 am)
A different idea for a space sim [quote]acceleration isn't how you wanted, but really? that wouldn't work.[/quote] Bah. I'll have my... read more 08/22/2008 (1:48 pm)
Free form Motion and Damage Okay, for the record, I figured out what was wrong. I screwed up my syntax in a 'switch' statement t... read more 08/21/2008 (10:15 am)
Free form Motion and Damage Arg. I should be able to tell you how to fix this, because my Player character is doing just this (n... read more 08/20/2008 (7:28 am)
WheeledVehicle problem Yeah, you'll want to modify vehicle steering. When you set $mvYaw, that's used to [i]change[/i] the ... read more 08/20/2008 (7:26 am)
FxReplicator Blocker You're running a debug build, right? What happens when you hit 'retry'?... read more 08/18/2008 (10:24 pm)
Multiple uv layouts for exporter? [quote]The problem with the shaders is that there are torque specific changes you need to make to th... read more 08/17/2008 (5:57 am)
Multiple uv layouts for exporter? Can't follow the link, no TGEA for me... But if I'm reading you right - is this not possible with... read more 08/16/2008 (11:41 am)
Multiple uv layouts for exporter? How about Koushik's shader addon to the Modernization Kit? Then just write a multitexturing shader a... read more 08/16/2008 (7:47 am)
A different idea for a space sim Scott: that's a good idea, thanks. As for relinquishing the direct control of the ship - I did have ... read more 08/14/2008 (1:06 pm)
A different idea for a space sim Morrock: Sorry, missed your post while replying. EVE seems like something I really need to look into... read more 08/14/2008 (12:02 pm)
A different idea for a space sim James: Yeah, I have played Homeworld 2 - I totally forgot about it, though! I guess I classed it as ... read more 08/14/2008 (11:59 am)
A different idea for a space sim Why? It seems that the existing flight-sim control scheme makes perfect sense - and it works well in... read more 08/14/2008 (10:37 am)
WheeledVehicle problem Changes made in default.bind.cs are not always felt immediately because your prefs.cs file was not r... read more 08/14/2008 (6:14 am)
How to sink / show up (almost) instantly. Oh, sorry - I should read a bit more thoroughly next time :P... read more 08/10/2008 (10:44 pm)
What frame is what pos? Okay... I think I get it. I've discovered other, bigger problems I need to worry about before tackli... read more 08/09/2008 (12:16 pm)
Innovative FPS Features Done and done :P Though some elaboration on that could be good in a tactial shooter - bullets that ... read more 08/09/2008 (7:19 am)
Sci-fi Fps [quote]As a point of note, as i am reading this, i am awe that we are all humanizing any aliens.[/qu... read more 08/08/2008 (9:23 am)
Sci-fi Fps [quote]Imagine a world in which gravity was based on light. You stepped in a bright sunlit area and ... read more 08/07/2008 (11:05 pm)
Sci-fi Fps [quote]It also seems sort of silly that a country would be warped by its political borders.[/quote] ... read more 08/07/2008 (1:37 pm)
How can I make collision box much bigger than the object ? The LOScol mesh is used to determine whether the character is in sight, I believe.... read more 08/06/2008 (11:49 pm)
Sci-fi Fps [quote]2042 August 16: France materializes in the Atlantic Ocean.[/quote] Yess... But seriously,... read more 08/06/2008 (1:29 pm)
Yes, I KNOW all the vertices should be in a group... So, the solution, as Joseph kindly pointed out, is that I had been excluding some bones from the exp... read more 08/06/2008 (2:15 am)
Yes, I KNOW all the vertices should be in a group... That'd be awesome, thanks! - but first I'll see what I can do about that residual witchery... Wel... read more 08/05/2008 (11:45 pm)
How do I make bullets bounce off walls? The problem with Projectile is that it doesn't use a hull to collide - just its centre point. So if ... read more 08/05/2008 (11:43 pm)
Yes, I KNOW all the vertices should be in a group... [quote]Oh, and you did triangulate all the polys to tris, didn't you?[/quote] Aha! I thought that w... read more 08/05/2008 (9:44 am)
How to sink / show up (almost) instantly. I will pick up the OT ;) The three words refer to the same movement, but have different connotations... read more 08/05/2008 (9:37 am)
Wacky default projectile behaviour Yeah - so the bullet doesn't collide with the gun, basically. Also, you can use it for grenades like... read more 08/04/2008 (12:18 pm)
Need help with ray casting First - collision normals. A normal is a vector of 1 unit in length parallel to the point your ray h... read more 08/01/2008 (8:15 am)
Just added in some code [quote]but when I hit debug it said that it could not find the main.cs file[/quote] If VS on Vista ... read more 07/31/2008 (6:42 am)
Applying effects to played sounds? You know, I never thought of that... it's pure genius ;) [And a :P smiley for my awesome intellig... read more 07/29/2008 (6:37 am)
Running FPS starter? A more permanent solution: open main.cs (you can use notepad, or an actual script editor if you have... read more 07/28/2008 (10:49 pm)
Players walking on vehicles (a suggestion, not a question) Yeah, I guess that's what I need - I did something like that, but my values were way too small (some... read more 07/28/2008 (10:24 pm)
Players walking on vehicles (a suggestion, not a question) Your change in Player::findContact is basically what I did, except I stuffed all the velocity inputs... read more 07/28/2008 (11:09 am)
Players walking on vehicles (a suggestion, not a question) It's sort of like the 'attachment' methods I was talking about earlier. No reason why it wouldn't wo... read more 07/28/2008 (7:57 am)