Game Development Community

Daniel Buckmaster's Forum Posts

Thread Post Date Posted
Creating characters Yep, it is. But the data still has to be stored somewhere - I don't want to have to set up a persist... read more 04/12/2008 (10:18 pm)
Orange Guy and exporter 0.96 Okay, will do. Thanks for a speedy response :) Yep, that did it.... read more 04/12/2008 (11:52 am)
Creating characters I figured I was being kinda tame with this idea :P. I'm not going for MMO in any way or form - but t... read more 04/12/2008 (11:49 am)
Blender, the hitbox resource, and player bounds Ooh. I always wondered what that meant. Thanks so much for all this!... read more 04/09/2008 (11:51 am)
Blender, the hitbox resource, and player bounds You are an absolute hero. Thank you so much for this :) Quick question - how would I go about findi... read more 04/08/2008 (11:30 am)
Blender, the hitbox resource, and player bounds I'm eating my head in excitement! [That wasn't meant to sound sarcastic, just stupi... read more 04/07/2008 (9:25 am)
LOD in Blender Nope, I think it's the other way around. Detail 1 is the most detailed model, the one that will be s... read more 04/06/2008 (1:15 pm)
LOD in Blender Have you exported models from Blender before? I'm going to assume you have, and it'll make this much... read more 04/06/2008 (11:25 am)
CorrectMuzzleVector and Triggers Sounds like a very good idea :)... read more 04/06/2008 (11:13 am)
Blender, the hitbox resource, and player bounds I can send you my modified files if you want. I'm sure I haven't botched any of the implementation. ... read more 04/06/2008 (9:09 am)
Blender, the hitbox resource, and player bounds I should also probably mention that I had to change something in the resource for it to work- [code... read more 04/06/2008 (5:24 am)
Blender, the hitbox resource, and player bounds How about both? :P This is with Bounds not parented to anything... um... yeah. I did just realise ... read more 04/05/2008 (11:38 pm)
Blender, the hitbox resource, and player bounds In TSShapeInstance::buildInstanceData, everything seems fine. Gotta check where else meshList is mod... read more 04/05/2008 (1:34 pm)
Blender, the hitbox resource, and player bounds Well, I changed the object names and the dSprintf in ShapeBaseData::preload to use an X, and nothing... read more 04/05/2008 (1:11 pm)
Blender, the hitbox resource, and player bounds That's for the info on the bounds box... I tried taking the datablock line out, which defines a stri... read more 04/05/2008 (12:26 pm)
Firing trigger madness [quote]1. So when I do %obj.setImageTrigger(0,true) on the server, I am merely incrementing $mvTrigg... read more 04/05/2008 (5:07 am)
Brainstorming phase - Amoeba Shooter Sounds like a pretty cool idea. Would you make team leaders any better to offset the huge advantage ... read more 04/05/2008 (4:54 am)
Firing trigger madness Extra info - I think there are six trigger slots, 0-5. Slots 0 and 1, as you can see above, set the ... read more 04/03/2008 (11:09 pm)
FPS, same old ideas, my attempt at new uses. That is a really good idea. You could make all sorts of thematic points in a story, with a premise l... read more 04/02/2008 (12:53 am)
Player falling effect in tutorial.base I think you'll find some datablock settings for player headshake - the effect itself isn't an animat... read more 04/01/2008 (2:20 am)
Object type bit shift too large... I don't think the problem is in the masks - it's in the object type definitions. Like ProjectileObje... read more 03/30/2008 (2:00 pm)
Object type bit shift too large... Not in my copy of the engine - the only free bit I found was 21.... read more 03/30/2008 (8:59 am)
ContainerFindFirst freezes Torque %range is 100 %position is "float float float" (forgot the values but they were correct) I think t... read more 03/29/2008 (8:33 am)
Modernization Kit Beta Thread 2 Koushik, you are a hero :) On an unrelated note - is there someone who can better explain the DRL... read more 03/27/2008 (11:18 am)
Advanced weapon behvaiour For the bolter, I meant the weapon would actually fire (run through the whole state sequence) four t... read more 03/25/2008 (5:03 am)
Where is all the ai You're right, built-in AI in Torque is rather basic. TDN has a good [url=http://tdn.garagegames.com/... read more 03/23/2008 (8:02 am)
Centre legs to torso Update bump. When I remove the last line, the code actually does nothing like what I want it to. Som... read more 03/08/2008 (12:54 am)
Co-op dilemma I've figured out a solution for my game - I talked to a few friends and we worked out a way to wedge... read more 03/06/2008 (10:28 pm)
Appearance-modifying Armor (and more) The mesh hiding resource seems to have some problems in 1.5.2.... read more 03/04/2008 (11:47 am)
Weapon system solutions That sort of sounds like exactly what I was suggesting :P. Except using a GameBase derivative instea... read more 02/24/2008 (5:58 am)
Best Method of Collision Detection? I also think this resource is the best for hitbxes. There are others, but less flexible, or far more... read more 02/23/2008 (11:42 pm)
Weapon system solutions A ScriptObject for each item? Or using a ScriptObject based inventory system? Basically what I'm adv... read more 02/23/2008 (11:39 pm)
Weapon system solutions [quote]What the heck are you needing all this for? Why would you care if your weapons had physics go... read more 02/23/2008 (10:30 pm)
Get node transform Yeah, I figured, but can't find anything. Scary. Would it do to call animate() in the getNodeTransfo... read more 02/23/2008 (1:18 pm)
Get node transform Glad to see you got your animation movement problems sorted. Ramen-sama - any idea how to get thi... read more 02/23/2008 (6:26 am)
Innovative FPS Features [quote]About the gameplay,,add some fore funny things in it......[/quote] What do you mean by that?... read more 02/18/2008 (7:39 am)
Animation affecting position [quote]In that case I sadly wasted 200 bucks. And that's no joke because I'd never be able to make m... read more 02/15/2008 (11:46 am)
Dynamic Gravity Manipulation Or, if you're searching through Torque to find all the uses of gravity, then change it all to a vect... read more 02/15/2008 (11:39 am)
Node) Render transform Okay, this is now sort of starting to overlap with the node transform thread that's just bobbed to t... read more 02/15/2008 (8:23 am)
Would any of you be interested in this? [quote]Spend just a little money and send in a newly recruited boarding party onto the ships you wan... read more 02/13/2008 (10:58 am)
Node) Render transform Yes, I am working on this problem just so I can bump this thread... The problem seems to be movin... read more 02/10/2008 (11:55 am)
ProcessAfter but not interpolateAfter? Yeah, I sort of realised that changing the mounting system is far preferable to hacking in a new mou... read more 02/10/2008 (7:48 am)
What do you think? Backstory is good enough for a video game, but just one question. If your player is an elite governm... read more 02/07/2008 (11:41 pm)
Node) Render transform I've discovered the source of the flat transform matrices. Whenever the object's processTick is call... read more 02/06/2008 (6:08 am)
Node) Render transform It seems I've misinterpreted the problem. These methods work fine - it's something to do with the ob... read more 02/06/2008 (1:48 am)
Why Player::pickActionAnimaion changes animation based on speed? I think that pickActionAnimation uses velocity to determine which animation to use. So if the player... read more 02/04/2008 (10:18 pm)
Item CastRay? I'm probably wrong, but wouldn't Item simply use the ShapeBase castRay function when a ray got cast ... read more 02/04/2008 (6:16 am)
Solving an access violation [quote]Sure it's easier to blame something else when you make mistakes, but it won't help you grow a... read more 02/03/2008 (5:17 am)
Making a tank work with a turret Andy, you would be my hero ;). For an hour's work, that tank's looking amazing. [quote]I'd love t... read more 01/28/2008 (8:58 am)
Start from scratch? One more. I don't know how to get to it on TDN, but somehow I found it: [url]http://tdn.garagegames... read more 01/25/2008 (10:53 pm)