Kyle Carter's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Poly Soup on Macs? | There's definitely no technical reason why it wouldn't work - solely a matter of persuading the buil... read more | 10/13/2007 (1:21 pm) |
| Bumpy Atlas Terrain... here's my latest attempt... | Cool work guys. I really like how [url]http://i5.photobucket.com/albums/y153/vesuvias/bumpy1.jpg[... read more | 10/03/2007 (11:25 am) |
| Grid System - need a push in the right direction | You might want to take a look at the RTS Kit as it implements some - but not all - of what's in that... read more | 09/23/2007 (9:16 pm) |
| SimChunk and ChunkFile | What's the cost to startup time for the loop? It's the core of a system to support script-aware h... read more | 09/23/2007 (9:15 pm) |
| Missing profiler functions in TGEA 1.02 | Further investigation reveals that enableMarker isn't implemented. Is this used by anyone? Although ... read more | 09/19/2007 (1:19 pm) |
| Missing profiler functions in TGEA 1.02 | Howdy, I assume you're talking about script - those functions are still present in the C++ profil... read more | 09/19/2007 (1:16 pm) |
| Why does TNL/network handle a lagged out client weirdly? | Zap is running either the same code or code very similar to the stuff on SF. TGE/TGEA never used ... read more | 09/19/2007 (1:02 pm) |
| Why does TNL/network handle a lagged out client weirdly? | Yes - opentnl.org has the full source for the version of TNL used in Zap.... read more | 09/18/2007 (1:04 pm) |
| World Limit Wrap | Check the object's position in its processTick using getTransform(), and if it's greater/lesser than... read more | 09/16/2007 (8:32 pm) |
| Keeping Data Together (MultiPlayer) | Having a separate GUI where you send score updates is the smart way to do it - especially since scor... read more | 09/16/2007 (8:31 pm) |
| Why does TNL/network handle a lagged out client weirdly? | Pat likes to discount other's opinions. ;) It's clearly a problem. The trade-off is how smooth th... read more | 09/16/2007 (8:28 pm) |
| Atlas texture generation crash | Hmm, guess my back of the envelope math is off. :)... read more | 07/09/2007 (3:34 pm) |
| Atlas texture generation crash | Well it'll eat around 2gb of disk space for an 8k heightfield in mesh form, and half a gig for the 4... read more | 07/09/2007 (3:18 pm) |
| Atlas texture generation crash | It certainly isn't, but if you get it to work then more power to you! :)... read more | 07/07/2007 (12:55 pm) |
| The font engine is flawed | Torque doesn't accept font sizes in pixels. You'll have to specify it in points (with no suffix). ... read more | 07/05/2007 (4:35 pm) |
| Atlas texture generation crash | The one in engine/atlas/runtime that has blender in the name - atlasClipMapBlenderImageCache.h/.cpp ... read more | 07/05/2007 (11:29 am) |
| Atlas texture generation crash | Yes, there is. You can extend the blender to do more (which is why all this multiple layers per chun... read more | 07/05/2007 (11:17 am) |
| Problem with umlaut in game | Are you using a UTF8 umlaut or an extended ascii umlaut? Or are you trying to type it?... read more | 06/27/2007 (10:03 am) |
| Horrible Framerate on NVIDIA cards | 30 1024px textures is around 120MB of VRAM. Add a few shadowmaps, backbuffers, etc. and you're pushi... read more | 06/21/2007 (1:38 pm) |
| Smooth animation transitions | *wipes tear from eye* That's the best OpenGL implementation I ever saw.... read more | 05/15/2007 (10:59 am) |
| Atlas texture generation crash | I finally found some time to test and the large JPEG path works fine (with the fixes I posted in thi... read more | 05/11/2007 (3:19 pm) |
| Player Object Collisions with Vehciles or RigidShape problem | [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12174[/url] has some inf... read more | 05/11/2007 (10:06 am) |
| Atlas texture generation crash | Hey guys, Thanks for your willingness to help solve this problem! @ENAK: It doesn't when we ex... read more | 04/30/2007 (4:28 pm) |
| Atlas texture generation crash | What if you just do the TOCFromLargeJPEG by itself? At least that way we can be sure the problem isn... read more | 04/30/2007 (2:03 pm) |
| Atlas texture generation crash | The swizzle stuff isn't relevant, just playing with changing how we change bitmap formats. For fu... read more | 04/30/2007 (1:13 pm) |
| Atlas texture generation crash | What does generateCopy look like in your copy of Torque? Mine looks like: [code] AtlasTexChunk *... read more | 04/30/2007 (12:02 pm) |
| Atlas texture generation crash | Did you check the code to be sure that it's properly setting the layerCount and that atc->bitmap is ... read more | 04/30/2007 (11:49 am) |
| Atlas texture generation crash | There is an update to TGEA in the pipe, which is likely to fix the problems you're experiencing. ... read more | 04/30/2007 (10:49 am) |
| Footstep sounds | For the issue of getting a bad pointer? Sure - step through the code in a debugger and identify the ... read more | 04/24/2007 (3:57 pm) |
| Is Intel Laptop Gaming TDK integrated into TGEA? | It's for all three (just some extra script hooks + a few GUI controls). I believe Intel is distribut... read more | 04/24/2007 (3:30 pm) |
| Footstep sounds | PEntry is likely pointing to corrupt memory. Check it in the debugger and you'll likely see it's poi... read more | 04/24/2007 (3:28 pm) |
| TGEA v1.1? Questions... | Hey guys, I think this thread has peaked in its usefulness and am locking it. Please feel free to... read more | 04/04/2007 (3:30 pm) |
| 1.4's DynamicTexture and GUIs | Interiors don't have UV coordinates as such. But SceneObject has a method that grabs the diffuse fro... read more | 03/10/2007 (9:57 pm) |
| 1.4's DynamicTexture and GUIs | Weapons can correct aim point to compensate to hit where the player is looking. It might be somethin... read more | 03/10/2007 (9:15 pm) |
| ITickable and thread safety (continued) | That's the way to go. Glad you got it fixed. :)... read more | 02/26/2007 (10:10 am) |
| NetEvent Problem? | Thanks for the report, issue #2737. You probably need to add a incRef() in there. :)... read more | 02/23/2007 (4:49 pm) |
| ITickable and thread safety (continued) | Yeah - stick a breakpoint in the ITickable ctor/dtor - under visual studio it'll break properly even... read more | 02/23/2007 (4:30 pm) |
| Theora, Sound and Magical Trevor | Is theora returning any errors? Have you tried nuking all the theora/vorbis context before/after pla... read more | 02/22/2007 (4:41 pm) |
| ITickable and thread safety (continued) | In Torque on win32, no secondary threads occur that I know of (there are other threads running but t... read more | 02/22/2007 (3:53 pm) |
| ITickable and thread safety | Continuing the thread [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=58368]here[/url... read more | 02/22/2007 (3:34 pm) |
| ITickable and thread safety | SetActionThread & co are not multithreading threads - they're animation threads, which in Torque mea... read more | 02/21/2007 (2:25 pm) |
| ITickable and thread safety | ITickable is not threadsafe. (Stick a mutex on it if you need it to be, to prevent updates to the ti... read more | 02/21/2007 (1:56 pm) |
| Tgea Rc1 Release | For the atlas crash, go to line 87 of gfxD3DTextureObject.cpp and change the if(inRect) block to rea... read more | 02/12/2007 (9:07 pm) |
| Lightmap with 3Dstudio | Hey Neto - check your inbox. :)... read more | 02/12/2007 (6:32 pm) |
| TGEA MS 4.2 Release | Is it possible the engine thinks it has automipmap support but it doesn't? That looks a lot like a b... read more | 02/09/2007 (9:33 am) |
| TGEA MS 4.2 Release | Did you read my follow up post? [quote] Guys - to clarify on this point since it seems to be con... read more | 02/07/2007 (8:07 pm) |
| TGEA MS 4.2 Release | Stick a debug break at start of main so you can catch it in the debugger - you run it, it dies, then... read more | 02/07/2007 (9:18 am) |
| TGEA MS 4.2 Release | Are you volunteering? ;) It's something I've often thought would be good but haven't had time to rea... read more | 02/06/2007 (4:15 pm) |
| Rotation in GFXDevice::setFrustum()?? | It works; it's best not to question this stuff. ;) Remember, in Torque Z+ is up, Y+ is out, and X... read more | 02/06/2007 (3:05 pm) |