TGEA 1.7.0 Beta1 feedback
by Kenneth Holst · in Torque Game Engine Advanced · 03/18/2008 (6:24 pm) · 44 replies
Please leave your feedback on the TGEA 1.0.7 Beta 1 release here in this thread. No bugs! - Bugs each go in their own individual threads in the bug forums!
Your feedback is very valuable to us so please take the time to let us know what you think.
Thank you.
Your feedback is very valuable to us so please take the time to let us know what you think.
Thank you.
#42
Regarding the posts above about the Xbox controller etc.
I've got everything working from above..Cool...thanks for posting your advice up there.. it's really helped me out.. 8)
The only thing is, I can navigate the GUI using up, down, left, right on the keyboard, but controller seems dead until the mission loads, do I need to force it to enable direct input from the controller before the GUI loads or something?
Cheers
Harvey.
05/02/2008 (3:42 am)
Hi Guys,Regarding the posts above about the Xbox controller etc.
I've got everything working from above..Cool...thanks for posting your advice up there.. it's really helped me out.. 8)
The only thing is, I can navigate the GUI using up, down, left, right on the keyboard, but controller seems dead until the mission loads, do I need to force it to enable direct input from the controller before the GUI loads or something?
Cheers
Harvey.
#43
07/30/2008 (10:12 pm)
I know that 1.7.1 is released now so perhaps this doesn't belong here, but does anyone know why the existing binds for the gamepad don't function and Sean's code needs to be added at all (in 1.7.1 his code still needs to be added, otherwise the analog sticks don't function)?
#44
07/30/2008 (10:22 pm)
I know that 1.7.1 is released now so perhaps this doesn't belong here, but does anyone know why the existing binds for the gamepad don't function and Sean's code needs to be added at all (in 1.7.1 his code still needs to be added, otherwise the analog sticks don't function)?
Torque 3D Owner Matt Kronyak
RealmSource LLC
Just to be clear, Mega Terrain = Legacy Terrain = TerrainBlock as far as "a terrain" goes. I suppose a "mega terrain" is considered any collection of multiple terrains in the same mission rather than a type of terrain object (which would be a TerrainBlock object). GroundCover will work on any TerrainBlock but only 1 terrain block can be specified per ground cover. As soon as you get to a location where multiple TerrainBlocks intersect the GroundCover will come to an abrupt stop.
I suppose one work around for this would be to create identical GroundCovers for each TerrainBlock.