TGEA 1.8 2 minor bugs/odd behavior
by Erik Madison · in Torque Game Engine Advanced · 01/30/2009 (7:13 am) · 1 replies
1: Rene did a fine job with footfall sounds, et al. A problem though... the soon-to-be-depracted method of using the profile ID (serverside) works fine. To use the profile name (clientside), requires the materials to be loaded later. ie, under normal demo startup, this block
2.Dual+ waterblocks. Not sure about this. I have 2 waterblocks, an ocean and a river leading to it. I'm spammed with invalid materials names for material block ps2.0+ surface. I don't notice a problem, but....
// Footstep sound defined on material. This is the way it should be
// done now.
SFX->playOnce(material->mFootstepSoundCustom, &footMat);results in the errorObject 'FootSoftSound' is not a member of the 'SFXProfile' data block classAnd nothing plays/emits. Later on in the loading process, after the client has fully ghosted in, I will call reloadMaterials(), and everything works fine. I cannot seem to move the original material load to a later point without breaking other stuff, and of course reloading all the materials takes quite a few ms of load time, not to mention spam warnings.
2.Dual+ waterblocks. Not sure about this. I have 2 waterblocks, an ocean and a river leading to it. I'm spammed with invalid materials names for material block ps2.0+ surface. I don't notice a problem, but....
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Associate Rene Damm
Thanks, Erik. Looking into this.