Game Development Community

Steve Acaster's Forum Posts

Thread Post Date Posted
Frame Rate I've found TGEA1.7.1 to generally have better performance than TGE1.5.2, but as JPB said, games real... read more 07/30/2008 (6:30 pm)
Translucency problem Try setting the alpharef to 255 and see how it comes out then. [code] new Material(foliage1) { ... read more 07/15/2008 (6:26 pm)
Sound troubles Thanks for that info, Tom.... read more 07/15/2008 (6:02 pm)
Sound troubles Glad you found the solution, I always preload all sounds as I expect it's faster than streaming. ... read more 07/15/2008 (3:32 pm)
Sound troubles Check that your audio sound is mono and not stereo. Stereo for 2D sounds, Mono for 3D sounds.... read more 07/15/2008 (4:46 am)
TGEA 1.7.1 - Map2Dif_plus_tgea I stand corrected, it appears that the green brush borders do appear on the base texture as well fro... read more 07/12/2008 (4:57 pm)
TGEA 1.7.1 - Map2Dif_plus_tgea Brush Borders - so that's what they're called. I noticed them but only from acute angles and only on... read more 07/11/2008 (6:46 pm)
TGEA 1.7.0 Bug - Interior normal maps using incorrect sun vector Thanks for that, Matt. 3 line fixes are the type of edits I like!... read more 07/08/2008 (2:51 pm)
Sound bug with weapon fire in TGEA 1.7.1 Yeah, I got that problem too. It ain't a fix but here's a work-around. Disable the sound in your wea... read more 07/08/2008 (2:32 pm)
Constructor 1.05 for Windows @MC Szeto I had that problem but a clean install (instead of patch upon patch upon patch) of Cons... read more 07/08/2008 (2:15 pm)
Terrain Texture Sizes? The Nifty Thing: TexelsPerMeter - basically how many times the texture will tile over a terrain s... read more 07/08/2008 (6:43 am)
Question about terrain for TGEA 1.7.1 1) Heightmaps for megaterrains are under [i]World Editor Creator -> Mission Objects -> Environment -... read more 07/06/2008 (9:16 am)
Terrain Texture Sizes? Yes 1.7.x can. And there's a nifty variable on the terrain object that can be used to make your text... read more 07/03/2008 (4:34 pm)
Saving in cs @ Scott Really? Can't say I've ever come across those problems (yet) but thanks for link and I have... read more 07/03/2008 (6:53 am)
Saving in cs Never use Wordpad for any scripting language - it adds formating. If you don't want to use an IDE li... read more 07/02/2008 (1:13 pm)
Map2dif_plus_tgea crash... If it exports fine without your detail brushes then I'd suggest the problem is somewhere amongst the... read more 06/19/2008 (2:43 pm)
Map2dif_plus_tgea crash... I get a crash when it exports --- -but it does export my dif. Though Null face removal doesn't work.... read more 06/17/2008 (3:01 pm)
TGEA 1.7 - Mission Editor on Save As Thanks for that info, Helk. I'd been trawling Microsoft thinking it was a Windows SDK (Server 2003) ... read more 06/13/2008 (2:39 pm)
TGEA and vista Both work fine on my Vista (32-bit). Which is more than I can say about Vista itself..... There i... read more 06/08/2008 (4:07 pm)
Improving AI Targeting Well done, I'd tried something similar in script - but C++ is so much better.... read more 06/04/2008 (6:48 pm)
How can I make a StaticShape drop from sky? I don't think that's going to work, mate. Static shape objects are just static. Shape objects on ... read more 06/04/2008 (6:38 pm)
Copying a city/buildings? Apart from the Mad Bishop of Manchester (The Times (UK) had a great series of articles on it at the ... read more 06/02/2008 (1:33 pm)
Constructor 1.05 for Windows Cheers for that.... read more 06/02/2008 (8:31 am)
Copying a city/buildings? Buildings - or rather their represented image - aren't copywrited. Hollywood film execs didn't pay... read more 06/02/2008 (8:14 am)
AI Trigger discussion If you haven't read up on triggers in the documentation and on TDN now is the time to do so. Also c... read more 05/28/2008 (6:33 pm)
AI afraid of rain? I haven't played around with weather yet, but could you try getting the ID type/classname of the pro... read more 05/25/2008 (9:25 am)
ContainerFindFirst - distance based? Ah, I see. I was hoping it would search out from the origin to detect closest first - and now I real... read more 05/14/2008 (6:44 am)
ContainerFindFirst - distance based? And the answer seems to be distance - but working from the outer edge of the radius back to the orig... read more 05/13/2008 (6:19 pm)
Weapon in the wall Actually I didn't do anything "knowingly" to stop the player's weapons from pressing into the wall. ... read more 05/13/2008 (10:46 am)
Le noob, le questions Great link list, Alan. Couple of really useful tutorials in there I had not come across.... read more 05/10/2008 (6:11 pm)
Trigger Code Actually, after a little test I realise that you'd have to make a function to inform the server that... read more 05/08/2008 (10:07 am)
Bot Miscalculating path on an incline Just a thought but isn't there a friction setting for AI in their datablock? Increasing that might m... read more 05/08/2008 (7:36 am)
Trigger Code As Jason said above, relocating the trigger in the height axis (out of the player's reach) is also h... read more 05/08/2008 (7:27 am)
Are you experienced with torque's load game process? Check out the game.cs file. As I remember that's where it spawns the player and sets the control ob... read more 05/01/2008 (9:12 pm)
LOD in Blender As many as you want - I'm currently using 5 LODs for my human models. Goes from high detailed up cl... read more 05/01/2008 (7:14 pm)
Splash screen rules for gg Try looking in [i]client/ui[/i] for [i]StartupGui.cs[/i] - have a quick look through the code, it's ... read more 04/17/2008 (3:43 am)
Age Go Specky! I started making text adventures in '83 when I was 10. Made a super-basic, non-scrolli... read more 04/12/2008 (5:31 pm)
OnStuck and Dynamic Avoidance [quote]exported models are ignored entirely in favor of the hard coded boundingBox variable[/quote] ... read more 04/07/2008 (4:33 pm)
Client in the trigger Classname check for a Player (human/client) [code] function PlayerOnlyTrigger::onEnterTrigger(%thi... read more 04/07/2008 (8:54 am)
OnStuck and Dynamic Avoidance After further practising; The boundingbox values deal with collision between the AI and other mod... read more 04/07/2008 (8:48 am)
OnStuck and Dynamic Avoidance ======== Slippery AI ======== I managed to get my AI to be more non-stick and bounce off each o... read more 04/06/2008 (10:33 am)
OnStuck and Dynamic Avoidance Bryce, that was just psuedo-code off the top my head - nothing I was actually trying to use. But wel... read more 04/05/2008 (8:05 am)
LOD Problem with a small Town Just a thought, but if your LODs start at 250 pixels (and I think that's 250 wide not high), and the... read more 03/24/2008 (10:52 am)
LOD Problem with a small Town I'm no expert with constructor but .... Are you trying to LOD and export the whole town as a [b]s... read more 03/21/2008 (7:15 pm)
Scheduling and Prime Numbers [quote]premature optimisation is the root of all evil[/quote] Best quote I've heard in a long tim... read more 03/17/2008 (4:08 pm)
Scheduling and Prime Numbers No my schedules don't [i]need[/i] to be prime numbers - I just read somewhere (non-Torque related pr... read more 03/16/2008 (10:26 am)
Scheduling and Prime Numbers I wasn't doing anything [i]bizarre[/i] - just wondering what differences would make with performance... read more 03/14/2008 (2:29 pm)
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