Azaezel's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Pathshape Conversion Progress | Thanks for the reminder. Now that that's been accepted into dev-head, freed up 2 bitmasks by rolling... read more | 05/09/2014 (9:59 am) |
| Pathshape Conversion Progress | 1) There are script calls, so tossing out the source's auto-attach should be perfectly doable. (as a... read more | 05/08/2014 (10:48 pm) |
| Pathshape Conversion Progress | Ok, lets break it on down as far as how it works form a high-level perspective as-is: 1) The atta... read more | 05/08/2014 (11:54 am) |
| Pathshape Conversion Progress | To address both at once: the core of the tech it's self isn't so much a shape following a path, that... read more | 05/07/2014 (9:20 pm) |
| Torque3D's Import System | Probably the first place to start, if one were so inclined, technically knowledgeable, and had the t... read more | 05/05/2014 (6:56 pm) |
| Torque3D OpenGL Status | @luis: I'll have a followup on that within the week. Only additional data I can provide at present i... read more | 05/04/2014 (12:45 pm) |
| Extension Development | Afraid neither T2D, nor T3D has a native spam extension. You have the source. Use it.... read more | 05/03/2014 (12:17 pm) |
| Torque3D OpenGL Status | When you get a chance, might want to plug in: [code] new Path() { isLooping = "1&qu... read more | 04/28/2014 (11:27 am) |
| $100 to anybody that can fix the PathShape resource (paid.) | Well, as far as it goes, if folks want to collaborate on that a bit, did go ahead and shove up a bra... read more | 04/26/2014 (1:05 pm) |
| What a "game engine" is.... | I'll stick to my definition: A collection of solved problems. Now that does lead to some more mea... read more | 04/20/2014 (3:04 pm) |
| accurate spawn surface | 10-1 you're already using: [code] %mask = $TypeMasks::ShapeBaseObjectType; %scanTarg = ContainerR... read more | 04/14/2014 (9:27 pm) |
| $100 to anybody that can fix the PathShape resource (paid.) | Well, for what it's worth for folks that come along later, I can confirm that [code] Point3F... read more | 04/14/2014 (1:03 pm) |
| Gun Zoom Optics | artdatablocksweaponsyourfile.cs (don't forget to list it in : artdatablocksdatablockExec.cs) [co... read more | 04/02/2014 (8:07 pm) |
| Gun Zoom Optics | Sorry, hadn't realized you were that unfamiliar with the codebase. From gamescriptsclientclient.c... read more | 04/02/2014 (6:57 pm) |
| Gun Zoom Optics | from \game\art\datablocks\weapons\proxmine.cs [code] datablock ProximityMineData( ProxMine ) {...... read more | 03/30/2014 (9:15 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | Still going over this in conjunction with the beamng and dev branches, so could be out of date, but ... read more | 03/28/2014 (11:17 am) |
| New Committee insights & feedback | [url]http://www.garagegames.com/community/forums/viewthread/136563[/url] might be of relevance in te... read more | 03/22/2014 (11:49 am) |
| Next-Gen Branch | Bit the bullet, grabed vis studio 2013, pulled a merge for the source, and replace of the script + t... read more | 03/19/2014 (12:53 pm) |
| Walkabout Navigation Toolkit help thread | As far as it goes, there is a: [code] dtObstacleRef dtTileCache::addObstacle(const float* pos, c... read more | 03/15/2014 (1:28 am) |
| Walkabout Navigation Toolkit help thread | At present, ended up settling for retooling our old racing ai code like so: [code] bool AIPlayer::... read more | 03/14/2014 (9:43 pm) |
| Walkabout Navigation Toolkit help thread | Ok, so this is a bit long and involved: looked a bit into http://www.stevefsp.org/projects/rcndoc/pr... read more | 03/14/2014 (9:42 pm) |
| Torque3D OpenGL Status | quickie notes/queries: (Mar 04, 2014 baseline) gfxD3D9PCDeviceProfiler.cpp - #include <d3d.h&... read more | 03/05/2014 (4:13 pm) |
| Damage FallOff. DMG over Distance | Bullet drop, ricochet, and homing would distort a pure vector comparison, though Richard is right if... read more | 03/03/2014 (4:31 pm) |
| TorqueScript Improvement Status | [quote] I found a bug with isDefined on global variables: $a[1] = 1; isDefined("$a[1]"... read more | 03/02/2014 (11:09 pm) |
| Torque 3D project manager generates no visual studio files | If you run generateAllProjects.bat does it also whine about a missing dependency?... read more | 03/02/2014 (1:45 pm) |
| Damage FallOff. DMG over Distance | couple things. just checked with [code] function BlunderbussProjectile::onAdd(%this,%obj) { ... read more | 03/02/2014 (1:36 pm) |
| Damage FallOff. DMG over Distance | $Sim::Time will snag a timestamp, if you want to try going that route (say setting a variable on you... read more | 03/01/2014 (12:49 pm) |
| minimap or radar in 3.5? | Fair warning: I'd be astonished if it compiled out of the box. Though you *should* be able to kill o... read more | 02/23/2014 (10:28 am) |
| minimap or radar in 3.5? | [url]https://github.com/Azaezel/Torque3D/commits/Radar[/url] has a variation on [url]http://w... read more | 02/23/2014 (10:07 am) |
| $100 to anybody that can fix the PathShape resource (paid.) | Just got tied up with some nastiness this end, so can't really personally verify this one, but: does... read more | 02/19/2014 (11:38 am) |
| $100 to anybody that can fix the PathShape resource (paid.) | Would that be a "packetDataChecksum disagree", or a "unpackUpdate did not match packU... read more | 02/19/2014 (11:13 am) |
| $100 to anybody that can fix the PathShape resource (paid.) | What happens when you flip #define TORQUE_DEBUG_NET on console-wise?... read more | 02/19/2014 (1:26 am) |
| Torque3D OpenGL Status | heh. No, the artist.... read more | 02/16/2014 (5:31 pm) |
| Torque3D OpenGL Status | Seems to work, judging by the results of the revised texture sheets I just slapped up for verificati... read more | 02/16/2014 (4:01 pm) |
| Torque 3D MIT: Codename GREED - FPS Engine | Well, as far as it goes, I was in the middle of ripping the higher order functions out of the AI thi... read more | 02/15/2014 (10:27 am) |
| gameTSCtrl - unnecessary code in ::onRender ? | Would tend to agree, there. Personally I just pruned it on down to verifying if it was a valid conne... read more | 02/13/2014 (11:34 am) |
| Torque3D OpenGL Status | Nvidia, and the code snippet you provided does appear to have corrected that, with glTexParameteri(b... read more | 02/13/2014 (11:27 am) |
| Torque3D OpenGL Status | @Timmy: This may very well be an extreme corner-case, but on large DXT(1,3 or 5 at 512X8192 resolut... read more | 02/13/2014 (1:23 am) |
| Thinking out loud - Lets focus on Accessibility, Performance and Multi-platform for Torque 3D | [quote] Since the theme of this thread is thinking out loud, I've had a crazy idea floating around ... read more | 02/12/2014 (3:55 pm) |
| gameTSCtrl - unnecessary code in ::onRender ? | Hrm. Stand corrected. Doesn't play nice with the extreme ends of the getWhiteOut(). (At least, not w... read more | 02/12/2014 (2:29 pm) |
| gameTSCtrl - unnecessary code in ::onRender ? | Don't see any issues this end with killing off the ||true so far. Presumably this would be for suppo... read more | 02/12/2014 (2:08 pm) |
| Torque 3D MIT: Codename GREED - FPS Engine | [quote]So, we have a branch for each topic that gets a pull-request when it's ready to merge into de... read more | 02/06/2014 (1:23 pm) |
| Visual Scripting Feature? | try: [url]https://github.com/LuisAntonRebollo/Torque3D/tree/dev_linux_opengl[/url]... read more | 02/06/2014 (12:48 pm) |
| Torque 3D MIT: Codename GREED - FPS Engine | Ok. Since it has apparently somehow become less than blindingly obvious what the intent here is: ... read more | 02/04/2014 (6:25 pm) |
| Enabling NVIDIA GPU on Optimus systems - Help needed! | [code] bool WMIVideoInfo::_queryPropertyWMI( const PVIQueryType queryType, const U32 adapterId, S... read more | 02/02/2014 (9:43 pm) |
| Enabling NVIDIA GPU on Optimus systems - Help needed! | [code] struct IDxDiagContainer : public IUnknown { virtual HRESULT STDMETHODCALLTYPE Get... read more | 02/02/2014 (9:42 pm) |
| Enabling NVIDIA GPU on Optimus systems - Help needed! | [code] bool WMIVideoInfo::_queryPropertyDxDiag( const PVIQueryType queryType, const U32 adapterId, ... read more | 02/02/2014 (9:41 pm) |
| Enabling NVIDIA GPU on Optimus systems - Help needed! | [code] class PlatformVideoInfo { ... virtual bool _queryProperty( const PVIQueryType queryTy... read more | 02/02/2014 (9:40 pm) |
| Enabling NVIDIA GPU on Optimus systems - Help needed! | Well, these are from my personal notes from the last time I attempted a manual trace of the issues, ... read more | 02/02/2014 (9:37 pm) |
| Enabling NVIDIA GPU on Optimus systems - Help needed! | Spent more than a few months on that myself for our head artist (Don't have one of those lappys myse... read more | 02/02/2014 (12:29 pm) |