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Henry Todd's Forum Posts

Thread Post Date Posted
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED @Aaron You got the gist of it. Just to make it extra clear, this is what I think is happening in mo... read more 08/07/2010 (1:33 am)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED This post is an edited mess. If for some reason you want to read the process I went through to get t... read more 08/06/2010 (9:26 pm)
What do make 3d background in T3d *.mis? If I understand this correctly, you want to add a background scene [i]like[/i] a skybox, but made of... read more 08/06/2010 (8:03 pm)
How can i use hardware instancing in Beta2? Drawcall reduction will only help you in certain cases. In the end, the GPU still needs to render ev... read more 08/06/2010 (7:52 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED You were probably always setting the packet rate up in each version.. I usually do that too, but for... read more 08/05/2010 (11:24 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED @Steve Any chance these maps are populated enough that you're actually using all 900 bytes each tic... read more 08/05/2010 (9:16 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED Well, a packet rate of 32 both ways is pretty much standard for action FPS games. Even in the days o... read more 08/05/2010 (8:50 pm)
About X,Y.Z position of an object This is sort of a common topic of discussion on and off. It's not nearly as simple an issue as simpl... read more 08/05/2010 (8:36 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED @Michael I'd need to go test a copy of TGE 1.5 to be certain, but I still think I used to run into ... read more 08/05/2010 (7:48 pm)
Weapon Sway If we're talking about first person renders, I would go hijack the code for eyeOffset and manually c... read more 08/05/2010 (7:19 pm)
keeping server and client in sync when weapons use energy Optimally you could have the ShapeImage state system handle this internally. Introduce a flag to the... read more 08/05/2010 (7:11 pm)
T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED I have been able to reproduce this in every version of T3D as far as I can recall. Assuming we're... read more 08/05/2010 (6:20 pm)
T3D Beta 1 and 2 Bug: sourceObject variable inside Projectile incorrect - LOGGED I assumed those were blanked because of some concerns about trying to access a sourceObject which ha... read more 08/04/2010 (8:34 pm)
T3D 1.1 beta 2 - Bad Terrain Ambient Shadowing (too much) - LOGGED I'm still certain the issue is that the lighting is somehow ignoring the squareSize and just treatin... read more 08/04/2010 (8:12 pm)
July 2010 Site Update Bugs Looks like there's something a bit broken with the forum thread indexing since the update (may have ... read more 07/30/2010 (1:38 am)
Torque 3D Status - 6/30/2010 Sorry, I have to admit I wasn't even aware that there was a Submit Bugs form. I'll keep that in mind... read more 07/28/2010 (11:39 pm)
Purpose of Physical zones , other zones, and zone portals I was suggesting that you could certainly add some effects functionality to either type of "zon... read more 07/28/2010 (11:10 pm)
Torque 3D Status - 6/30/2010 I believe the purpose of that thread was to produce an easy to access index of issues for the newly-... read more 07/28/2010 (10:41 pm)
Purpose of Physical zones , other zones, and zone portals Portals/Zones are for LOD only. Specifically they're for complex interior-type levels that need port... read more 07/28/2010 (1:53 am)
Crouch Logic Problem I'll take a shot at this later this evening or tomorrow morning. I use crouch and prone fairly heavi... read more 07/28/2010 (1:25 am)
Does T3D do day/night routines? To see this effect, all you need is to: 1) Have a mission using the ScatterSky object for the sky... read more 07/28/2010 (12:48 am)
difference between Bound & Collision? @elvince If you need to use non-convex collisions meshes for your geometry, you can enable "... read more 07/22/2010 (2:45 am)
Collada Weapons not showing... Sounds like you worked around the issue, but just in case you have issues again... You mentioned tha... read more 06/11/2010 (6:08 pm)
Bug with lighting and foot steps Definitely haven't seen that one... obviously something's wrong with the lighting on those decals th... read more 06/11/2010 (5:56 pm)
[BUG 1.1Beta1] Bad Terrain Shadowing (too much) - LOGGED Apologies if this is already covered (Steve did mention it in the "requesting bugs" thread... read more 06/11/2010 (5:25 pm)
Next T3D 1.1 release? @Eric: That seems like a pretty comprehensive list of the issues we've been talking about. Thanks fo... read more 06/06/2010 (4:24 pm)
Next T3D 1.1 release? [quote]I think the tradition of releasing broken release after broken release is something that real... read more 05/20/2010 (12:52 pm)
Next T3D 1.1 release? I was never really a huge fan of the guy's work, but I have to admit that he knows how to do the thi... read more 05/18/2010 (10:15 am)
Pre-loading textures into VRAM? Someone more versed in modern rendering techniques will have to answer your specific question. I'm n... read more 05/18/2010 (9:48 am)
Rotation and transform My guess is that the editor is translating these values itself, since it has to be using the getTran... read more 05/18/2010 (9:07 am)
Player leaves no free MaskBits - LOGGED The devs have been talking about removing the hierarchy as we know it for a while now, and it sounds... read more 05/18/2010 (8:50 am)
(Aiming at) players/vehicles health bar code - can't find it T3D/gui/guiCrossHairHud.cpp Near the end of onRender. If you were thinking of unlinking this fr... read more 05/17/2010 (7:38 pm)
Problems with animations Ran out of space in the reply, so just a quick double post. In the long run you might want to look i... read more 05/17/2010 (2:52 pm)
Problems with animations I'm not 100% how you're setting your animations. I mean, it's clear that you've introduced a new mas... read more 05/17/2010 (2:45 pm)
How does GuiShapeNameHud work? Essentially. In onRender it cycles every (well, every ShapeBaseObjectType) object in the client scen... read more 05/17/2010 (1:52 pm)
Wind emitter documentation I'm usually not that concerned about docs, but this kind of stuff really needs to be in there. I had... read more 05/01/2010 (5:31 pm)
Interior Dynamic Lighting I think the whole BSP thing is on it's way out in the industry in general. If you want dynamic light... read more 05/01/2010 (5:25 pm)
Changing TickMS recommended? If you're expecting your players to be operating at sub-30fps (???) or running a game type that does... read more 04/27/2010 (7:54 pm)
Ignoring vehicle to vehicle collision Well, you weren't too specific... if you just want to disable all vehicle collisions vs other vehicl... read more 04/18/2010 (5:20 pm)
iPhone OS 4 license changes - How does it affect iTorque? This sounded like an anti-Flash thing from the start. Adobe found a way to get Flash products onto t... read more 04/13/2010 (3:11 pm)
Torque3D...ATI HD5750 vs GeForce GTS 250 ????? @Steve: How about those ones that actually fried the cards? The drivers weren't reading the temperat... read more 04/01/2010 (2:23 pm)
What are the basic steps to load a 3D level? I'm more than a little confused. First, your account owns no Torque products. We were told some t... read more 04/01/2010 (1:59 pm)
Torque3D Interiors I was never a big fan of BSP modeling; it was like playing with legos but only having stumps for han... read more 04/01/2010 (1:43 pm)
Platforms Players can Ride Version 1.1 Not sure where you can find the original TGE version... I used to have it, but that was a couple ref... read more 04/01/2010 (1:10 pm)
I've been wondering about the netcode... I was under the impression the engine had been tested with much higher player counts even as far bac... read more 04/01/2010 (1:03 pm)
Simulating latency for network testing Exactly what I needed, thanks. Packet loss simulation is a bonus. For some reason it never occured t... read more 04/01/2010 (12:58 pm)
AI not firing accurately correctmuzzlevector=1 should solve your problem, in theory. At least, it does for weapons being used... read more 03/31/2010 (11:49 am)
Weapon Prediction I should probably have edited the previous post and replaced it w/ this updated info, but I'd rather... read more 03/31/2010 (2:24 am)
Weapon Prediction Firearms was an excellent HL mod... I hate to be the one to bring you the bad news about how much wo... read more 03/31/2010 (1:57 am)
Projectile initialPosition issue - explanation inside My initial thought here was that you must be connected to a DS and simply losing some initialupdate ... read more 03/31/2010 (12:59 am)