Paul /*ilys*/ Symeou's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| 0 != 0 with writeSignedFloat/readSignedFloat | If you want to keep the precision, have you tried writing and reading as a float instead of an integ... read more | 02/26/2014 (2:01 am) |
| Deleted | Indeed they did. And possibly still are :D... read more | 02/15/2014 (3:57 pm) |
| OffsetNonConst in 1.5.2 | Looking at the code, Offset() and OffsetNonConst() both point to the same define, _Offset_Normal(), ... read more | 07/25/2011 (10:51 am) |
| OffsetNonConst in 1.5.2 | That does not read right to me. Are you using the material property mapping solely for the puff emit... read more | 07/25/2011 (4:40 am) |
| Setting Energy to Equal Health | No, I think he is just saying what happens if you try the "fiddle-with-the-datablock" meth... read more | 05/18/2011 (2:23 am) |
| Info on AudioEnvironment? | Reading up on it some more, the EAX IASIG environment extensions are obsolete. Your best bet is to u... read more | 05/03/2011 (11:37 am) |
| Info on AudioEnvironment? | The problem is that the AL extensions do not exist in OpenAL. The EAX implementation in TGE is proba... read more | 05/03/2011 (8:42 am) |
| F10 and F11 keys | The icon at the top left is taken from the executables actual icon. You'll need to replace torque.ic... read more | 04/13/2011 (7:10 am) |
| GuiTabBook/GuiTabPage | Just tried this myself by modifying the unused options.gui in common/gui and it seems to work fine. ... read more | 04/13/2011 (6:43 am) |
| Setting Energy to Equal Health | OK, same as above but using the value instead of the level. [code]void ShapeBase::processTick(con... read more | 04/12/2011 (3:56 am) |
| Setting Energy to Equal Health | Right, quick and dirty hack. This method will only work if maxDamage and maxEnergy values are equal.... read more | 04/12/2011 (3:30 am) |
| Setting Energy to Equal Health | Dynamically changing the value of a datablock is never a good idea, since it will change for everyth... read more | 04/12/2011 (2:44 am) |
| F10 and F11 keys | It sounds like you are using tutorial.base as the basis of your game, since that is the only "m... read more | 04/06/2011 (2:34 am) |
| F10 and F11 keys | If you're using the base TGE 1.4.2 scripting, you will find the GUI Editor bind at the bottom of &qu... read more | 04/04/2011 (6:52 am) |
| What is the are the *.dso files for? | Err, K. @Nikitin: Anyway, the use of [code]$Scripts::ignoreDSOs = true;[/code] will disable DSO... read more | 04/04/2011 (6:40 am) |
| Fix for screenshot crash at 1366 x 768 resolution (Intel Graphics) | Reading up on it, and considering GL_UNPACK_ALIGNMENT is already set to 1, I don't think there would... read more | 12/10/2010 (1:36 pm) |
| Fix for screenshot crash at 1366 x 768 resolution (Intel Graphics) | GL_PACK_ALIGNMENT defaults to 4 for all GPUs. Interestingly, GL_UNPACK_ALIGNMENT is already being se... read more | 12/09/2010 (10:46 am) |
| T3D 2009 1.1 beta 3 -- how to play footstep sounds on Terrain or TSStatic | [quote] 1: Buy T3D[/quote]Could you lend me the $691 to buy it then? ;)... read more | 12/05/2010 (12:45 pm) |
| Load looking through static camera | You might be trying to set the camera and control object before the player has been created. You mig... read more | 12/05/2010 (12:41 pm) |
| Load looking through static camera | You need to set the control object as the camera. LocalClientConnection.setControlObject(menu_camer... read more | 12/04/2010 (1:23 pm) |
| CastRay on small collision meshes? | Only five months later ;)... read more | 11/29/2010 (12:55 am) |
| Bandwidth, Player count, Ghosts | Yes, it is bits not bytes. Not sure why I said bytes myself.... read more | 10/21/2010 (10:17 am) |
| Bandwidth, Player count, Ghosts | From what I can tell, the packet rate is a divider of one second (1024ms / rate) for the frequency o... read more | 10/20/2010 (1:58 pm) |
| My ignition key for Torque Constructor 1.0.3 | Torque Constructor is free. Just install 1.0.3 and apply the 1.0.6 update to remove the ignition key... read more | 09/05/2010 (7:19 pm) |
| GuiMLTextCtrl question | That could be tricky without modifying the source. Are you using a \n tag to create a new line each ... read more | 02/18/2010 (11:20 am) |
| GuiMLTextCtrl question | Use the maxChars field. [code]maxChars = 7;[/code] ... read more | 02/16/2010 (12:02 pm) |
| distro mission dso problem | The compile bool does more than flag what needs to be compiled, it also flags what compiled scriptin... read more | 02/05/2010 (2:59 pm) |
| CastRay on small collision meshes? | Would [url=http://www.torquepowered.com/community/forums/viewthread/60557]this[/url] help?... read more | 02/05/2010 (7:43 am) |
| distro mission dso problem | TGE does not usually allow the use of compiled mission files. The exec() function will go out of it'... read more | 02/05/2010 (6:52 am) |
| Vsync flag not working? | Just a quick update. Tried it with all the nVidia cards that I have. On my main gaming rig: GTX29... read more | 01/23/2010 (8:18 pm) |
| Vsync flag not working? | What version of the nVidia drivers are you using? Also, what version of Windows? VSync seems to b... read more | 01/22/2010 (11:20 am) |
| Colliding with mounted objects: solved (I think) | I'm guessing that would be the mounted image displacement code in player.cc Player::renderMountedIma... read more | 12/21/2009 (5:46 pm) |
| Mounted camera has synch problems | I've noticed there have been a lot of dead thread bumpings in the last few days. Oh, and, bum... read more | 10/16/2009 (8:58 pm) |
| TGE/DirectInput Gamepad Rumble/Force Feedback | Oh, I should point out though, XInput is required for the XBox 360 controller, but FF and rumble for... read more | 10/16/2009 (2:04 pm) |
| TGE/DirectInput Gamepad Rumble/Force Feedback | It is possible without using XInput, but requires a lot of changes to the direct input code in TGE. ... read more | 10/16/2009 (5:28 am) |
| Laser Sight | Try %obj.client instead of %client... read more | 10/13/2009 (5:17 am) |
| [Fixed]Using VC++ 2008 Debug | It will not be in the log. You need to check the call stack. Not sure where you will find it in VS20... read more | 10/11/2009 (6:21 pm) |
| [Fixed]Using VC++ 2008 Debug | That first error usually comes up if the GUI control profile has an invalid bitmap. Check the debugg... read more | 10/11/2009 (5:31 pm) |
| Laser Sight | I've hack-fixed the "attach to static shape" bug. In shapeImage.cc replace the followin... read more | 10/10/2009 (9:36 pm) |
| Laser Sight | Just to clarify something; sgLightObject and sgUniversalStaticLight are the same thing, the later is... read more | 10/10/2009 (9:09 pm) |
| Laser Sight | It's odd, I have a few missions that use the sgUniversalStaticLight class, but none of them are cras... read more | 10/10/2009 (8:36 pm) |
| Laser Sight | Are you attaching any other lights to anything else? Does the MGSK have any extra code that does any... read more | 10/10/2009 (8:21 pm) |
| A good way to hide objects? | My mistake. Should have tried it on a clean TGE. Was interfering with other modifications I've made ... read more | 10/10/2009 (12:40 pm) |
| Laser Sight | Using the decal manager is not of much use. It just creates a new decal each time the light renders.... read more | 10/10/2009 (12:06 pm) |
| A good way to hide objects? | There is a bug with the mHidden bool, where it does not get packed to the client. Since it is using ... read more | 10/10/2009 (11:19 am) |
| Laser Sight | Fixed my typo :d It's easier to just create and delete the volumelight object when you mount and un... read more | 10/09/2009 (11:13 pm) |
| How would I make it so a AIplayer would drop an item or weapon when they died | There is already scripting in TGE to throw an item or weapon currently on the Player or AIPlayer. ... read more | 10/09/2009 (10:41 am) |
| Laser Sight | EDIT: Make sure you clean or re-build with the following code, or it will still crash. volLight.c... read more | 10/09/2009 (6:31 am) |
| Laser Sight | I'd also like to see the datablock and volumelight object for that lazer sight.... read more | 10/09/2009 (5:03 am) |
| Laser Sight | A fix for rendering to the centre of the screen; sgLightObject.cc calculateLightPosition() chang... read more | 10/07/2009 (12:33 pm) |