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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)
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