Game Development Community

Johnathan Moore's Forum Posts

Thread Post Date Posted
How do I persistant gamebase object over two server instances? As a sidenote. I think it's weird calling it transport control object when it has this limitation. ... read more 01/27/2014 (4:16 am)
How do I persistant gamebase object over two server instances? This means my 100 different U16 stats for my characters would be 700 bytes instead of 200. Over 3 ti... read more 01/27/2014 (4:13 am)
How do I persistant gamebase object over two server instances? Thanks for help. I'd like to point out that you are sending all your data as strings here however... read more 01/27/2014 (4:11 am)
How do I persistant gamebase object over two server instances? This is clearly designed for carrying strings. Surely there must be a way already implemented. It's ... read more 01/27/2014 (2:58 am)
How do I persistant gamebase object over two server instances? That seems like what I need. I can just create some globalish storage if they're both localhost. ... read more 01/26/2014 (6:40 pm)
[solved]Projectiles Can someone find my disappearing cannonball? By default it doesn't, I changed mine so it collides, but doesn't explode with armingDelay active. ... read more 05/13/2013 (9:33 am)
[solved]Projectiles Can someone find my disappearing cannonball? Thanks guys. Daniels idea works. It was armingDelay. This is quite confusingly named. "Amount... read more 05/13/2013 (8:33 am)
[solved]Projectiles Can someone find my disappearing cannonball? If it hits the terrain or a building or something, I want it to glance off at the angle it should. I... read more 05/13/2013 (2:23 am)
[solved]Using StringTableEntry? (C++) Doh. Thanks David.... read more 03/11/2013 (8:00 am)
It seems like there's a minimum requirement for onCollision to fire? This thread is probably relevent. It depends what your object is. http://www.garagegames.com/commun... read more 03/10/2013 (8:11 am)
[solved]I want to disable player-player collision, how can I do it? Thanks guys. Ians solution worked.... read more 01/03/2013 (7:11 am)
GameConnection sent to each player? Oh, I'm going to make it so the server decides whether it's one of yours. Which is probably what I s... read more 11/30/2012 (10:01 am)
GameConnection sent to each player? When a client is given the ghost of anouther clients controlled player, will that player.mControllin... read more 11/30/2012 (9:21 am)
Problem with source code "overriding virtual function return type differs and is not covariant from..." Thanks for the replies. I thought there would be a nicer way of doing it, as to me RTSConnection ... read more 10/21/2012 (2:41 am)
Problem with source code "overriding virtual function return type differs and is not covariant from..." Yer, that's where it came from. I haven't really got that many changes it's just this left to get it... read more 10/21/2012 (12:18 am)
Command to Server not working for me Ok I have found exactly whats causing this problem. The camera being added as the control object. %... read more 11/24/2008 (3:47 am)
Command to Server not working for me Ok I'm posting an update for this. Its still not fixed :'( Originally I thought that this was a p... read more 08/25/2008 (3:21 pm)
Command to Server not working for me Yes its certainly executing, I have an echo the line before and put a break point in the console fun... read more 08/21/2008 (9:30 am)
Command to Server not working for me I do, I have a mission running also.... read more 08/21/2008 (9:20 am)
Command to Server not working for me Yes [code] function ServerCmdOrderMoveCmd(%client, %x, %y, %z) { echo("oink desu"); for (%i ... read more 08/21/2008 (9:02 am)
Crate monster ? You just need to create the crate and player datablocks. Then there is a function named Crate::OnDes... read more 06/29/2008 (2:07 am)
Rts Port To Tgea I have it running. Minus selection circles. And it did work fine. But now I've got a problem where, ... read more 01/05/2008 (9:07 am)
Multiple Squads All I did was move the circle rendering code into a separate function nameddrawHealthBar and then ad... read more 09/09/2007 (4:03 am)
Passing vars to PathManager It think its %rtsunit.getControllingConnection(); in the rts starter kit. If not its %rtsunit.getCon... read more 08/08/2007 (11:12 am)
Multiple Squads I have done it all in c++. It would be quite troublesome to do in script probably. The leader I ... read more 08/02/2007 (7:50 pm)
Multiple Squads No I did it a while ago. Its not particually challenging apart from changing rtstsctrl to show selec... read more 08/02/2007 (7:10 pm)
Unit shape instance not updating anymore?(in TGEA) Problem fixed. Just a note to anyone in the future using the player code. In packupdate it doesnt tr... read more 08/02/2007 (7:06 pm)
Unit shape instance not updating anymore?(in TGEA) Ok, an update. Since I originally posted I noticed the function RTSShape::prepRenderImage was mis... read more 08/02/2007 (1:06 pm)
Unit shape instance not updating anymore?(in TGEA) Well ill try to explain it better. The shape that is visible looks completely normal. It stays in th... read more 08/02/2007 (11:46 am)
Unit shape instance not updating anymore?(in TGEA) Does noone have any help to offer? Anouther piece of info, it is likely caused by me changing the cl... read more 08/02/2007 (11:19 am)
Client-side item not properly updated Oh, thanks for bumping this. It seems to be very much related to a problem im having right now :)... read more 08/02/2007 (10:43 am)
Multiple Squads Ive implemented squad based selection :)... read more 08/02/2007 (10:38 am)
Always display damage bars Just make a function like.. [code] SimSet* RTSConnection::getVisibleUnits() { return mVisibleUn... read more 07/25/2007 (7:45 am)
Help Starting Check out gameConnection.cs, RTSConnection::CreatePlayer or somthing..... read more 07/21/2007 (11:57 am)
RTS Starter Kit Questions In the original RTS kit the units are just clamped to the terrain and dont involve physics. They don... read more 07/11/2007 (6:25 am)
CVS checkout help Welll, it is listed on the webpage http://www.opentnl.org/download.php, unless thats just simply not... read more 06/26/2007 (11:19 am)
TGEA starter.kits (Download) Some of the RTS kit has been done excluding the minimap and selection circles on atlas. http://ww... read more 06/21/2007 (6:06 pm)
RTSUnits running on slopes Basically you need to implement some sort of pathfinding. Or you could put in a method containing tw... read more 05/23/2007 (4:39 pm)
Vista(Vc8) Problems After a reinstall of Visual Studio it worked.... read more 04/14/2007 (6:05 am)
Commandmenu Where Is It??? Urgent It's all in the scripts on the client side. It is part of the RTSTSCtrl in playgui.gui. And if your ... read more 04/10/2007 (5:38 pm)
Camera/BlackTerrain problem Argg it was the terrain material definitions had been updated.... read more 03/25/2007 (1:42 pm)
Camera/BlackTerrain problem I have the release 1.0 which I downloaded a few days after its release. Im downloading it again now.... read more 03/25/2007 (11:38 am)
Tgea Editor? Press F11 & F10... read more 03/25/2007 (8:45 am)
Shaders won't compile? Great work Jeremiah, your code fixed the problem! http://www.garagegames.com/mg/forums/result.threa... read more 03/25/2007 (4:46 am)
Shaders won't compile? I have the exact same problem and im using the October 06 SDK? The executable distributed with it is... read more 03/25/2007 (3:11 am)
Why is'nt my object rendering? Maybe its missing this parameter so its not being called? RenderInst * ri) i think that should b... read more 01/30/2007 (11:14 am)
Why is'nt my object rendering? No its not a material problem because it works in the player class using the exact same shapefile ... read more 01/29/2007 (12:45 pm)
Terrain Grid project A* summed up is it finds the adjacent node closest in distance to the goal and the starting point. O... read more 01/02/2007 (12:24 pm)
Porting GL to GFX? GlDisable(GL_LIGHTING); GFX->setLightingEnable(false); glPushMatrix(); GFX->pushWorldMatrix(); ... read more 01/01/2007 (6:35 am)
Using dsq There is an example in example\demo\data\shapes\spaceOrc\player.cs... read more 12/25/2006 (8:24 am)
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