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Stefan Lundmark's Forum Posts

Thread Post Date Posted
TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) [quote] My definition sides with "if I have to fix it, it must be a bug." [/quote] T... read more 03/02/2009 (11:16 am)
TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug Well, the reason this is a problem is because you just can't update the collision mesh every frame. ... read more 03/02/2009 (4:54 am)
TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug This error is related to Terrain LOD. Long story short, shadows gather a polylist which they render ... read more 03/02/2009 (1:42 am)
TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) This 'bug' has existed since TGE was named V12. It's caused by the bounds box being too small and th... read more 03/02/2009 (1:39 am)
TGEA 1.8.1 OpenGL on windows not working [url=http://www.garagegames.com/community/blogs/view/15671]Link[/url] [quote] [b]Matt Fairfax says... read more 03/01/2009 (5:42 am)
anyone use these 1.8.1 shaders yet ? No problem. As for CustomMaterial vs Material, for any of the examples you guys made above, you'd... read more 02/27/2009 (3:16 am)
anyone use these 1.8.1 shaders yet ? There's a pretty good guide on TDN about Stateblocks. No script code, but it's easy to follow if you... read more 02/27/2009 (12:45 am)
XSI DTS Exporter Beta 2 Download [quote]An error occurred on the server when processing the URL. Please contact the system administra... read more 02/25/2009 (8:32 am)
TGEA 1.8.1 Bug: Terrain Dynamic lighting not working when lightmap is black. I've worked around this by moving lightmap modulation to another pass. This means that if the lightm... read more 02/17/2009 (1:31 pm)
TGEA 1.8.1 Bug: Terrain Dynamic lighting not working when lightmap is black. This is terribly frustrating. :( I've went back every major revision now, and only 1.03 actually ... read more 02/16/2009 (1:16 pm)
TGEA 1.8.1 Bug: Terrain Dynamic lighting not working when lightmap is black. Seems it's a problem with how the shader path is setup, and only the final blended color is multipli... read more 02/16/2009 (6:05 am)
DIFs slow in 1.8.1 (and all previous version of TGEA) [quote] So they tests I did were with the spectator camera from a great distance looking down on al... read more 02/16/2009 (2:45 am)
Spline Road Material Problems And there we go. I was waiting for your code to be removed, like always. You know, the forum is here... read more 02/14/2009 (8:12 am)
DIFs slow in 1.8.1 (and all previous version of TGEA) [quote] Aren't DIFs suppose to be faster than DTS? [/quote] Faster in what way? Are you collidi... read more 02/14/2009 (2:34 am)
getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? No problem! This forum needs more questions like these asked, so keep it coming. =)... read more 02/13/2009 (10:45 am)
getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? Setting that to false _should_ prevent the GBitmap from being deleted. Obviously, if you only alloca... read more 02/13/2009 (1:25 am)
getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? [quote] Would it be better to store the bitmap in a class variable, update it each time and rebind ... read more 02/12/2009 (12:05 pm)
getBitmap Cannot access GFXDefaultStaticDiffuseProfile ... help? Hi Steven, getBitmap () only works if there actually exists a bitmap. In most cases you delete th... read more 02/12/2009 (2:20 am)
Advice appreciated: RenderTargets and Device Reset. Turns out everything works if I put it ingame and call it from a delegated render function instead o... read more 02/11/2009 (1:11 am)
PIX and 1.8 Using PIX as I type this, with TGEA 1.8. Sorry to hear that you're having problems with it :(... read more 02/10/2009 (3:25 pm)
Interesting problem with memory allocation and the profiler Running into this exact same problem, same callstack and symptoms. Looks like it recursively calls t... read more 02/07/2009 (3:27 pm)
player.cc "Ghost need energy to predict..." Question You're correct, Jason. Energy can affect movement and if it's not up-to-date the client will have a ... read more 02/07/2009 (2:45 am)
Anyone remove all multiplayer & server code? Let me know if you need advice on anything. I have done this in TGEA, but most of it is the same as ... read more 02/05/2009 (2:32 am)
TGEA 1.8.0 "Bug" - WaterBlock can't handle proper grid sizes. Thanks Alex, totally forgot about fog being done in the vertex shader.... read more 02/03/2009 (1:10 pm)
interior textures suddenly disappearing in 1.7.1 Definatly the wrong SDK.... read more 02/01/2009 (3:43 am)
NetDog or SmartFoxServer integration with TGE/TGEA? I didn't see IPC/LB or messaging mentioned, but if that's included then it can definatly be interest... read more 01/30/2009 (4:22 pm)
NetDog or SmartFoxServer integration with TGE/TGEA? Have you used SmartFoxServer? It's as much a MMO middleware as TNL or RakNet is. They added a databa... read more 01/30/2009 (1:42 pm)
Water specular map? Yup, got this in and it was simpler than I thought. You got two options, either you use depth inf... read more 01/30/2009 (1:23 pm)
TGEA 1.8 - Cursor offset when resizing/repositioning window. And the issue is gone on my end :) Thanks Alex! Looking forward to the update.... read more 01/30/2009 (1:50 am)
TGEA 1.8 Beta: Terrain texture paths saving incorrectly It didn't work for me either (like I posted previously) so I don't find it very odd. I'm simply r... read more 01/27/2009 (8:08 am)
Do I Need Much Core Modification? It always depends on how far you want to go, and I disagree with Jaimi on this one if you want to ma... read more 01/27/2009 (6:52 am)
Waterblock Density and Viscosity_BUG It's a little bit more game-specific, though. Not everyone needs it. :) Yeah but animation is don... read more 01/26/2009 (5:27 am)
Waterblock Density and Viscosity_BUG Have these variables existed in any form in any TGEA version? I've been working with boyance and ver... read more 01/26/2009 (4:25 am)
TGEA1.8.0 LightManager's late initialization bug Wow, I've been making noise about this and totally missed this post. Great job!... read more 01/24/2009 (4:20 pm)
StrongRefBase and StateBlocks Alex, cheers. The hack seems to work. That's great. No idea why it didn't crash in normal builds,... read more 01/24/2009 (12:50 pm)
StrongRefBase and StateBlocks That's the one! YES YES YES, I thought I was going mad. Edit: Oh and, the assert did trigger with... read more 01/24/2009 (11:24 am)
StrongRefBase and StateBlocks Edit: Doublepost. Can't delete?... read more 01/24/2009 (7:58 am)
StrongRefBase and StateBlocks It's stock code, but with custom scripts. I'll try and come up with a scenario in scripts where you ... read more 01/24/2009 (5:06 am)
TGEA 1.8 Beta: Terrain texture paths saving incorrectly Changed the script, and the console method line. When I switch material now, all materials turn blan... read more 01/23/2009 (4:22 pm)
TGEA 1.8 Beta: Terrain texture paths saving incorrectly Most sincere thanks, Rene.... read more 01/23/2009 (1:55 pm)
TGEA (1.7.1 / 1.8.0) not working on Vista64 Could this be related to the fix Rene posted for me? I did get a crash and not an endless-loop, thou... read more 01/23/2009 (3:03 am)
TGEA 1.8 Beta: Terrain texture paths saving incorrectly @Caylo: I think you're overreacting. Read their blogs. Both Matt and Brett said they would releas... read more 01/23/2009 (2:13 am)
TGEA 1.8 Beta: Terrain texture paths saving incorrectly Are we going to keep getting these kind of threads unanswered by GarageGames?... read more 01/22/2009 (4:52 pm)
Question about networking data PrimBuild is a good idea! That, or just look at how the Editor creates its visual grid. It uses a Tr... read more 01/22/2009 (4:17 pm)
Question about networking data If you don't know how to render a grid, then it might be better to use what you're familiar with (ie... read more 01/22/2009 (3:28 pm)
Question about networking data The grid doesn't change dynamically (I assume) so there's no reason to keep it a GameBase derived ob... read more 01/22/2009 (2:43 pm)
Fullscreen issue I got the mouse issue with 1.8 on XP, as I said before, and Aero doesn't exactly exist in XP so it c... read more 01/22/2009 (11:41 am)
Do we really need to recenter clipmaps each frame? That can backfire if you never get to upload the whole clipmap before changing it again, though. It'... read more 01/22/2009 (11:21 am)
Do we really need to recenter clipmaps each frame? @Caylo: Only minor tests on a dozen or so different computers, so nothing scientific. For our ga... read more 01/22/2009 (9:27 am)
Simple double-precision add problem Most likely. I just wish I remember more than I do. :/... read more 01/20/2009 (3:51 pm)