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Henry Todd's Forum Posts

Thread Post Date Posted
question on particles Whoops, sorry, got that backwards. "Aligned" will produce billboards facing a specific dir... read more 08/02/2015 (10:54 am)
question on particles Unless I'm misunderstanding the original question, would the "aligned" particle type work ... read more 08/01/2015 (11:43 am)
Q3-like player movement? Some general notes about Torque's player physics: -The default gravity is ~2x earth gravity (20m/... read more 08/01/2015 (11:35 am)
Physics Objects & Player Interaction I would start by trying to reproduce the "Garry's Mod" style object manipulator. If you... read more 02/23/2015 (5:59 pm)
We need a dedicated Forum/Blog Mod Thanks, I should have assumed you guys would already have that covered, but it's good to hear it. Ev... read more 02/23/2015 (5:32 pm)
We need a dedicated Forum/Blog Mod Thinking of the long term outcome I'd like to know how we can protect/back up the contents of this s... read more 02/23/2015 (12:15 pm)
Terrain Jitter Bug... Old thread, may not be relevant, but I wanted to mention that at least the PhysX implementation does... read more 01/09/2015 (4:54 pm)
Server/Client Projectile Pos Do Not Match I hate to keep hijacking this question thread, but that does sound like it's worth investigating. Co... read more 07/12/2014 (4:59 pm)
Server/Client Projectile Pos Do Not Match I remember looking into that a couple times, I think it got pushed so far down on my list of issues ... read more 07/12/2014 (2:38 pm)
Server/Client Projectile Pos Do Not Match Something's off, because even though the positions should be out of time sync (the entire client/ser... read more 07/12/2014 (2:10 pm)
[Resolved] Turrets always call writePacketData when turning (now with code fix) The problem is definitely in the interpolation code. Interpolation of most objects involves a "... read more 07/12/2014 (1:40 pm)
Removing input lag and stutter caused by the tick rate? Some notes relevant to this topic: Regardless of what the OP's original problem actually was there ... read more 06/19/2014 (2:15 pm)
Pros and Cons of the proposed T3D and T2D Merge Can we get a summary of what the expected gains for T3D are here, vs how much damage this does to th... read more 06/12/2014 (3:03 pm)
T3D 3.51 Engine Crash Just to take this in a different direction, I don't think an Image is really what you need to just r... read more 05/31/2014 (12:48 pm)
Paul Dana's turret reource vs turretShape? This should all be possible with the turretShape, which seems to be heavily based on the Paul Dana t... read more 05/31/2014 (12:41 pm)
WritePacketData readPacketData and latency This thread's pointed me in the right direction as far as resolving the conflict between physics plu... read more 05/28/2014 (3:37 pm)
PhysX Download Unfortunately the file from Mega fails to install... What a nightmare trying to get the SDK from... read more 05/27/2014 (11:54 am)
Disable Imposter Transition Code Where? If you remove this effect entirely the engine will still render the imposter and model at the same t... read more 05/01/2014 (12:59 pm)
Reflection Rendering Bug (GF 600 Series Only?) @ZeroFault: You're right, that works on my end too. I thought I tried all the options, but I must... read more 05/12/2013 (3:38 pm)
Why are my textures so big and blurry? Oh, skipped that one. The normal map is specifically a normal (essentially bump) map for the Detail ... read more 05/11/2013 (3:12 pm)
Torque 2.0 MIT License Questions If you've downloaded the pre-compiled zip of MIT 3.0 you should be able to jump straight to creating... read more 05/11/2013 (3:05 pm)
Why are my textures so big and blurry? What you need to is use the 3 texture layers to create the impression of detail at the 3 major view ... read more 05/11/2013 (2:56 pm)
MACK, Modern Soldier, Adam - which will work in T3D? I'm pretty sure scriptThis() was the old equivalent of the getId() function. Basically just getting ... read more 05/10/2013 (11:31 pm)
Uneven Automatic Weapon Timing vs. a useRemainderDT Bug Double posting because I've exceeded the reply size trying to reply to everyone in one msg. @Ron:... read more 05/10/2013 (11:06 pm)
Uneven Automatic Weapon Timing vs. a useRemainderDT Bug @Adam: And made the code change? You'll need to do both. (Edit: reduced verbosity... just imagin... read more 05/10/2013 (11:01 pm)
T3D 1.2 - AIPlayers don't aim correctly using the new weapons Seems like the aim is consistant with the hold pose for the weapon. If you alt-C to the editor cam a... read more 06/17/2012 (3:53 pm)
T3D 1.1Beta3 - Black Line Rendering Objects at MaxDistance Through Fog - RESOLVED It seems like the actual "black" bits of terrain were fixed, however bits of terrain that ... read more 06/17/2012 (12:21 pm)
T3D 1.2 - Player doesn't call advanceTime for controlled vehicle (Getting too long) I can't really decide how to fix this properly. Seems strange that setProcessTic... read more 06/06/2012 (12:43 pm)
T3D 1.2 - Player doesn't call advanceTime for controlled vehicle It won't happen using the normal mounting procedures, but you can still get it to happen by mounting... read more 06/06/2012 (10:38 am)
Why physicsShape into PhysicsDebrisData can't work in T3d1.2 Sorry, apparently I didn't really read the topic. I'm guessing you're getting a console error indica... read more 12/08/2011 (12:13 pm)
getting the time of day If you're on the server and working from script (seems like both of these things are true from the e... read more 12/07/2011 (10:00 am)
Why physicsShape into PhysicsDebrisData can't work in T3d1.2 Just copying those files isn't going to do anything for you unless you also: 1) Create a project us... read more 12/07/2011 (9:42 am)
T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) @Guy: Yeah, didn't even think of that... aside from networks delaying incoming packets, if the serve... read more 09/23/2011 (1:09 pm)
T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) My style of writing a huge reply and then updating it 20 times probably isn't the best way to do thi... read more 09/23/2011 (12:08 pm)
T3D 1.1 Final - Server does not sanity check the timing of moves from client - RESOLVED (THREED-2600) [b]Update:[/b] Found a workaround. !!NOT A REAL SOLUTION, JUST A WORKAROUND FOR TESTING!! Here's ... read more 09/23/2011 (11:15 am)
TSStatic Instancing Speed This may not be your problem, but I'll mention it in case it's helpful: There's a long-standing T3D... read more 02/02/2011 (12:16 pm)
T3D 1.1BETA 1, 2 and 3 BLUE SCREEN OF DOOM! Possibly reflections - RESOLVED Just tried this out with a row of rocket-spamming AITurrets over fullreflect water, didn't experienc... read more 01/27/2011 (5:02 am)
iTorque2D price That's likely a leftover that wasn't caught during this recent transition. There had been an iTorque... read more 01/25/2011 (4:39 pm)
T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG Skyboxes and clouds aren't ever going to be fogged (they're rendered under the rest of the scene and... read more 01/25/2011 (2:44 pm)
T3D 1.1Beta3 - Black Line Rendering Objects at MaxDistance Through Fog - RESOLVED Reproduced this with those fog settings. No idea what's causing it, but I noticed a couple things th... read more 01/25/2011 (12:58 pm)
T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG The density thing seems to stump people coming from TGE pretty often, it's definitely a not-uncommon... read more 01/25/2011 (4:05 am)
Projectile Types I don't know that you're going to find anything quite so specific as actual Tribes 2 projectile type... read more 01/25/2011 (1:22 am)
3 Questions.. I'll take a crack at #1... If I'm correct the question is about being able to add/remove DIF interio... read more 01/25/2011 (12:51 am)
Passing data to server, to show on console My understanding is that you're making a class selection system (from a GUI or whatever else, doesn'... read more 01/25/2011 (12:19 am)
T3D 1.1 Beta3 - FogDistance Missing?[Fixed] - NOT A BUG The fog settings are very different from TGE, however you can accomplish the same results once you g... read more 01/24/2011 (11:17 pm)
How to: Enable Vehicle->Vehicle(&Player!) Rigid Collison Solver As is my MO I started talking about something and then moved on once I got it working to my satisfac... read more 01/06/2011 (10:29 pm)
Startup crash on Vista Business Edit: clipped, fairly certain Ivan's right so there's no need for my uneducated speculation. I'm lea... read more 12/11/2010 (10:28 am)
mountObject working?? This is just another guess (I should test these before I post them maybe?) but I forgot that physics... read more 12/09/2010 (3:40 pm)
turn head with camera? By default the head turning animation will only be used when you hold the freelook key and actually ... read more 12/09/2010 (3:33 pm)
Hitting Collision? Just so you know, If you don't include the Vehicle::castRay function you'll still get a hitbox ID du... read more 12/08/2010 (11:49 pm)
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