Game Development Community

Richard Ranft's Forum Posts

Thread Post Date Posted
RPG/RTS Tutorials The tutorial is completely correct for 1.0.1 - walked through it myself on Wednesday.... read more 10/25/2009 (2:46 am)
Animated Textures in T3D Ok, I was looking at the post you made back on May 30.... I'll look at the cloud materials and se... read more 10/22/2009 (7:09 pm)
Animated Textures in T3D I'm just trying to get a simple IFL of 512x512 png's to animate on a decal.... Apparently my materi... read more 10/21/2009 (8:12 pm)
RTS Prototype Docs The new release is great! Thanks Mike!... read more 10/21/2009 (7:22 pm)
crash when shooting building while running - LOGGED Instead of changing the ammo in the datablock, just add rocket pickups around the map. I have done ... read more 10/18/2009 (12:02 pm)
TGEA out of the box not working "solved" :) There is a utility to generate projects. Once you have generated a project, you can compile it. Si... read more 10/11/2009 (12:56 am)
Has this decal artifact been fixed in 1.1? Awesome! Thanks for the quick reply.... read more 10/10/2009 (5:49 pm)
Has this decal artifact been fixed in 1.1? Maybe it's having trouble applying a decal to DTS shapes.... It does some strange things with mesh ... read more 10/10/2009 (1:53 pm)
Compiling Code? All of that gibberish is what results from the C++ name mangling that the compiler does - those are ... read more 10/10/2009 (1:39 pm)
Any Torquescript Cheat Sheets Available? Great books, Ed! Thanks for crankin 'em out. Are you planning to or would you consider releasing... read more 10/10/2009 (1:37 pm)
Teleport Code line And it might be easier to target your "landing" if you created an object at the destinatio... read more 09/27/2009 (12:01 am)
TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) I just altered the BoomBot.cs file to increase the boundingBox to "1.3 1.3 2.3" and it see... read more 03/02/2009 (8:20 pm)
TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug Perhaps just defer shadow rendering to a final pass. I really need to start digging... lol.... read more 03/02/2009 (4:23 pm)
TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug Hmm, guess we'll have to look into this - maybe have shadows ignore the highest detail level and ren... read more 03/02/2009 (4:32 am)
TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) Ok, so I suppose it depends on what you call a bug.... My definition sides with "if I have t... read more 03/02/2009 (4:25 am)
TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) Sorry to ressurect this, but it is still present in 1.8.1. It appears to occur with the rocket laun... read more 03/01/2009 (10:05 pm)
TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug Sorry to ressurect this, but it's still there in 1.8.1. It occurs at certain locations on the terra... read more 03/01/2009 (10:00 pm)
Multithreading Not a chance - ever played Neverwinter Nights? Each "module" is composed of 5~500 areas. While it'... read more 11/15/2005 (5:52 pm)
Multithreading Ok, so I could set up to spawn multiple servers, and have them wait "empty" until a specific "area" ... read more 11/08/2005 (6:14 pm)
Multithreading I have a question - I want to run a dedicated server that could host multiple missions from the same... read more 11/06/2005 (9:34 pm)
Any advice for RPG development? And here I was toying with the idea of using the RTS kit for RPG's.... Rich... read more 03/15/2005 (6:19 pm)
Click n Pick Picking and rubber-banding are in the RTS Starter Kit.... Rich... read more 02/20/2005 (10:14 pm)
Rts - Tse Put my vote in for TSE RTS! Every iteration brings TSE closer to running properly on my systems, an... read more 02/10/2005 (8:32 pm)
Orc Questions So, um, how long is a "unit?" Rich... read more 12/24/2004 (8:26 pm)
License Stuff, 3Dfx.h Technically, permission from 3dfx would have to be granted by nVidia - they bought 3dfx. As for t... read more 12/10/2004 (8:44 am)
Treat 4 Da Staff Guess I'm glad I forstalled purchasing T:V.... I wasn't a fan of Fisher Price even when I was that ... read more 12/06/2004 (7:34 pm)
Opening discussion on Terrain Paging Actually, what I don't see mentioned anywhere near often enough when talking about persistent worlds... read more 12/04/2004 (7:02 am)
Removed world editor Well, why not go one better and just make new build targets that default to gui editor mode and terr... read more 12/04/2004 (6:29 am)
Reducing level load time If it's strictly single player I don't see how it could hurt - I mean, if you have serious latency t... read more 12/04/2004 (6:23 am)
Streaming/Paging question How cool is this!?! I was just thinking I'd have to do this myself. I'm thinking of taking the RTS... read more 11/25/2004 (8:38 pm)
Horrible performance on GeForce 6800 Well, I believe that reinstalling an OS once a month is good for the soul.... Heck, wanna really ... read more 11/24/2004 (2:31 pm)
Mounted Shape onCollision Or take Davide's idea a step further and look into making the bumpers weapons - um, can you mount a ... read more 10/15/2004 (1:50 pm)
MissionArea questions Culling - could use sprites beyond a practical distance.... Faster sorting and rendering anyway, an... read more 10/12/2004 (3:58 pm)
Projectiles not appearing soon enough? Zero is relative. Your ping to localhost can be from 0 to 10 ms or more, depending on system load. ... read more 09/13/2004 (4:24 pm)
Someone point me to docs on mount points et al Sorry Gonzo, you're right. I'll try not to be such a pest in the future ;p Rich... read more 09/01/2004 (4:51 pm)
Function Player Lol - I was trying to keep it simple.... Rich... read more 08/25/2004 (5:20 pm)
Get %obj from %obj.client "NORAD is back on track...." rofl! Then again.... Rich... read more 08/25/2004 (5:17 pm)
Get %obj from %obj.client @Gonzo: I think Howard is not being secretive - He's just not a very experienced programmer and i... read more 08/25/2004 (2:49 pm)
Function Player Player is not a function. It is a class. The class contains member functions. What you're seeing ... read more 08/25/2004 (2:42 pm)
Defining Player Weapon Sequences Cool - so I guess I could have him set up character animations fairly easily. Great! Thanks for ... read more 08/25/2004 (2:35 pm)
Permanent footprints Hey, you could create a new decal model that is simply an equilateral triangle - one poly! Halving ... read more 08/25/2004 (2:31 pm)
CVS console update codes.... Thanks - I'm blind this week.... Rich... read more 08/24/2004 (8:05 pm)
Defining Player Weapon Sequences What modelling package are you using? MilkShape? I've got a partner who's going to be using MilkSh... read more 08/24/2004 (8:01 pm)
Defining Player Weapon Sequences In the motion control panel, enter Motion Flow mode and create a new script. When you export the fi... read more 08/23/2004 (4:13 pm)
Torque Explorer Anyone have Kylix? It should be able to bring in the Builder project. Actually, that statement cou... read more 08/23/2004 (4:07 pm)
People selling torque on ebay !!!! " Funny part will be when buyers see that they all get the same login and pwd on GG sites LOL ........ read more 08/22/2004 (3:13 pm)
TSE Demo disapointment Great atmosphere in those shots. Very Alien/Aliens-like low-light creepiness. TSE is on the list... read more 08/22/2004 (3:07 pm)
Many big explosions and the lack of performance Actually, the screenshot on the left looks pretty cool.... Rich... read more 08/22/2004 (2:06 pm)
.gft file generated by GFont class I posted info on the thread over at http://www.garagegames.com/mg/forums/result.thread.php?qt=16325 ... read more 08/22/2004 (1:59 pm)
Korean Language at TGE This is not a simple undertaking. Though Hangul is technically an "alphabetic" system, it isn't "pu... read more 08/22/2004 (1:12 pm)