Game Development Community

Dave Young's Forum Posts

Thread Post Date Posted
Footsteps, sound, and triggers Since you both are having trouble, I am going to look at this a little to try and explain what is go... read more 02/08/2006 (7:41 am)
Footstep Triggers in starter.fps Francis, this isn't something I've worked on at all. But if I were, I would do a few things if I kn... read more 02/08/2006 (7:24 am)
Units I loved Warhammer! Actually, Warhammer fantasy, but also stuff like Necromunda. I love the idea an... read more 02/08/2006 (7:06 am)
Ozark Games Model Pack #2 for Torque. LOL cool that's awesome of you to give credit. sure, please put my name up in parens. I wish I wou... read more 02/07/2006 (10:28 am)
Ozark Games Model Pack #2 for Torque. Cool! I thought that was you, the colors and models stuck out.... I was 'dpharaoh' over there but I... read more 02/07/2006 (10:19 am)
PathManager ideas anyone? TT, would you share what you come up with? I'm going to have to head down that road someday, would ... read more 02/07/2006 (7:58 am)
Rebuilding the torque engine Also, don't forget to delete the old .dso files, there's usually a batch file to do this in /example... read more 02/07/2006 (2:44 am)
ODBC resource woes Is it a problem with reserveword table/column names? I would try changing the column name to someth... read more 02/07/2006 (2:41 am)
Before getting started (compiling an App list) I use Cartography Shop and also 3d World Studios from thegamecreators. 3dws has a nice terrain edit... read more 02/07/2006 (2:17 am)
Ozark Games Model Pack #2 for Torque. Hey Keith, the modelling and texturing looks familiar to me. Ever slum on FPSC boards?... read more 02/07/2006 (2:10 am)
GetDamageLevel within processTick? Please delete, of course the problem is that getDamageLevel returns a number and I did not convert i... read more 02/07/2006 (1:41 am)
Explosion/damage effects on units Yes Chip, that's the plan. I'm hesitant right now, because this is highly experimental and I will n... read more 02/06/2006 (10:55 am)
AIGuard not working with new mesh I'm not sure, but assume it does!... read more 02/06/2006 (8:53 am)
Explosion/damage effects on units Another update, here is the code I am using so far. The basic flow to do this was to create another... read more 02/06/2006 (7:59 am)
AIGuard not working with new mesh I'm guessing here, but check out the positioning of the 'eye' node and make sure that it is not insi... read more 02/06/2006 (5:25 am)
Collapsible buildings James, have you checked into the startFade function? I use this in a project to fade and destroy ... read more 02/06/2006 (5:20 am)
New testing game world up Is the game server down? Won't let me connect via the Join Server button after I enter my username ... read more 02/06/2006 (5:15 am)
Explosion/damage effects on units OK, for anyone following this thread, here's an update. Starting from scratch and using the engin... read more 02/06/2006 (5:00 am)
Explosion/damage effects on units Good thinking Stephen, I always try to start with something similar and modify, this is a fresh star... read more 02/02/2006 (11:09 am)
Explosion/damage effects on units This is the new Event declaration with its cronies, in RTSConnection.cc. It compiled fine. Right no... read more 02/02/2006 (10:52 am)
Explosion/damage effects on units I created a script function to try it out: [code] function serverCmdIssueExplosion(%client, %ta... read more 02/02/2006 (9:15 am)
Explosion/damage effects on units I created a new RTSUnitExplosion Event, which mirrors the RTSUnitAttack Event but only includes the ... read more 02/02/2006 (8:53 am)
Frogames RTS Building Pack : Particles problem Thanks Stephen, I will definitely be jumping into that, good to have some guidance. [Edit] I crea... read more 02/01/2006 (10:01 am)
Units scripting Nevermind, added someting similar... read more 02/01/2006 (6:41 am)
Finding the Closest Town Center/Dropoff Edit! OK, it makes more sense to find the closest dropoff point, where it is a TownCenter, OR one... read more 02/01/2006 (6:19 am)
Units scripting The Collects[] strings aren't in the building defs anymore. Is this from World Dom mod? I want to ... read more 02/01/2006 (5:47 am)
Frogames RTS Building Pack : Particles problem I admit that I spent several hours trying to get particles to show up on different things, to no ava... read more 02/01/2006 (4:56 am)
Frogames RTS Building Pack : Particles problem Actually, I can't seem to get a basic particleemitter working for the RTS. In FPS I can place one w... read more 01/31/2006 (1:54 pm)
Frogames RTS Building Pack : Particles problem Stephen- Is that the only way an explosion can be created, at the collision end of a projectile? ... read more 01/31/2006 (11:37 am)
Frogames RTS Building Pack : Particles problem I am looking into this Christophe, and will tell you what I find out.... read more 01/31/2006 (10:10 am)
Resource Exhaustion Thanks for the encouragement. I'm enjoying the learning process! Feels like there's a light at th... read more 01/31/2006 (10:07 am)
Mysql Odbc Resource Wow, so close... Did you try putting those key value pairs in the connection string to stop the ex... read more 01/31/2006 (2:19 am)
ODBC + Stored Procedures = woohoo What type of support are you looking for? If its possible to toss a SQL statement at a recordset, yo... read more 01/31/2006 (2:17 am)
Is their anyway to detect an incomming collision? The other way around would be to put impending collision detection on the projectile, so they warn t... read more 01/31/2006 (2:15 am)
Resource Exhaustion Stephen- Here's how I am doing this so far, please give me your feedback. It seems to work, but ... read more 01/30/2006 (11:32 am)
Resource Exhaustion I was able to hook the selection by adding some code to inputHandler.cs, and I can do a dump on the ... read more 01/30/2006 (8:35 am)
Can't select resources (and other problems) A bump, because I would still like to know how to select resources, to view info like how much is le... read more 01/30/2006 (7:53 am)
Design time question about terrain wrap? Isn't there a way to hook when a player leaves the mission area? If so, bounce the player back into... read more 01/27/2006 (11:21 am)
Anybody have an ORC that i can open up in MilkShape? Stephen- Check out the free beta tool called Shaper, it can open the DTS and DQS files, and export ... read more 01/27/2006 (8:18 am)
maneuveringForce and Flying Vehicles Thanks Sage, i just ran into this as well and was wondering about it. Great note about the wobble, I... read more 01/27/2006 (8:06 am)
Anyone having a working hover vehicle for 1.4? Ian, check out the Flight Compendium resource, it has great datablocks for All 3 typed of vehicles. ... read more 01/27/2006 (8:04 am)
Flying vehicle trouble Norbert, I am having some of the same trouble. Want it to go faster (using the WarSparrow), don't w... read more 01/26/2006 (5:49 am)
Some questions Didn't seem to make any difference at all, it would just make it easier for you to modify the includ... read more 01/25/2006 (7:52 am)
Tit for Tat AI or Total Warfare LOL this is really cool Dreamer, thanks!... read more 01/25/2006 (5:39 am)
Some questions NIko, I haven't seen any tutorial for the RTS really, but I was able to !quickly! add in a custom un... read more 01/25/2006 (5:29 am)
Cant see weapon in 1st person- Answered Scott- Nice one!!!!!! The funny thing is, I already thought 'bounding box' because it disappeare... read more 01/24/2006 (10:13 am)
Character is always looking at the camera- Solved I needed to create the Bounds mesh, makre sure * that* was facing in the proper direction (away form... read more 01/24/2006 (8:09 am)
Player orientation and collision- Answered Ok, the Orientation problem turned out to be a whole can of worms which I finally worked out. 1) ... read more 01/24/2006 (8:07 am)
Adding Torque Bones to an existing animated mesh- Answered So the real value of the SMD file is to be able to manually create some new nodes? I was able to ... read more 01/24/2006 (7:58 am)
Adding Torque Bones to an existing animated mesh- Answered Ahh, very good to know, I'm actually going to bookmark this!... read more 01/23/2006 (6:14 pm)