Game Development Community

Ivan Mandzhukov's Forum Posts

Thread Post Date Posted
Camera movement not tied to actual frame rate?!?!? I found what is wrong. Let's assume that we have 60+ framerate, when we have vsync on,it means that... read more 04/06/2010 (1:34 am)
Long Running Whinge = Console + Tidle + Non US Keyboard Mapping the numpad minus key does not seem to work also (a very old bug).... read more 04/03/2010 (11:11 am)
Camera movement not tied to actual frame rate?!?!? It is not related to the framerate, it is the water block. When I delete the water block,I get over... read more 04/02/2010 (9:06 am)
Camera movement not tied to actual frame rate?!?!? OK,when I add a water block, I see the stuttering all the time. At 30 fps the render becomes jerky,... read more 04/02/2010 (8:05 am)
Platforms Players can Ride Version 1.1 @DINF CLL I have the files - contact with me at support@liman3d.com... read more 04/02/2010 (3:26 am)
Camera movement not tied to actual frame rate?!?!? Edward, I'm afraid of this has nothing to do with the camera interpolation. I'm using my own camer... read more 04/02/2010 (2:36 am)
animations only paying after trigger released Well done! I'm glad you set the matter right.... read more 03/31/2010 (2:27 pm)
Transparency and Shadows (AL) Thanks Tom,this helps a lot!... read more 03/31/2010 (3:20 am)
Transparency and Shadows (AL) I'm using this for magic crystals ,they will act as items. They will be used not very often in the ... read more 03/30/2010 (11:42 am)
Camera movement not tied to actual frame rate?!?!? Yes,the camera interpolates between the ticks (32 ms). interpolateTick() is responsible for this in... read more 03/30/2010 (11:36 am)
Transparency and Shadows (AL) Thanks for the answers,guys! As Manoel pointed, depth based shadows have problems with transclucent... read more 03/30/2010 (3:36 am)
animations only paying after trigger released Do you use scale animations ? There was a very bad old bug that Chris solved. This bug leads to ou... read more 03/29/2010 (7:39 am)
animations only paying after trigger released Currently I'm using T3D 1.0 I know that many things were changed for several months,many bugs were ... read more 03/27/2010 (10:27 am)
How to know which way the player is facing via script This kit eventually uses an 8-way directional movement. It means the input is related to the camera... read more 03/27/2010 (10:11 am)
animations only paying after trigger released hmm,this seems to be a bug. This has nothing to do with your trigger code,this is a separate proble... read more 03/27/2010 (10:02 am)
animations only paying after trigger released While debugging press shift+F11 to step out a few times,this will show where the problem is.... read more 03/27/2010 (12:06 am)
Rotation issue If you want to turn the player only ,then your direction should be straight up "0 0 1" and... read more 03/26/2010 (7:55 am)
Shader Compiler Errors [1.1b] It's unusual, ceil actually works with 1 parameter. The problem seems to be the specular feature: ... read more 03/25/2010 (10:10 am)
animations only paying after trigger released You get a sequence number,you see the printf in console,but no animation. Sounds like a model issue... read more 03/24/2010 (12:10 am)
Move : Walk/Run - advice needed $mvForwardAction (respectively mForwardAction in moveManager) is used to compute curMove.y in moveLi... read more 03/23/2010 (5:39 am)
animations only paying after trigger released I think there are two possibilities: 1. Your trigger is not set as you expect,this can skip the s... read more 03/22/2010 (8:58 am)
animations only paying after trigger released This is not what I expected to hear. When you forceset an animation with the wait flag,it means the... read more 03/22/2010 (7:39 am)
PostFX texture Hi Guy, when T3D uses postfx, then T3D does not render the scene directly to the screen,it renders ... read more 03/22/2010 (2:31 am)
animations only paying after trigger released OK,Donald, one more thing to test: at the bottom of updateMove(),after all your logic, call you... read more 03/22/2010 (12:13 am)
The anti- setActionThread? setActionThread() with NullAnimation parameter will stop the current animation and will release the ... read more 03/21/2010 (11:58 pm)
animations only paying after trigger released Yes I understand that you can not share the code. I also don't see how you read the trigger data (m... read more 03/21/2010 (12:11 pm)
animations only paying after trigger released This method getAction(),are you sure it returns a proper sequence number or returns always 0 ? All ... read more 03/21/2010 (11:50 am)
animations only paying after trigger released A few lines below you'll see this: [code] // Our feet are on something // Pick animation that i... read more 03/21/2010 (10:19 am)
Need help making an opening gate That's easy - just provide an "open_door" animation and a convex for collision with no ren... read more 03/21/2010 (4:14 am)
Timer issues the string compare operators are $= (equal) , !$= (not equal) you're using the numeric operators i... read more 03/21/2010 (4:05 am)
animations only paying after trigger released It means that your animation is reset by root/run. You call setActionThread() manually and you set ... read more 03/20/2010 (12:23 pm)
animations only paying after trigger released OK,instead of [code]action = PlayerData::your_animation;[/code] call directly: [code]setAction... read more 03/20/2010 (10:23 am)
animations only paying after trigger released In updateActionThread() ,after pickActionAnimation() is called, try to output the sequence number: ... read more 03/20/2010 (12:57 am)
Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr the render instance,scene state and GFX is used for transformation modelview = world * view * proje... read more 03/19/2010 (11:31 am)
Rendering a Mesh with a CusomMaterial from a Custom RenderBinMgr ahh,position is consumed by the rasterizer ,so you can not expose it this way to the pixel shader. ... read more 03/19/2010 (10:32 am)
How to : Create a package with dso & so on? In torqueConfig.h - there is a directive that disable dso generation. You can also compile scripts ... read more 03/19/2010 (10:19 am)
animations only paying after trigger released Donald, how do you set your sequence ?... read more 03/19/2010 (7:54 am)
animations only paying after trigger released mvTriggerCount5 has nothing to do with jetting unless you have coded this trigger manually. For wha... read more 03/18/2010 (10:15 am)
Vehicule in debug mode = Crash - Explanation inside Correct.... read more 03/16/2010 (12:27 pm)
Vehicule in debug mode = Crash - Explanation inside I can not say this is a bug,because objects like players,camera,vehicles must be created after the m... read more 03/16/2010 (11:35 am)
Vehicule in debug mode = Crash - Explanation inside There are two possible reasons : - ClientMissionCleanup is created after the particle emitter and... read more 03/16/2010 (10:58 am)
Rendering a depth map? Why do you need a depth map ? Instead of buying this kit you can invest $100 in T3D binary. You ca... read more 03/15/2010 (10:43 am)
Path Node: Keep running and not do a stop & run I would suggest to test this in debug,because bitstream assertfatals are ignored in release builds. ... read more 03/12/2010 (2:50 am)
How can I use track camera or another camera mode while player or vehicle still control? There are two specific problems in this case. The first one is that in stock T3D there is only a si... read more 03/12/2010 (2:41 am)
Rendering a depth map? The SSAO kit from Ubiq Visuals does it. They did a manager,that render a linear depth map using ren... read more 03/11/2010 (11:46 am)
Collision setup weirdness why you use this symbol "_" in the names of your nodes? I think it should be "-"... read more 03/05/2010 (11:19 am)
Fading PostFX @Eikon Games I have just posted a resource about this: [url]http://www.torquepowered.com/communi... read more 03/05/2010 (10:37 am)
Fading PostFX You can code your own postFx transition with a shader constant. The postFx system is searching for ... read more 03/05/2010 (2:18 am)
ROTATE THE TURRET Mounted objects are not networked in T3D. This is the reason when dismounted they're updated.... read more 03/04/2010 (10:07 am)
Toon Shading outline help If you wish to render after all,then : renderTime = "PFXAfterBin"; renderBin = &q... read more 03/02/2010 (1:12 pm)