Game Development Community

Daniel Buckmaster's Forum Posts

Thread Post Date Posted
Making a tank work with a turret Nice job - I haven't yet got a tank to use with this resource :P [quote]I seems like there's no b... read more 01/24/2008 (8:01 am)
Weapons Limit No, he [i]wants[/i] to cap it at two weapons (if I read correctly...). But from what I've read of it... read more 01/24/2008 (7:54 am)
Turning off the TMK Heh, I'm trying to do that by #ifdefing main.cc, which is where the MK gets initialised from. Seems ... read more 01/21/2008 (11:59 am)
Start from scratch? I also have found that it's far easier to go from a starting point than to do it all yourself. I use... read more 01/21/2008 (7:36 am)
Flying Vehicles flying backwards. I think sliding backwards is acceptable, no? I mean, it's physics, it's not like it's impossible for... read more 01/19/2008 (12:59 am)
Flying Vehicles flying backwards. There doesn't seem to be any script field to control this, so it'll have to be a source change. Link... read more 01/14/2008 (7:41 am)
Has this been done before? Is it worth pursuing? If you're into reading, I highly reccomend you have a look at The Great Gatsby. The whole book is to... read more 01/11/2008 (10:33 pm)
Inventory: magazine + rounds Michael: That's exactly what I plan on doing, except I'm not using the inventory system.... read more 01/10/2008 (10:37 am)
Loading enums in a datablock... Ooh. That's probably a bit of an issue :P. I'll fix that up and see what happens. EDIT: Seems to ... read more 12/28/2007 (12:50 pm)
Everyone makes the same games. NEW IDEAS [quote]Think those questions get hard? Then answer this: What's the best way for a player in an MMO ... read more 12/28/2007 (12:41 pm)
Loading enums in a datablock... That's an idea - breakpointing the methods themselves. I wasn't sure wht could be causing the invali... read more 12/28/2007 (3:16 am)
Starting From Scratch Just strt from tutorial.base rather than starter.fps. It's a lot easier to see what scripts are doin... read more 12/28/2007 (3:12 am)
Everyone makes the same games. NEW IDEAS I think that total absolute freeformness is a bad idea. To quote Sunzi, for the hell of it - 'prepar... read more 12/28/2007 (3:06 am)
Is this me or TGE? Possibly, you could extend your Player's collision mesh to cover the area where a weapon would most ... read more 12/27/2007 (3:36 am)
Loading enums in a datablock... I thought that must have been it, because the error only shows up when I include my new class in the... read more 12/27/2007 (1:45 am)
Loading enums in a datablock... Hmm. That's a big resounding no. That would seem to solve the problem - thanks! Is it just that I a... read more 12/26/2007 (5:37 am)
Loading enums in a datablock... I eventually decided to just sidestep the problem. Since values in an enum are simply a fancy way of... read more 12/26/2007 (4:10 am)
Player not rendering Okay, thanks. I'm using a default player model for now, though, so I can't esaily change it. I'll ke... read more 12/25/2007 (12:13 pm)
Medieval Props Don't like the semi-cartoony style, but they're very nice models :)... read more 12/24/2007 (12:45 am)
Integer bit size? So you basically get 2^n states where n is the bit size? The minimum is zero, of course, but I've n... read more 12/23/2007 (10:47 pm)
Binding to shift key? Ooh. No. Thanks :) It works...... read more 12/23/2007 (10:41 pm)
Terrain minimum height Whoah - it's that simple? I might do that after all :P. Thanks!... read more 12/23/2007 (12:38 am)
Terrain minimum height Exporting the terrain as a heightmap seems interesting, but I can't find a way to do it. I think I m... read more 12/21/2007 (12:59 pm)
Blender M4 No normal maps for TGE, though...... read more 12/21/2007 (5:40 am)
Innovative FPS Features That's definately true, but I don't really agree that it means you can't make an FPS innovative. Meh... read more 12/21/2007 (5:35 am)
Innovative FPS Features William: that's what I thought ;) Another idea, how about real zero-g? You can't move unless you'... read more 12/20/2007 (4:18 am)
Innovative FPS Features [quote]ps. I can't think of a single game that used that magentic boot idea so I would actually like... read more 12/15/2007 (12:25 pm)
Moong - Arena Owner Love the character idea :) Brilliant normal maps, too - looks way more than 850 tris. That's what no... read more 12/14/2007 (1:35 pm)
New models for INDIEs That... wierd... tin-man... thing looks absolutely amazing!... read more 12/14/2007 (1:34 pm)
Innovative FPS Features Automatc aiming. No, seriously! In a really high-tech setting (think hard sci-fi - Night's Dawn t... read more 12/14/2007 (1:21 pm)
Firing a burst in script Well, somewhere in your AIPlayer scripts there should be a call to setImageTrigger(0,true), like you... read more 11/29/2007 (3:28 am)
Player animations determined by weapon (almost works) (help?) Does the animation look right when you switch back? If so, this may be a problem with the second set... read more 11/22/2007 (11:25 pm)
Non linear fps zombie survival game Love the fuel idea, that'd definately go a long way to balancing vehicles, as well as adding suspens... read more 11/20/2007 (10:05 am)
Social/Community" in MMOs When I said technology, I meant it in the sence of software, the engine servers, etc. That's not rea... read more 11/19/2007 (10:42 am)
Non linear fps zombie survival game RE vehicles, if you implement them carefully, they won't shift gameplay so much as expand it. If veh... read more 11/19/2007 (10:27 am)
Too many animations! Time for IK [quote]You'd have the animation move the left arm pretty close to the weapon itself, then do what yo... read more 11/18/2007 (9:27 am)
Non linear fps zombie survival game I won't offer my opinion on zombie games in general, I'll just talk about your specific ideas... ;) ... read more 11/18/2007 (9:20 am)
Social/Community" in MMOs In response to your question, I definately believe it can work. Even if everyone who sitsa down to p... read more 11/18/2007 (9:09 am)
John Klima's procedural bone animation I removed all the node mask stuff, but I'm still getting the 'not an allocated block' error when I e... read more 11/18/2007 (4:27 am)
Modernization Kit Beta Thread 2 Well, what do you know. Clean installs solve all your problems. Time to redo all my custom code... ... read more 11/16/2007 (7:49 am)
Modernization Kit Beta Thread 2 I'm missing something big, I can tell. I've installed the MK before, but that was in 1.5. I tried to... read more 11/15/2007 (11:54 am)
Too many animations! Time for IK [quote]I really think you're going to run into trouble if you try to use IK for too much. It's not s... read more 11/14/2007 (10:30 am)
Too many animations! Time for IK Yeah, I think blend animations are a good idea. However- -I have heard bad things. Not saying they'... read more 11/13/2007 (10:25 am)
Do nodes have length? I guess the engine would need to be changed to support this, not to mention DTS exporters. Yeah, bon... read more 11/10/2007 (1:09 pm)
Blender's IK? David - yeah, I thought of that just after posting. It wasn't as useful as I thought it might be :P.... read more 11/10/2007 (8:38 am)
Too many animations! Time for IK Okay, after some time to cool off, I've sbstantially revised my goal. If I'm only going to be using ... read more 11/09/2007 (1:09 pm)
AI Aim Speed Brian: No, I meant I was off topic, not you. I didn't really contribute anything useful to the threa... read more 11/08/2007 (7:34 am)
Followed Tutorial - Objects not deleting, score stays the same Oh man. Can't believe I didn't see that :P. Well, I do it often enough myself :P...... read more 11/07/2007 (7:38 am)
Too many animations! Time for IK [quote]Please note also that the use of IK will need many changes in the game engine also, if you wa... read more 11/07/2007 (7:34 am)
Too many animations! Time for IK Went over the maximum post length... w00t... My idea is to use a sort of modular approach. A cust... read more 11/06/2007 (12:20 pm)