Daniel Buckmaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Blowin' crap up | In defence of my original idea, I would generate buildings procedurally, so you don't have to place ... read more | 08/23/2007 (7:58 am) |
| Space trading/combat games like "Free Trader | Well, you definately can't, for example, load even one solar system as one level. You can't specify ... read more | 08/22/2007 (8:17 am) |
| View through walls and roof from birds eye | You could probably build your walls and roof from different .dif files to the rest of the building, ... read more | 08/21/2007 (3:36 am) |
| A 'real' ShapeBase? | No worries. About different object types (animation, collision, etc.), I was intending to just add t... read more | 08/21/2007 (1:54 am) |
| New High res Ninja model | Very nice looking model! I think the problem with the feet is that they seem to be flipped sidewa... read more | 08/16/2007 (1:00 pm) |
| Milkshape Cannon | Listen to mb. Go Blender :)... read more | 08/16/2007 (12:57 pm) |
| ... | Yay, my bug got fixed ;) Thanks for the work you've put into this, Joseph. It's great to know the... read more | 08/16/2007 (12:53 pm) |
| Using Arranged Connections to punch through firewalls and router | Thanks very much for the info! Yeah, now I see how that could help.... read more | 08/16/2007 (10:50 am) |
| Using Arranged Connections to punch through firewalls and router | Can someone explain in layman's terms what this resource, if finished, would do? People are saying i... read more | 08/15/2007 (5:53 am) |
| Rope... | [quote]1. I changed from Projectile::SourceIdTimeoutTicks = 7 to ProjectileData::SourceIdTimeoutTic... read more | 08/09/2007 (5:04 am) |
| Torque engine | Well, you could have the tank. You could probably even have the crosshair (I'm not too hot on GUIs).... read more | 08/07/2007 (2:56 am) |
| Milkshape Cannon | Not bad :) Though are its barrels supposed to be blocked? You could join them more in the middle a b... read more | 08/07/2007 (12:48 am) |
| I am Stuck | You can't find main.cs and stuff like that from the start menu - you have to browse to the folder wh... read more | 08/06/2007 (12:12 pm) |
| A 'real' ShapeBase? | Quoted for truth. Though as it's only the post above I didn't actually quote it...... read more | 08/06/2007 (11:57 am) |
| A 'real' ShapeBase? | Uploaded it, though I don't know if people can see it until it's approved. It's called BasicShape.... read more | 08/06/2007 (6:43 am) |
| A 'real' ShapeBase? | Thanks for the tip! Stupid of me not to look in the MissionGroup tree, butyeah, the shape was create... read more | 08/06/2007 (3:55 am) |
| LoadDir("common") | In the 'common' folder, you have a whole lot of support functions and stuff that will be used in pre... read more | 08/06/2007 (2:44 am) |
| A 'real' ShapeBase? | Yes! First successful build, after exactly one hour's work this morning. I'll test it later on, and ... read more | 08/05/2007 (11:14 pm) |
| A 'real' ShapeBase? | Yeah, that'd be the best approach from a learning standpoint. Hey, here's a deal, if I ever understa... read more | 08/05/2007 (1:42 pm) |
| A 'real' ShapeBase? | I'm calling it 'BasicShape' :P. 'BaseShape' would have been evil. Wonder if there's be any interest... read more | 08/05/2007 (11:42 am) |
| A 'real' ShapeBase? | 8) I love working with Torque sometimes. Well, you know, it's sort of a love-hate relationship...... read more | 08/05/2007 (11:26 am) |
| Spaceship -mockups 2D | Www.the-blueprints.com That's a site with a whole shedload of prints, for everything you can imagin... read more | 08/05/2007 (9:49 am) |
| 2D in tge / tgea | This approach is fine. You could just build your game as normal, but, just as you said, restrict all... read more | 08/05/2007 (7:20 am) |
| Blowing up buildings | Here's a little explanational diagram I drew up for the guys working with me. [image]http://img119.... read more | 08/05/2007 (6:14 am) |
| Blender Imports | Well, hit 'File', go down to 'Import >', and look for 'Lightwave (.lwo)'. That's what you want for l... read more | 08/04/2007 (10:28 am) |
| Blowing up buildings | RigidShape is networkable though, right? Anyway, while physics is indeed predictable, differences in... read more | 08/04/2007 (10:09 am) |
| Mecha game | Huh. Never knew that about Earthsiege. Ah, well. What you describ would be the ultimate mech game :D... read more | 08/04/2007 (3:55 am) |
| Blowing up buildings | Ah, Worms! I knew I was missing something. I'd love to know how they did it, even from a 2D point of... read more | 08/04/2007 (3:52 am) |
| Blowing up buildings | True, but then you wouldn't be able to walk through it. I doubt it's possible to actually alter a DI... read more | 08/03/2007 (10:50 pm) |
| Bill, the Skeletal Warrior | Brilliant! I would give you a hand with tutorials, but I'm a Blender user (and proud of it ;) ).... read more | 08/02/2007 (12:30 am) |
| Gasoline, Terrain, Flame Physics | What I'd really like to see is terrain that's flammable even without having been drenched with petro... read more | 08/01/2007 (2:03 pm) |
| Seriously disappointed, so far (not so much, now) | I haven't read the books so I don't know how they are on the point, but make sure you have datablock... read more | 08/01/2007 (1:38 pm) |
| Blowing up buildings | Whoah. Sounds a whole lot better :P. The only issue would be overlapping damage between tiles, but I... read more | 07/27/2007 (5:29 am) |
| It's easier to break than to fix... | Orion: Well, I only checked in the engine folder because that was all I anticipated modifying - for ... read more | 07/27/2007 (5:08 am) |
| It's easier to break than to fix... | Hah, now why didn't the search find that? Ah, well - thank very much for the link. After looking ove... read more | 07/26/2007 (12:13 am) |
| Directory setup --bare bones | Also check out [url=http://tdn.garagegames.com/wiki/Category:Getting_Started/FAQ/tutorials]this[/url... read more | 07/24/2007 (11:52 pm) |
| Blowing up buildings | Well, it really depends. I'd like to introduce a strong random factor into damage dealt by one locat... read more | 07/24/2007 (11:32 pm) |
| Mecha game | Blow up stuff. And apart from that, I think the best feature of MechWarrior... read more | 07/24/2007 (12:16 am) |
| Modernization Kit Beta Thread 2 | Sounds brilliant, can't wait for the next build! A question, though. For my project, I'd love to hav... read more | 07/23/2007 (10:23 am) |
| Thousands of build errors... | That's what I would assume, since the .cc/.h files themselves should be exactly the same as stock TG... read more | 07/23/2007 (12:24 am) |
| Thousands of build errors... | Well, if it helps, the first error is in platformAssert.h, at this line: [code]static void create(P... read more | 07/22/2007 (12:24 pm) |
| Thousands of build errors... | [quote]More then 35885..[/quote] Well, yeah... Jeff: Thanks - I'll have a go. I don't usually ha... read more | 07/22/2007 (11:08 am) |
| Fuel consumption | Then somehow disable the vehicle when it reaches zero.... read more | 07/22/2007 (5:31 am) |
| Thousands of build errors... | In case anyone needs to know, there are 35885 errors and 1444 warnings. Huh. How many lines of code ... read more | 07/22/2007 (5:30 am) |
| It's easier to break than to fix... | [quote]i felt similarly in my first couple months with the engine. there's definitely a learning cur... read more | 07/20/2007 (11:48 pm) |
| It's easier to break than to fix... | [quote]Sadly without your code base in front of them, it would be very tough for someone to just dia... read more | 07/20/2007 (12:56 pm) |
| It's easier to break than to fix... | David: I can program fluently in Java, and I do understand a lot of C++. The problem is that Torque ... read more | 07/20/2007 (12:16 pm) |
| It's easier to break than to fix... | Jason: Thanks for the tip. For this specific problem, I tried that, but no dice. Stephen: I get t... read more | 07/20/2007 (8:31 am) |
| It's easier to break than to fix... | Thanks for the link ;).... read more | 07/20/2007 (7:17 am) |
| World War I game | I definately think the WWII market is flooded with a ridiculous amount of games that are all pretty ... read more | 07/19/2007 (10:46 pm) |