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Jason Campbell

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About Jason Campbell

  • Birthday August 23

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  1. I'm glad it works too! I didn't really feel like compiling it either. I've been using 3.5 and 3.10 and while it is good practice to compile it yourself, perhaps Torque 3D won't be to your liking but now you can play around with it. You can also try 3.10 since T3D has had a Linux port since 3.6. It seems kind of empty around here but it seems that there is still a lot of work going on. Pretty interesting.
  2. Hey I think I figured it out. I copied the folder cache from the source download and put it in the data folder. I think you just need to make a folder in /data and call it cache then make a subfolder in that called shaderCache. So /data/cache/shaderCache I attached the folder that was created. Just extract it to /data. cache.tar.gz Hey Azaezel, I tried adding all permissions but for some reason it couldn't create the folder? Would adding an empty cache directory to the Linux upload help?
  3. This happens to me also on Linux Mint. I haven't got around to compiling it myself but I believe that will work. The weird thing though, is that it doesn't sound like a missing dependency issue. Edit: Link to the Compiling howto. https://docs.torque3d.org/engine/compiling-the-engine
  4. Hey Duion, I hear you. The grenade compiling is part of TAIK and there is no doubt I could just not use it but there is no denying that having the bots utilize it adds so much to the combat. I haven't given up though and I believe I can use what I already have with less coverpoints. I've been working on it.
  5. Just wish-listed. Man Steve, that looks great. Roguelike, co-op, twin stick! I'm in. Torque is still going! The demo for Dragoon seems to work flawlessly through Proton on Linux. I'm wondering are you going to try and get MLS SteamDeck verified? Great work, Steve!
  6. I was real close then realized that if I was to add all the coverpoints I needed and then compile the grenade trajectories, the editor would run at like 2fps. Basically, yet again I would have to scale it down and essentially "start over". I love working with Torque but I'll be damned if that didn't take the piss out of me.
  7. @Dioun Personal attack? It was a joke. You are always so serious, I was just trying to lighten the mood.
  8. Jeesh Duion, not saying you go to parties but you must be a lot of fun when you do.
  9. If only. It would take me months to make a game in 48 hours!
  10. If your just starting, you can download the binary. I use Linux so I haven't really done it in Windows in a long time but here's the link. http://wiki.torque3d.org/coder:compiling-in-windows#:~:text=To%20compile%20your%20project%2C%20open,do%20this%20the%20first%20time.
  11. For number 4. another way to control light within a building or cave or whatnot is to use a zone. There is a setting that controls it. Something like ambient.
  12. Use a text editor that can search the whole project. I use one called Atom. Search for the filename. In the console, it seems to load with the PostFX manager?
  13. The only way I can think of to remove ground cover is to paint under the decal with another terrain material.
  14. You might be able to see some of the script using Untorque but was made for 3.5.1. I've used it just to try to see what was going on in a demo. https://github.com/figment/Untorque/releases/latest
  15. Hey thanks for asking. It was going really well over the winter but now I am too busy to even think about it. I have not given up.
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