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Search found 130 matches Page 1 of 13
by Bloodknight
Sun Feb 18, 2018 9:41 pm
Forum: General
Topic: DAE quirky
Replies: 1
Views: 11
yeah I know, I should work on my titles :p https://i.imgur.com/NZL0h7T.png This fantastical and annoying little popup, which I've never seen before is apparently due to torque trying to read a DAE file and having some difficulty if I ignore a few times it appears to carry on as if nothing was wrong....
by Bloodknight
Sun Feb 18, 2018 8:31 pm
Forum: General
Topic: Prefab quirky
Replies: 3
Views: 22
when it starts making me really angry; I will take a peek at the exact process of where it writes the prefab. My initial impression is that it selects somehow a pseudo-arbitrary 'origin' and then adds the components to the list by selecting their origin points and mapping their position relative to ...
by Bloodknight
Sun Feb 18, 2018 2:19 pm
Forum: General
Topic: Prefab quirky
Replies: 3
Views: 22
*note* I am currently using 3.10 since the devhead editor is not production ready in any way. So, I'm making prefabs for a modular dungeon, room corner, room wall, wall-less section, doorway etc. They are all perfectly aligned when in the editor. I make the prefabs. Then I add the prefabs to the lev...
by Bloodknight
Mon Feb 12, 2018 1:27 pm
Forum: General
Topic: more console spam
Replies: 4
Views: 104
Here's the output from the outpost mission in the stock template, chasing these down just because I don't like big blocks of ugly in the default, as it hides the errors I make. Also as a side note, this one spams out in release as well as debug. Line 505: GFXTextureManager::_lookupTexture: Cached te...
by Bloodknight
Sun Feb 11, 2018 12:44 pm
Forum: General
Topic: more console spam
Replies: 4
Views: 104
So, I'm trying to rid torque of all its toxic red and blue console messages, its probably a personal thing but it bugs me ok... and this stuff is relatively new https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxTextureManager.cpp#L250-L261 its also spamming the console to...
by Bloodknight
Fri Feb 09, 2018 7:35 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 124
I implemented Bad Behavior and it works fine. https://i.imgur.com/RhEovcl.png so.... not fine, not functioning would by most definitions be not fine Image showing source updates to ubergame https://i.imgur.com/zN7o9uO.png image showing updates to the dev head https://i.imgur.com/FGOsm2R.png image s...
by Bloodknight
Fri Feb 09, 2018 5:22 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 124
here is an image of the call stack showing the execution order after onrightmouseclick
Image
by Bloodknight
Fri Feb 09, 2018 5:19 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 124
Adding BadBehavior to a newer or older version of Torque is kind of irrelevant, since the only thing you change is copying in that folder "BadBehavior" with the source code and adding some lines in the build files so it gets compiled. right so, the BB addon does not use *any* torque GUI f...
by Bloodknight
Fri Feb 09, 2018 2:49 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 124
On further tinkering, it appears that right click works *once* and then crashes when you try to do it again.

The presumption is that when the popup menu is cleared/hidden it is actually deleted maybe, so that when trying to access again engine gets confused and derps to desktop.
by Bloodknight
Fri Feb 09, 2018 2:47 pm
Forum: General
Topic: Bad Behaviour is behaving badly
Replies: 12
Views: 124
I implemented Bad Behavior and it works fine, there is only a problem with the new SDL2 GUI, but nothing that crashes anything. I know your sole existence demands you have to 'prove me wrong' at every opportunity, but as per usual your notion that 'your' single case is the only case therefore every...
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Search found 130 matches Page 1 of 13