Search found 214 matches

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by Steve_Yorkshire
Mon Feb 19, 2018 1:05 am
Forum: General
Topic: Prefab quirky
Replies: 6
Views: 74
Do prefabs take the largest object and use it as an offset? Or something equally odd. I remember something ages ago in the GG forums about prefabs and inherited object positions. Plus there was a code fix for it. But I would have thought that would have been rolled into stock https://www.garagegames...
by Steve_Yorkshire
Mon Feb 19, 2018 12:59 am
Forum: C++
Topic: Temporarily Disable Player v Player Collision: Fixed
Replies: 0
Views: 29
So I've been trying to temporarily disable PlayerObjectMask vs PlayerObjectMask. The idea was set a flag in shapeBase.cpp or Player.cpp, check for the flag when a player bumps into another and then ignore the collision ... ... but it's not been going well ... First off I went looking for the collisi...
by Steve_Yorkshire
Fri Feb 16, 2018 11:36 pm
Forum: C++
Topic: runSurfaceAngle Over 89 Breaks Gravity
Replies: 1
Views: 45
Setting PlayerData runSurfaceAngle to 90 or more in the Player's datablock means that the "Fall" flag never set, so the player can only go upwards or walks in the air. This is actually logical, as the test for player contact is directly vertical to the playerObject and >89 degrees is horiz...
by Steve_Yorkshire
Sat Feb 10, 2018 12:49 am
Forum: C++
Topic: Removing Scientific Gibberish From Big Numbers
Replies: 0
Views: 57
Many thanks to @Bloodknight for posting the original link. https://www.garagegames.com/community/resources/view/17059 from where I found Orion Elenzil's original post http://www.garagegames.com/community/resources/view/16983 http://s2.quickmeme.com/img/76/762195e1666497074ede151e0cbeb39738a411d96757...
by Steve_Yorkshire
Thu Feb 08, 2018 12:12 am
Forum: Beginner
Topic: AIplayer Teleported Beyond Scope Leaves Mounted Objects Behind
Replies: 0
Views: 45
Whilst playing around with teleporting Aiplayers randomly around the level I found that sometimes they abandon their mountedObjects. (note server is local) I put this down to the Ai being sent a distance greater than theLevelInfo.visibleGhostDistance . Inside this distance and mountedObjects stick t...
by Steve_Yorkshire
Tue Dec 26, 2017 9:40 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 199
Views: 30873
Wew, lad that's a lot of stuff! ∑(´0ω0`*) http://yorkshirerifles.com/random/information_overload_320x24.gif Hope everyone managed to find time to gorge on dead ground bird whilst they were beavering away! This will lead to lower load times, less load stutter Hurray for less load stutter! I know that...
by Steve_Yorkshire
Sat Nov 25, 2017 1:38 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 199
Views: 30873
Great stuff Jeff :) Firstly: don't pick up any seasonal sicknesses. That's been my failing unfortunately ... ;) Because the soldier shape is ... set up weird ... Tell us about it :roll: Smart idea with the resolution scaling, right now if you want a fullscreen resolution smaller than your monitor (f...
by Steve_Yorkshire
Mon Nov 06, 2017 5:03 pm
Forum: Visuals
Topic: Fizzle Fade Improved
Replies: 2
Views: 325
Obviously this is dx only (I've not done any messing around with openGL) so if someone else wants to fiddle with shaders/common/gl/torque.glsl feel free to knock yourself out. Having a quick look it has some comments about creating patterns. /// Called from the visibility feature to do screen /// do...
by Steve_Yorkshire
Mon Nov 06, 2017 4:58 pm
Forum: Visuals
Topic: Fizzle Fade Improved
Replies: 2
Views: 325
I always thought that the stock fizzle fade looked a bit like venetian blinds opening across one plane - so I added another plane! At the bottom of shaders/common/torque.hlsl : /// Called from the visibility feature to do screen /// door transparency for fading of objects. void fizzle(float2 vpo...
by Steve_Yorkshire
Mon Oct 16, 2017 4:13 pm
Forum: Blogs
Topic: TorqueScript Improvements
Replies: 6
Views: 790
Cool stuff Mr.Hutch

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Search found 214 matches Page 1 of 22