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Search found 285 matches Page 1 of 29
by Steve_Yorkshire
Mon Aug 20, 2018 4:44 pm
Forum: Gameplay
Topic: Raycast Damage At Close Range Instead Of Projectile Spawning
Replies: 0
Views: 15
As creation of projectiles takes program resources, I always thought that it was somewhat wasteful at close range. If you have a visible bullet projectile model (something stock Torque no longer bothers with) and if it is not ballistic with a delayed arming system (eg: not a grenade), players are no...
by Steve_Yorkshire
Fri Aug 17, 2018 6:45 pm
Forum: Gameplay
Topic: Random Player Skins WITHOUT Tab Seperated String
Replies: 2
Views: 84
For some reason, tab seperated strings hate me. :? Sometimes my custom player/aiplayers will spawn with skin set to "alt3 alt4" as the tabbed string decides to ignore the tab seperation because ... because it hates me. :cry: A second issue with the stock skin selection is that %skin = addTaggedStrin...
by Steve_Yorkshire
Fri Aug 17, 2018 6:12 pm
Forum: TorqueScript
Topic: start up main menu music?
Replies: 8
Views: 162
In a multiplayer server, Datablocks get deleted so that the client can then accept new ones from the next server/mission file and then overwrite with new ones. Unfortunately this means client based ones also get deleted on localClientConnection. As for music: Exec the datablock before everything els...
by Steve_Yorkshire
Thu Aug 16, 2018 4:31 pm
Forum: Roadmap
Topic: The Roadmap
Replies: 4
Views: 205
me and Az are hammering on it pretty much daily
Image
by Steve_Yorkshire
Thu Aug 16, 2018 4:19 pm
Forum: TorqueScript
Topic: start up main menu music?
Replies: 8
Views: 162
You'll probably need to init the datablock for the music before all other datablocks are loaded. For Airship Dragoon I had it in scripts/client/init.cs right at the top before anything else is loaded. datablock SFXProfile("musicloop0") { filename = "audio/music/musicloop0"; description = "AudioMusic...
by Steve_Yorkshire
Thu Aug 16, 2018 4:12 pm
Forum: Content
Topic: no prone free-look
Replies: 3
Views: 77
Not sure about that, but prone pose has a whole lot of issues: Torque player is set up with a sqare/rectangular collision/boundsBox which does not play nicely with prone. I remember having some issues - but I can't remember WHAT - with using ground Transforms for anything other than death animations...
by Steve_Yorkshire
Mon Aug 06, 2018 7:00 pm
Forum: TorqueScript
Topic: aiPlayer aim
Replies: 10
Views: 596
@Hodo33 Got a fix for you. :mrgreen: The reason this is happening is that the further the distance from the target, the smaller the aim rotation change and the default code setting ignores anything under 0.01f. Aiming at a playerObject near his eyeNode and at the same position height makes the rotat...
by Steve_Yorkshire
Sun Aug 05, 2018 10:00 pm
Forum: Beginner
Topic: BUG: ShapeEditor FileType Select Text Broken
Replies: 5
Views: 288
Okidoki, after much help from @Azaezel and @OTHGMars and co it can apparently be fixed with changes to engine/lib/nativeFileDialogs/nfd_win.cpp ~line 128 static nfdresult_t AddFiltersToDialog( ::IFileDialog *fileOpenDialog, const char *filterList ) { const wchar_t EMPTY_WSTR[] = L"All Files";//yorks...
by Steve_Yorkshire
Sun Aug 05, 2018 6:06 pm
Forum: Beginner
Topic: BUG: ShapeEditor FileType Select Text Broken
Replies: 5
Views: 288
OK, I can get the filetype text to display if I open File Explorer Options and uncheck "Hide extensions for known file types" :?

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by Steve_Yorkshire
Fri Aug 03, 2018 9:23 pm
Forum: Beginner
Topic: BUG: ShapeEditor FileType Select Text Broken
Replies: 5
Views: 288
After searching through the 9 gazillion versions of Torque on my PC I found that the last working version was 3.10 (Feb 2017), before SDL2.dll was a thing. My copies of devhead from October 2017 onwards have the non-visible text for fileTypes.
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Search found 285 matches Page 1 of 29