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by rlranft
Wed Jun 08, 2016 3:01 am
Forum: Announcements
Topic: Closing in on 3.9
Replies: 40
Views: 32786
Actually it seems like what @flysouth is discussing, is exactly what @andrewmac implemented in Torque6! Since the code-bases are sort-of-similar, it might be possible to use some of the same code for plugins in Torque3D. Yeah, was thinking that myself - but wasn't entirely sure. Maybe he'll chime i...
by rlranft
Tue Jun 07, 2016 3:53 pm
Forum: Announcements
Topic: Closing in on 3.9
Replies: 40
Views: 32786
Yeah - I'm guessing you had a well-defined set of events to handle and your plugin was required to have at least a stub for each event. I'm also guessing that your number of required stubs was fairly small, numbering in the few dozens at worst? Torque's console is well-defined but very broad - the s...
by rlranft
Tue Jun 07, 2016 4:21 am
Forum: Announcements
Topic: Closing in on 3.9
Replies: 40
Views: 32786
Plugins are better way of dealing with these things. This has crossed my mind a few times. Most of T3D is already a dll, no real reason we couldn't make the executable portion look in a specific directory for other dlls and load them. Need to expose a ton of stuff so the plugins can use the Console...
by rlranft
Tue Jun 07, 2016 3:24 am
Forum: TorqueScript
Topic: Having problem with aim offset
Replies: 16
Views: 9931
Well, I doubt it - it's only necessary (or useful) if a game uses AIPlayer. If not, it's just extra work.
by rlranft
Mon Jun 06, 2016 3:32 pm
Forum: TorqueScript
Topic: Having problem with aim offset
Replies: 16
Views: 9931
Eye offset is one option - I just modified WeaponImage::onFire() to get the muzzle point and calc the aim vector from that for AI units: function WeaponImage::onFire(%this, %obj, %slot) { //echo("\c4WeaponImage::onFire( "@%this.getName()@", "@%obj.client.nameBase@", "@%slot@" )"); // Make sure we ha...
by rlranft
Mon Jun 06, 2016 3:24 pm
Forum: Beginner
Topic: Gui editor reference?
Replies: 9
Views: 5402
Yeah, it works - it can be temperamental, but it works. Save Now, Save Often. Also, from the original docs : http://www.roostertailgames.com/TorqueRef/index.html - see the GUI Editor section for some quick starter exercises (yeah, I'm having issues with the javascript "rollouts" in the side menu).
by rlranft
Mon Jun 06, 2016 3:20 pm
Forum: Announcements
Topic: Closing in on 3.9
Replies: 40
Views: 32786
I agree that the documentation is out of date. I agree that all features should be working as described. There are parts of this beast that bother everyone and there are parts that bother only some of us, but there are some things that need to be added even before some of the old bugs are fixed just...
by rlranft
Fri Jun 03, 2016 4:12 pm
Forum: General
Topic: Garagegames Github hidden repositories
Replies: 25
Views: 13151
Well, if examining anything that is visible can help to solve problems then at the least I believe that GG wouldn't have a problem with people doing that. But since the assets and products have no license one could obviously not simply take them for general use. For instance - the asset importers/ed...
by rlranft
Mon May 30, 2016 5:25 pm
Forum: General
Topic: Character Generation Library, does this exist?
Replies: 10
Views: 6105
As it turns out, T3D has morph target animation support, is this correct? My knowledge of animation is poor, but could this feature be used with Torque to produce a character creator similiar to fuse? I think the meaning of this term has drifted since TGE added this. If I recall correctly, this was...
by rlranft
Sun May 29, 2016 4:31 pm
Forum: Beginner
Topic: FPSTutorial repo?
Replies: 10
Views: 5068
D'oh!

Sorry guys - I had completely forgotten my own fork of this - here : https://github.com/RichardRanft/Torque3D-FPSTutorial
Search found 309 matches Page 4 of 31