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by Steve_Yorkshire
Fri Feb 16, 2018 11:36 pm
Forum: C++
Topic: runSurfaceAngle Over 89 Breaks Gravity
Replies: 1
Views: 271
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 horizontal. So ...
by Steve_Yorkshire
Sat Feb 10, 2018 12:49 am
Forum: C++
Topic: Removing Scientific Gibberish From Big Numbers
Replies: 0
Views: 291
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: 260
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: 218
Views: 46757
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: 218
Views: 46757
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: 917
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: 917
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 vpos, f...
by Steve_Yorkshire
Mon Oct 16, 2017 4:13 pm
Forum: Blogs
Topic: TorqueScript Improvements
Replies: 6
Views: 1557
Cool stuff Mr.Hutch

Image
by Steve_Yorkshire
Mon Oct 16, 2017 4:09 pm
Forum: Beginner
Topic: Tutorial: How to compile the new version of Torque3D v3.9
Replies: 30
Views: 8150
Just to note for Torque3D 3.10+: cMake 3.62 ot 3.71 (previously pre-3.62) and VS 2017 Community (the free one) and don't call your project name/folder test cos that's the only word cMake doesn't like, and the cMake console is really small to scroll through all the spam to find the line where it tell...
by Steve_Yorkshire
Mon Oct 16, 2017 4:03 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 218
Views: 46757
Cooleeboolee!
:D
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Search found 252 matches Page 5 of 26