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practicing01's Achievements

  1. https://t4d.freeforums.net/ Hello, I'm conducting a psychological experiment to determine whether the absence of certain forum content would spur community and torque growth. Feel free to post anything and everything torque related in the above linked forum. Thanks and have fun!
  2. Downloaded the latest dev branch and am in the process of testing. It creates an openal .so which is good. I think the steam run-time can deal with the dependencies but I can't use that for itch.io.
  3. Right now the issue is sdl and openal. I can get around sdl with a shell script that adds the exe directory to the path (which a t3d compile slaps a few sdl .so files into). Setting static sdl in cmake didn't work, it always forces dynamic. The magic that unity/Godot use, is what I want: I compile the game on my dev machine and distribute that to the user. I don't know how those engines do it but if it's something that can be done for t3d with a little effort, then would someone kindly point me to the documentation, please? Thanks for the replies.
  4. Hello, I can compile and run on Linux using the wiki instructions (slightly outdated dev branch). The executable directory has .so (shared object) sdl files. What steps must be taken to statically include all of the dependencies, so that users don't have to deal with that? Thanks for any help.
  5. Necroposting cus I main necro: Jigglebones. 3D "Decals" (think SOMA's barnacles). Mounting anything to anything (including model bones). Linux static library compile. API for texturing objects with advertisements. Fixing ChangeMaterial synchronization. Hair shader with physics. Voxels. Metaballs.
  6. Snooped around engine-side and setting gfxtecturefilternone at 265/266 of processedmaterial.cpp, alongside disabling anisotropic script-side does the trick.
  7. Hello, in blender you can disable mip mapping and filtering for textures so that low resolutions maintain their appearance without artifacts. How do you achieve this in t3d? Thanks for any help.
  8. Hello, I'm trying to move the player up/down within a no-gravity zone. Setting $mvUpAction and $mvDownAction isn't working. Any help would be appreciated, thanks.
  9. The wiki has instructions for building the client with QT Creator but not the server. Thanks for any help.
  10. Edit: Closed, most issues fixed with latest version. Using latest Johnxz x64 linux binary. Fixed: 1) Crash when dynamically loading a ShapeBase: https://pastebin.com/7FrAFGwk Fixed: 2) Sprite rendering before clear: https://imgur.com/a/fX4p0Jo Fixed: 3) Advanced Lighting not rendering this map (basic lighting does, advanced lighting is completely black): https://imgur.com/a/ugKqhUp Fixed: 4) Audio not working Not Fixed: 5) Open file dialogue invisible. Not Fixed: 6) Shape editor advanced properties "collision" tab not working. Not Fixed: 7) Editor load crash: https://pastebin.com/X7725bpN Not Fixed: 8) shapebase.unmount() not working.
  11. Hello, setArmThread() is segfaulting. The animation string passed, works with setActionThread(). How do I use setArmThread()? Thanks.
  12. Solved Edit: The problem was that I need to set the model material name to base_tcgMat within blender. I've got a TSStatic that I'm instantiating with: %card = "dnclogo"; %cardModel = new TSStatic() { shapeName = "art/shapes/dotsnetcrits/tcg/card.cached.dts"; position = %player.position; skin = %card; }; The models material is: singleton Material(card_tcgMat) { mapTo = "base_tcgMat"; diffuseMap[0] = "dnclogo"; translucentBlendOp = "None"; effectColor[1] = "InvisibleBlack"; }; and the material I'm trying to set it to is: singleton Material(tcgdnclogo : card_tcgMat) { mapTo = "dnclogo_tcgMat"; diffuseMap[0] = "dnclogo.png"; }; the error I'm getting is: [MaterialList::mapMaterials] Unable to find material for texture: tcgMat What's the correct way of setting skins? Thanks for any help.
  13. That'd be great if several thousand people would buy it. I went ahead and released the model. I hope someone can torqueify it and add animations/fixes http://opengameart.org/content/quechan Would be nice to replace the boring stock soldier too.
  14. https://practicing01.itch.io/dots-net-crits Any volunteers for testing, content ideas, fixing bugs, etc would be greatly appreciated. Anyone wanting to fix/add animations/costumes to the main model, let me know so I can release the blend file (cost me $235 for the commission). Source: https://github.com/practicing01/T3D_GameModes
  15. I'm on mint linux, best distro. I tried installing the :i386 versions alongside the native versions of the dependencies. libxft-dev doesn't want to cooperate. I get the following error when running sudo apt-get install libxft-dev:i386 libxft-dev: The following packages have unmet dependencies: libxft-dev : Conflicts: libxft-dev:i386 but 2.3.1-2 is to be installed libxft-dev:i386 : Depends: libfontconfig1-dev:i386 but it is not going to be installed Depends: libfreetype6-dev:i386 but it is not going to be installed Conflicts: libxft-dev but 2.3.1-2 is to be installed E: Unable to correct problems, you have held broken packages. Also tried forcing -m64 to compile natively but got an error.
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