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Steve_Yorkshire

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Everything posted by Steve_Yorkshire

  1. Giving TsStatics alpha blending to fade out is a really cool idea. 8-)
  2. ♫ It's raining men! ♪ ;) Nice work Chris! :)
  3. After renaming the main.cs most things seem okay after a cursory play around with it. Only thing which seems a bit odd is this: However there are 11040 which is rather a lot! :lol: Also noticed that textures for objects get a funny warning I don't remember seeing in other versions. Materials still load but noticed the console spam. Probably nothing to worry about. Zoom/blur shader gives console spam but that's nothing new. OpenAL seems fine, think that I'm running installer 2.0.7.0 and dll 6.14.357.24 in system32.
  4. @highground My bad! I forgot to include the source/gfx/gfxVertexTypes.cpp/h changes. :oops: I've updated the zip file so if you redownload it the new code files will be there.
  5. "Emitter" works fine for me in v3.6.2 with the code files I'm using.
  6. See if this helps. In the weapon's datablock file find readyMotion and remove or change the stateTransitionOnTriggerDown[#] so it doesn't go to the Fire state.
  7. Possible limit with the stock number of objects able to be displayed? I usually alter the code to allow more. But it doesn't sound like it to be honest. :?
  8. Yeesh exercise ... I remember what that used to be like ... vaguely. :? I see a sports physio 2-3 times a month due to what I call "mouse arm shoulder" ;)
  9. So I have been informed that this is actually a legit way of keeping "bool swimming" within an area and thus not exposed to the rest of the function. The case is solve-ed! :oops: 5NNOrp_83RU
  10. void Player::updateMove(const Move* move) { delta.move = *move; // Is waterCoverage high enough to be 'swimming'? {//<---yorks uwotm8!? bool swimming = mWaterCoverage > 0.65f && canSwim(); if ( swimming != mSwimming ) { if ( !isGhost() ) { if ( swimming ) mDataBlock->onStartSwim_callback( this ); else mDataBlock->onStopSwim_callback( this ); } mSwimming = swimming; } }//<---yorks uwotm8!? //... I think something might have been removed once but the brackets left in :lol:
  11. Hurray! :D ... he says eventually once it was explained to him ... :roll:
  12. That is a very nice track texture on 7. Did you appropriate it from somewhere?
  13. @buckmaster Okay I admit it, I told him on irc it looked good and didn't actually post here to confirm that ... but now I have :P
  14. I like that logo rather a lot. :) @buckmaster it's been the weekend some of us are absent/drunk ;)
  15. Torque truncates things with more than 6 decimal places (just rotate stuff in the editors and call their transform) I think to keep everything easy for sending over a server to remote clients. I'm pretty sure that there is a way to get around this for TS ... but I can't remember what it is ... which isn't terribly helpful ... :/
  16. Cool stuff! Also cool music! badapda-da!
  17. Incidentally, Choice Two seems the better option after much testing
  18. @LukasPJ Twillex? I thought that was a dubstep DJ or someone ... Library.cs is an ancient file or TorqueScript which predates the Phanerozoic Era by half a billion years. It's full of fancy script utilities and mathematics before TGE had them integrated into C++ and the like. http://yorkshirerifles.com/downloads/library.cs
  19. Ha! I downloaded a whole load of forum threads and resource pages when Instant Action went tits up! :lol:
  20. Tweening? What the hell is tweening!? There some old TorqueScript for moving stuff around in the old library.cs file that I remember using once.
  21. All hail, Jeff! http://i.imgur.com/xFrJtHx.gif
  22. Everything by https://github.com/GarageGames on Github is MIT. Each section/build has the following license, including the FPS Tutorial and all within. (so yeah)
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