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Everything posted by Steve_Yorkshire
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Torque 3D 3.7 release candidate
Steve_Yorkshire replied to buckmaster's topic in Torque 3D Announcements
Giving TsStatics alpha blending to fade out is a really cool idea. 8-) -
Physx3 ragdoll progress continues, slowly...
Steve_Yorkshire replied to chriscalef's topic in Show-off
♫ It's raining men! ♪ ;) Nice work Chris! :) -
Torque 3D 3.7 release candidate
Steve_Yorkshire replied to buckmaster's topic in Torque 3D Announcements
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. -
Ribbons Projectiles And Objects Resource
Steve_Yorkshire replied to Steve_Yorkshire's topic in Visuals
@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. -
Ribbons Projectiles And Objects Resource
Steve_Yorkshire replied to Steve_Yorkshire's topic in Visuals
"Emitter" works fine for me in v3.6.2 with the code files I'm using. -
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.
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That's cool. :)
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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. :?
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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" ;)
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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:
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Hurray! :D ... he says eventually once it was explained to him ... :roll:
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That is a very nice track texture on 7. Did you appropriate it from somewhere?
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@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
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I like that logo rather a lot. :) @buckmaster it's been the weekend some of us are absent/drunk ;)
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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 ... :/
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Cool stuff! Also cool music! badapda-da!
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Incidentally, Choice Two seems the better option after much testing
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@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
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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.
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http://i.imgur.com/FHNw7JJ.jpg
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That's some swanky stuff! :)
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All hail, Jeff! http://i.imgur.com/xFrJtHx.gif
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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)
