Jump to content

buckmaster

Contributor
  • Posts

    322
  • Joined

  • Last visited

Everything posted by buckmaster

  1. Thanks for the detective work. That's kind of bizarre. So some item/s added to the menu in the GUI editor actually can't be deleted?
  2. Yay! Great resource :). Show-off forum though? :P
  3. Yeah, if you don't need to run a game on the server, then it'd be best to go with some sort of connectionless-ish server like a basic PHP (shudder) thing that you make requests to over HTTP.
  4. Great stuff! And 15 seconds seems super quick, compared to Recast's voxelisation - though I'm not sure which recast stages take up the majority of the time. Probably not voxelisation, come to think of it :P.
  5. Hey, do you think we could add @mentions to the forum? So I could send you a notification using @LukasPJ?
  6. * This is a list * Another element * nested list? * please? * no...? * This is a list * Another element * nested list? * please? * no...? Oh hey, it worked! It just messes up if the list is the first thing in the post, because leading spaces get trimmed.
  7. Having a [markdown] tag would kind of defeat the point of it being quick and easy to use. Here TRON, try this out: `` `code` ``. EDIT: Having BBCode around is good for cross-posting on the GG forums.
  8. Yup. I'd actually be vaguely tempted to try and make debugging work in a Vim plugin. Which sounds insane. But hopefully cross platform :P.
  9. Wow, we can write `inline code`! This is pretty _cool_. [linky](http://google.com) And BBcode still works.
  10. Oh I saw that, but I don't see much point separating them.
  11. I was hoping we could get the community to jump aboard with TorqueDev since it's open source and has the potential to be actively maintained. However it's not cross-platform. Another option is to make an effort to have an in-engine TS editor with more IDE features, though I imagine debugging script from within the engine while the editor runs scripts is... well, not going to be possible :P.
  12. Surely the solution to that is to turn off avatars and have a plainer theme... 50 posts worth of plain text is next to no data, right? Anyway, I guess I'll just deal. Per-user config would be ideal but whatever :). If I can help out some way, let me know.
  13. That this forum be merged with feedback. They're really the same thing :).
  14. Cool stuff indeed. Is this practical to use on a whole level? Or at least something the size of a building?
  15. *Shrug*. I see no reason not to have 50 posts/page, but whatever works.
  16. If you don't want to actually run Torque under Linux in a VM, just compile it, then I highly recommend Vagrant - the process is pretty simple although the Vagrant configuration used in that tutorial isn't in the engine yet, just in my own fork waiting to be PRed once I see if I can make it work for with GUI as well.
  17. 'I can't find a way to change it' says we can't? :P
  18. Oh whoops, I thought that first screen was Torque. Should have known it was suspiciously good :P.
  19. That's probably a good thing, though I wish we could choose to view more posts on each page.
  20. Yes, it's finally here! Despite our goal being to make these little releases happen more often, this one took a good couple of months. I'm happy to blame Christmas for at least one of those months - everyone going on holidays and so on. We also wanted to get a decent number of fixes into the release, instead of pushing an update with little content - though I think that ended up being a quixotic cause, and in hindsight we probably should have kicked a version out the door sooner! Either way, 3.6.3 is here and it contains all the minor fixes and tweaks you are growing to know and love from these mini releases... right? The full release notes are on the wiki as usual, and binaries can be downloaded from the downloads page. Version 3.7 freeze and pre-release 3.7 is shaping up to be a pretty significant release - the biggest additions being, of course, James U's console function refactor, the addition of an OpenGL rendering layer, and on top of this, Linux client support! But, in order to make 3.7 happen, we need your help! We've 'frozen' the 3.7 milestone, and have moved all the new features and miscellaneous other issues and pull requests back to version 3.8, in order to focus on bugfixes for 3.7. There are already two pages of those, and we're sure there will be more. We want to get as many people as possible to stand on the engine and jump up and down so we can find out where it creaks, and deliver you the stablest possible release. This isn't just limited to people who want to use OpenGL or Linux - even if you're just doing plain old DX9 like you always have, we want to make sure we haven't broken anything for you! (Spoilers: we have. It's a known issue and we're working on it.) So what can you do? We're soon going to add a tag and provide a pre-release binary download for you to play around with. This will probably involve distributing Windows and hopefully Ubuntu binaries, along with the new version of the Project Manager. Running those would be a big help, but even better would be trying to merge the development branch into your own game and letting us know if it causes problems. A lot has been touched, and even if we can't guarantee you won't have a little bit of merging to do, we'd at least like to know where the pain points are to we can make them very clear and obvious to people. Project Manager 2.2 In other news, the next version of the Project Manager is also available for pre-release testing. I don't anticipate any major issues, but it'd be nice to have someone test it aside from me and Steve. You can download the pre-release binary here, because ain't nobody got time to compile it from source. This ain't over You'll be hearing from the SC again soon! Mark my words!
  21. Looking pretty great. This looks like the sort of luscious green grass that would be great in a default template of some kind.
×
×
  • Create New...