-
Posts
53 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Articles
Docs
Gallery
Posts posted by RasterRon
-
-
Great, will definitely check this out. Thanks. :)
-
Have you tried running it with just the stock Torque3D 64bit? You can also check out Azaezel's AFX 3.8 branch here:
-
Thanks Richard. Here's what I'm getting in the log file.
[Win32FileSystemChangeNotifier::internalAddNotification] : failed on [C:\Torque3D\My Projects\Test\game\sound\weapons] [2]
I also have relocated the sound folder up one directory, which is not a problem when it is unpacked.
-
Hey guys,
I was wondering if there's a fix for this small issue with packed sounds. I have read some posts on the GG forums that if you need to pack sound files in zip format that you must set all sound profiles to preload = "false" or 0 which is what I have done. The sound and game loads perfectly, but now I'm getting crashes when I exit the game. I also tried one suggestion to convert all to wav files but still getting same results.
I know this is a small problem to deal with but I'm really curious if there is already a workaround that I have missed browsing the GG forums.
Thanks.
-
I'm planning to do a few changes on the Torque editor myself, but this looks great Mud-H! Keep it up :)
-
I'm not an expert but looking on that error message log, it looks like those 'No such file or directory' errors are compile flags for Visual Studio and the CMake options for CodeBlocks+MingW is not completely working for the Windows build, unless someone can verify that this is currently supported and you're just missing some libraries or environment paths. You should probably submit a GitHub issue..
-
One small issue that I did notice is when you are in Windowed Mode (Maximize) and toggled the World Editor on and back to the game, the maximize capability is no longer there. This does not happen in DX9.
-
While not a full PR yet, the D3D11 stuff looks stable enough we can being preliminary testing of how it plays for everyone.
The branch is here: https://github.com/rextimmy/Torque3D/tree/d3d11
Follow the standard 'how to test a PR' instructions to pull it down to your local repository an make sure you do a new project to ensure the new engine and template files get copied. Once you get the game fired up, ensure you can switch to the D3D11 driver in the options menu and test everything and make note of any problems.
If you can integrate it into an existing project for a more in-depth test, that's even better.
Works great so far and with the switch options. :)
-
This is awesome, thanks for sharing! :)
-
Yes, that is correct and based on docs..
int GroundCover::seed
This RNG seed is saved and sent to clients for generating the same cover.
-
Hey Azaezel,
I'm quite interested and would like to help in trying this one out. Just to confirm, is this the link to the branch?
https://github.com/Azaezel/Torque3D/tree/afx_plus_3.8
Thanks.
-
Hey Congrats guys! :D just found my way here in the new forums :D

Zipped sound files still crashes game (on exit)
in Beginner
Posted
Awesome, thanks Richard! I will try and check this out.