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Posts posted by rlranft
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So, isValidChar() doesn't like null?
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I thought you meant this documentation.
Of course, you can still use them for prototyping - you just can't sell your game with them in there....
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Yeah, but you can't share the resource until it's loaded.... ;p
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I've just been pushing for action for a while now and I'm happy to see it happening.
And that's the spirit I'm trying to promote - be happy that the spam will be cleaned up, be happy that the old information will be preserved, and be happy there is a shiny new place to hang out.
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It'd really help if GG helped redirect the new users over here.
That would be great!
I think that when GG says they'll "hold on" to the information there, what they mean is "continue to make it available." I agree that people will probably continue to sign up there, and I believe that it is our (the community and GG together) responsibility to ensure that the new people are directed here. Which is why I feel that it is important for us to watch both forums for a while - so we can transplant the new users here, and continue to redirect conversations here.
@andrewmac - No argument from me, they're having a knee-jerk reaction to the loss of traffic. But I think that loss of traffic isn't the "death knell" that they think it is. 90% of their site traffic is us - not potential customers. If they just think about it for a second they'll see it for what it is - which is why "Google Analytics" shouldn't run your business. My point is that I don't think they want to strong-arm anyone into using those forums - but I do think that as long as they twitch at a loss of traffic they'll keep the forums cleaned up....
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Well, you could use Python....
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...I just don't appreciate the idea that GG might be attempting to hold on to a fraction of the community for an extended period of time.
I don't feel that GG is trying to hold on to anything - they're just trying to keep the forums and resources available. Unless we literally bring every single bit of knowledge off of that site to this one there will always be a reason to go back and dig around there. But ultimately I think this will be the primary spot for T3D discussions and resources. It's just going to take a little while to get there.
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As I understood [GG]Mich based on the IRC discussion, this was an attempt to ensure the long-term lifetime of GG.com and an attempt to keep the community there. Not as a transition period.
You're misunderstanding me - I mean that people are still using both places during the period within which we transition from the old GG.com forums to the new Torque3D.org forums. Once that period is over, Torque3D.org will be the de-facto place for T3D information. Until such time as we reach a "critical mass" of resources and good solid informational discussions there will still be some cross-traffic.
Torque3D.org will grow into its role, but it will take a little time - no need to rush things, just let it happen.
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The new forums are vastly better, and they are in our control. We can implement new features and fix issues as we encounter them. Furthermore, it helps on our identity crisis etc.
Agreed.
The issue is that some people still want to stay at GG.com, even before this a few people has been reluctant to move. Now, we might look at a divided community, which is an issue when we are as small as we are. Personally, I think it's a douchebag move because it can only hurt the community as a whole. I do not believe this means that these new forums are gonna die, but it will certainly cause a turmoil.I think you might be reacting a little too strongly here. There will be a transition period before traffic here really takes off no matter what. Until that happens we need to keep a foot in both boats. We also need a concerted effort to bring resource content, both original and refreshed from the old site, before this will be the one-stop-shop that it should be. Right now this site is fresh and clean - and still empty. Give it some time to grow.
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Who wouldn't vote for TRON? He fights for the Users!
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Oh, well, hell - I think there's a helper function in the console interface somewhere - I'll try to remember to look it up when I get home.
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The tool I set up is to assist large teams - the tool Microsoft provides for storing the symbol information isn't meant to support concurrent symbol submissions to the store (you and I can't both store symbols simultaneously). My "StoreManager" monitors a folder for changes, then submits the changes sequentially. It did just occur to me that if you and I submitted the same folders/files one after another there would be an issue....
Anyway - the documentation I provided is a collection/clarification of what Microsoft provided. As long as you use the dump on the same machine where you have the correct version of the source you're golden - otherwise you have to ensure that your source is properly indexed in your .pdb files during the build.
And this works with release builds too - just store the executable and .pdb file using the debugging kit tools. In C++ I believe the .pdb is generated by default in release configurations, but in C# it is not so you might want to double check.
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"Tweening" - from "in between keyframes," it means to draw the animation frames between the keys provided - or "inbetweening." See http://en.wikipedia.org/wiki/Inbetweening
Twillex - Scripts to aid simple animation sequences in T2D. See http://www.garagegames.com/community/blogs/view/21480
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Someone know about the texture and models from the documentation, which license are?
Everything that GarageGames put on GitHub is under the MIT license. I thought we already established this.... ;)
So, if you forked it from GG's GitHub repositories, you can do whatever you like with it as long as it meets the MIT license requirements:
from http://opensource.org/licenses/MIT -
The MIT License (MIT)Copyright ©
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
In our case the year is, what, 2012? And the Copyright Holder is GarageGames. And that's all there is to it. Pretty sweet!
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Alright - in theory, you could raycast and get the surface normal of the point of intersection like this:
%ray = VectorScale(%ray, 1000); %end = VectorAdd(%start, %ray); // only care about the following object types %searchMasks = $TypeMasks::TerrainObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ShapeBaseObjectType | $TypeMasks::StaticObjectType; // search! %scanTarg = ContainerRayCast( %start, %end, %searchMasks); if (%scanTarg) { %obj = getWord(%scanTarg, 0); while (%obj.class $= "barrier") { // Get the X,Y,Z position of where we clicked %pos = getWords(%scanTarg, 1, 3); %restart = VectorNormalize(VectorSub(%end, %pos)); %pos = VectorAdd(%pos, %restart); %scanTarg = ContainerRayCast( %pos, %end, %searchMasks); %obj = getWord(%scanTarg, 0); } // Get the X,Y,Z position of where we clicked %pos = getWords(%scanTarg, 1, 3); // Get the normal of the location we clicked on %norm = getWords(%scanTarg, 4, 6); // do something with normal data }This works for placing decals - as seen in the RTS Prototype. I guess you'd have to translate the normal into some sort of rotation and apply it to your model.....
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To clarify -
The assets in the FPS Tutorial are not precisely the same assets as in the art pack. Pretty much the whole level was one giant model and the whole thing used a single texture atlas (if one of the old GG artists would step in and add detailed info that'd be great). What the art team did was break it apart into individual buildings and props for the pack.
As far as using them in a game - sure, why not? But after the fourth game uses that level it's going to get kind of annoying....
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Having been through a version of this with the T2D > Three Step Studio transition I can tell you that 1) you're on the right track and 2) it is painful.
Additionally, I've always hated tweaking the "nine-slice" elements (our multi-part images divided by a single color - see core/art/gui/images/button.png for what I mean). I keep wanting to add a tile option - right now the edges and center get stretched while the corners remain unchanged.
EDIT
I take that back - I think you can specify a number of repeats for the edges....
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http://www.roostertailgames.com/images/TronScripts.jpg
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http://www.roostertailgames.com/images/the-most-interesting-man-in-the-world-ts.jpg
http://www.roostertailgames.com/images/saw_jigsaw_make_game.jpg
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Alright, I've narrowed down the onImpact() issue - and it was crashing because of that one. I duplicated the entire DefaultPlayer datablock in the derived datablocks and the crash stopped happening. So what I'm wondering is if anyone has been tinkering with datablock loading. I remember when 1.1 was being prepped there was a load order issue where derived datablocks weren't being loaded because their parent wasn't loaded yet. Some work went into a system where if a datablock was a child of another and it couldn't be resolved it went into a dirty list and the resolution was attempted again after the first loading pass was complete. Ultimately, it seems that my derived player datablocks didn't get initialized with some or all of the parent's values, because it works fine when I fully define each "child" datablock.
And now to find my infinite loop....
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Ah, yes. That's probably it right there. The AI Tutorial scripts (the tutorial-less tutorial scripts) are far simpler than the UAISK and don't really do any logging at all, and this sounds exactly like what is happening. So, two things to do: find which field and ensure that all datablock fields for all datablocks get initialized on creation to something that can be networked in the engine.
Thanks for the pointer Rich!
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That you can't reproduce it is a good sign that it's on my end, as I suspected.
What I think most of the "random crashes" can be attributed to is stuff like infinite loops, where it looks harmless until the right conditions are met.
As far as a camera bookmark, I tried it from various heights and positions. It would be silly to place fifteen or thirty bookmarks for this test. I really just have to catch the spawn at the onImpact() and see what it's doing.
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Well, my thoughts on this one are that it's probably something I'm doing, and it's not a "crash." To me, a crash is an unexpected program exit - this is a hang/lock-up/freeze. So in all likelihood I've got a "look for this thing until you find it" when "this thing" doesn't exist. However, it did just crop up when I replaced the boombot with the soldier, and it persisted when I replaced the soldier with TorqueOrc (from TGEA). So I'm going to revert back to boombot and see what happens, then work from there.

[Done] Nomination of new supah-admin
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You don't want to do that - I'm grouchy.