Jump to content

Duion

Members
  • Posts

    1716
  • Joined

  • Last visited

Everything posted by Duion

  1. Ah yes now I remember, I did stick some scripts into main.cs so it was always executed since scripts or datablocks inside deeper folders usually get deleted or reset on mission ending.
  2. I have no idea what you are doing. Isn't there a tutorial for playing music in main menu? Otherwise I would just step through the code in debugger and see where the music stops and execute it there.
  3. I display a level at the main menu, which has background music, this works well, but may be a bit over the top just to have music.
  4. I want to remind you again that my point was, that almot all the members of the steering commitee we had before did do absolutely nothing ever, not only that, they were not even active at all anywhere, therefore I conclude having an existing steering commitee is in any case better than having a nonexistent one.
  5. Duion

    Torque 4.0

    @JeffR I did not say you are the only one working on the engine, but the only one on the team or steering committee. It is not the job of people working on the enigne to bring out a version, but this is job of the steering committee to decide when to release a new version and what will be in it and then to merge, test and release it, how many people actually work on or with the engine is not relevant to that. For example the old plan was to have a release every quarter of the year, so the team or steering committee had to make sure this gets done, not do the actual work on the engine.
  6. In case anyone did not notice yet, we have no existent moderators on the forum, see here: https://forums.torque3d.org/memberlist.php?mode=team The only moderator is @buckmaster who is inactive for quite a while now. Then there are the admins @LukasPJ who does the job currently, since he is the site admin and @TRON seems pretty inactive as well. So I suggest we need an existing active moderator against the spam, so that we do not have to report the spam and explain everyone why it is spam.
  7. In case anyone has not noticed yet, we have almost no steering committee left, see here: https://forums.torque3d.org/memberlist.php?mode=team The only one active from the steering committee I have seen is JeffR, so I guess we need to remove the inactive people and get a new team, so we hopefully can get more things done on the engine, like creating a better roadmap. I think we should nominate people for the steering committee and I start with nominating @Azaezel, @Steve_Yorkshire and @Johxz Before anyone of you complains, no it does not mean you have to do work on the engine, the steering committees job was always just meant for guiding the development of the engine, like making decissions, creating roadmaps, managing pull requests etc.
  8. Duion

    Torque 4.0

    Well the "Torque team" currently consists of one person which is JeffR, which probably already answers your question, if we had a real team, version 4.0 would already be released a year ago or so. See here: https://forums.torque3d.org/memberlist.php?mode=team As you can see there is a list of lots of people, but all of them are inactive except JeffR. LukasPJ is also occasionally active, since he runs this website. I would recommend just using version 4.0 right now from the development branch, as there is no big difference in quality from releases to the development branch since we have no team testing it anyway and beg JeffR to allow others on the team again so we can get things done.
  9. So it is something with your setup, I'm compiling and using this branch fine for over 2 years now without ever having to fix or change anything and I also ship a precompiled Linux dedicated server as well as running it on a real Linux dedicated server. I used a VM to compile with Ubuntu 16.04 LTS version, always use the LTS versions otherwise you get problems with anyone not running that exact version. Compiled on the LTS version it runs on most other distributions as well.
  10. Can you look 360 degrees vertically? Normally it is something around 180 degrees and then stops, looping that animation would mean rotating the head 360 degrees vertically.
  11. My version is based on the latest which is 3.10 I think, but that is not really relevant, I already had it working over two years ago, the servers are running nonstop since then. Just try it out and see if it works, then we can merge that fix into the main branch, I'm just kind of pull request lazy on complex stuff. I was just so fed up after that much time fixing the issue, that I just launched my servers and never touched it again.
  12. I vaguely remember the Linux dedicated server not working, took me quite a while to fix it, but I do not remember what the issue was and how I fixed it, all I know is that everything works in my game now, you can try building Uebergame-engine branch and see if it works: https://github.com/Duion/Torque3D/tree/ueberengine-master
  13. Duion

    Navmesh

    I have no idea what you did, the NavMesh works by default, you do not have to do anything, so if you broke it, you have to tell us how you broke it, or reset to a clean working build.
  14. Duion

    Navmesh

    You don't have to do navmesh.build or whatever, the navmesh is build in the navmesh editor and then saved to a file. The navMesh is not dynamic, it is build once and then used that way as rebuilding it would cost too many resources and take too long. Only thing you can do is rebuild parts of the navmesh, which can happen fast enough, I have seen this in a demo from the user @Azaezel in his game, where he used it to rebuild the navmesh around characters, so they do not get stuck. In my game I do not bother with it that much, since the bots are usually dead before they can get stuck, additionally I have a push function so you can push other players out of the way which helps also.
  15. Duion

    Navmesh

    Quote from code I use in Uebergame, it is a move command, that works with and without NavMesh, the Bot will check if a NavMesh is existing and if so uses the NavMesh and if not uses a fallback no-NavMesh navigation system. I would recommend to use an AI system such as BadBot which I use, otherwise you have to code your AI yourself, which is not that hard for the basics, but a framework makes things easier. // moveTo command, %dest can be either a location or an object function BadBot::moveTo(%obj, %dest, %slowDown) { %pos = isObject(%dest) ? %dest.getPosition() : %dest; if ( %obj.getNavMesh() ) { %obj.setPathDestination(%pos); //setPath uses navMesh } else { %obj.setMoveDestination(%pos); //old function wihtout navMesh } %obj.atDestination = false; } Fell free to rip off my implementation.
  16. Just try it, Jeff moved everything around so everything is harder to find now.
  17. The .dts models are not meant to be imported, only the .dae (collada). The engines compiles .dae collada files into .dts on loading, which is what the engine uses.
  18. A doorway that just looks like non-euclidean or one you can walk through?
  19. Duion

    I am discouraged

    It is more like from 5 people who start a project 4.5 do not finish. This is not to discourage you, just to be realistic. I think most people fail is because their projects were never realistic to begin with, like those people who want to make an MMO. For example small games like a mobile game or 2D game takes 1 year to make and an MMO is more like 10 years or more to make, average time to develop a video game is like 3 years, you have to be aware of that and this counts for teams, so alone you have to downscale a lot to get it finished in that time. Additionally this is only, if you already have some skills in programming and/or in art, if you don't you can add even more years to the schedule. So most important before you start is to pick realistic goals and make a plan what you want to achieve and set yourself a time limit. Write down the most important elements of your game and then start to develop them one by one, not doing anything else inbetween, then you get a feeling of your own skills and how long it takes you and you get something done, which helps to motivate you.
  20. Duion

    DLL Missing

    Does the game use DirectX 9 or 11? What does the computer with the error have? Generally you need the June2010 DirectX package for it to work with DirectX 9, if you release a game on Steam for example Steam will take care of that and distribute the Jun2010 libraries with the game so users do not get the error.
  21. You can also use double sided materials, then the people on the other side also can see the billboard.
  22. You just add different mount points for the different players, like other games do it as well, the opening doors just forget for now, since even extremely realistic high end games like Arma do not even bother with that.
  23. I think they or some of the methods just offset the view by a random value up and sidewards, thats also how almost all other games do it I think. Counter Strike for example does not even have a random spray, but a hard coded spray pattern, so the recoil will be always exactly the same and if you memorize it good enough you can counteract it so you will always shoot accurate. I just ask what you want that is so revolutionary different than all other games that have recoil.
  24. Recoil has already been done multiple times, there are multiple resources on different styles of recoil systems: http://www.garagegames.com/community/resources/view/21867 http://www.garagegames.com/community/resources/view/10243 http://www.garagegames.com/community/resources/view/21868 http://www.garagegames.com/community/resources/view/10241 Test these out and see if it does what you need and then tell me which is best, since I also need a recoil system.
×
×
  • Create New...