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Everything posted by Duion
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No, you cannot expect the user to take a step, the whole point is to making it fully automatic. Many new keybinds I have are new ones that have not been used before, but even though they keys for them are not already bound to something else, they do not get added to the config. The new mappings for vehicle and spectator are instead added automatically to the users config file, they are just appended to the config file, but somehow you cannot append some new configs to the old movemap config. What I had in mind was to simulate a force rebinding of certain keybinds through script as it would happen when the user does it manually, which only happens once the user starts the new version from an old version. In the end I thought just resetting it once would be the easiest option, since a lot has changed.
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Anyone has an idea how to force update certain keybindings in the config as well? I found that the bindings config file generated for the user does not get updated, if new keybindings are added. My solution so far is to just execute a restore defaults, if the pref version is outdated, but this will discard all the changes the user may have made to his bindings.
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I will use that system now, it seems to work. Another question I have is, if it is possible to also delete the whole entry of a certain pref in total per script? It is just spam prevention, but since I change things a lot, it may be nice to have cleanup functionality.
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I don't think they meet anymore, since there are only 1 or 2 active members.
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This issue is solved thanks to Tim-MGT and this resource http://www.garagegames.com/community/resources/view/9141
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The muzzle point is in the weapon models, it is created manually when modelling the weapon to define where the puzzle point is. It is a node in the model called "muzzlePoint"
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My materials are all numbered material_01, material_02 etc, works fine.
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I noticed the weaponFireLight does not appear at the muzzle point of the weapon as it should be, but on the mount0 point, I found a resource that fixes this, but it is based on old code and no longer works: http://www.garagegames.com/community/resources/view/8394 Someone has an idea how to do it now?
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Send me an email and I will send them to you, if you want.
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"You can go to 4 different planets" Yes, may be, but how? I have no idea how to do things in the game.
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The animation normally is saved in the ambience sequence and automatically exported with the model. If you want to use action sequences you have to use the better collada exporter here http://forums.torque3d.org/viewtopic.php?f=25&t=523&hilit=collada
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When shooting a weapon until empty there is always automatically script called from the NoAmmo state to reload the weapon: From here https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/art/datablocks/weapons/Lurker.cs#L477 to https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/scripts/server/weapon.cs#L381 And if this one does not execute the ammo display gets removed from the Gui. I want to change the system that it only reloads when the reload button is pressed or maybe add a $pref variable that sets auto reload on or off and that the ammo counter stays displayed, even if it is 0 / 0. Any ideas how that works? This is question mainly because I use an iron sight script, that allows to aim down sights, this gets problematic in combination with the forced auto reload, since if you cancel the reload script and sequence through aiming or cancel to aim, then it leaves the weapon in limbo with an empty ammo display, but you can play the shoot animation, but without actually shooting. So ideally I want to remove the forced reset of the ammo counter and display the ammo all the time, even if it is 0 and only to reload when reload is pressed, I hope someone understands what I want. You can simulate the problem by commenting out "stateScript[7] = "onClipEmpty";" so it does not automatically reload on noAmmo.
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I noticed the tabHeight for the GuiTabBookCtrl object is capped at 20, but that is pretty small, I want to have them bigger, is there any reason why they are limited? I may want to remove that limit and have higher tabs.
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Do you have numbers for those presets or how to calculate them? There are some in the thread linked, but those are just modem, ISDN, DSL, LAN, today 95% of people will have just DSL with a different speed and Dial-up modems can be excluded, I think nobody uses that anymore.
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http://media.moddb.com/images/games/1/37/36411/new-graphics-options.jpg The new graphics options menu. It has a new quality level called "highest", it increases the graphics a bit more, for those with good graphics cards. There are working postFX settings now, where you can turn on and off individual postFX systems. The decals lifetime selector is a new feature, you can chose how long the decals stay inside the game.
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Also I wanted some thoughts on if a slider is okay for people adjusting these values in the options menu or if fixed drop down menus with presets or something would be better, to keep people from choosing unsafe values with the sliders, since they don't know what to chose.
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I made a menu where I can change the network pref settings like those: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/sim/netConnection.cpp#L215-L218 Here is a thread discussing setting those values to speed up mission load times. http://www.garagegames.com/community/resources/view/9131/1#comment-44726 Is this still up to date or is it safe to use values above those to speed up mission load times, since internet speed has increased?? I'm considering giving it more power at least from the server side, since the server has very high bandwidth.
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Seems to work fine except the gun, I may use it as a new placeholder in my game, I already use your shotgun model as placeholder. I wonder if it is possible to have a rotating turret on a vehicle. Maybe as a separate object mounted to the vehicle, with an additional mountpoint to mount the player behind it.
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That's a lot of settings, but where do you handle the postFX?
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Change the blendmode in particle editor.
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Did you advertise it elsewhere? If not you probably should.
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You must have good bandwidth to upload a 1.5 gig version every day. Another idea I had regarding performance was that you could convert the texture formats to .dds and/or convert the textures to atlas texture maps, this would reduce loading times and memory usage. But I don't know if this will significantly improve the performance, since something else is using up the resources much worse. There is also a lot of console spam error warnings etc.
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Ah thx, I will try it for my next version, since I will need it then.
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So I make a list with pref variables I changed in the current version and hat have to be force updated and then I add a new pref version variable that gets added after I force updated the variables, to make sure the next time it loads the variables to not get force updated again, while checking against the pref version? Sounds like a logic solution, I may try that some time later.
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Yes, works better now, now the biggest issue remains the performance and a lot of clipping issues, where you can go through walls, ceilings, etc. The polycount and drawcalls is not that bad in many places, but the performance is still extremely low, so the reason must be somewhere else.
