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Everything posted by RichardM

  1. If the player material is set to cast dynamic shadows, then they will not render as cubemap shadows, for the simple reason that dynamic cubemap shadows are not implemented in the shadow code.
  2. Looking really smooth. Great job guys.
  3. Sorry for the late response, but I was occupied with other things. I will take a look at it.
  4. Great job, I will see if I can make some time to test it.
  5. @Azaezel wrote: Soon as in "way before 2005"? :D
  6. I know, I'm not blaming anybody. And if I were able to fix it myself I would have posted it, because I think that besides OpenGL/Linux support, T3D also needs the latest on DX9 but also make the step to DX11. We'll see how it goes. :)
  7. @Azaezel: I'm sorry that I gave the impression that T3D had become a linux engine, it was just my frustration, and certainly didn't mean to insult anybody. In the days of 3.0 and 3.5 it was a relatively easy job to add the D3D9 refactor to the engine and build it with the windows SDK, but in 3.7 it seems to be a hell of a job (I've just run winmerge to see the differences), so it may be somewhat of a missed change here unfortunately. But if we all know everything on forehand, we were all millionaires. ;) And I know that the Linux/OpenGL version was a problem child for a long time (too long maybe). It is only good that we now have the possibility to build for different platforms. I am currently trying to add DX11 support to my game The Master's Eye (again most of the work has been done by Anis and co.) aside DX9, making some progress but still got many unexpected results. I will see what I can do at my side between all the other gamedev stuff.
  8. As said, I'm running T3D 3.0 with most of the 3.5 things in it. I was not able to get the engine build with later versions modified with the directx refactor, so... :(
  9. Nice job guys... BUT... It seems that Torque has become a Linux game engine. :? Now I have the problem that I run Windows7 and when I want to build the engine I still need the bl**dy DirectX SDK! The thing is 5 years old! Also targetting for at least Vista (just because XP is no longer supported) there is no need for it, so why isn't it eliminated? In my humble opinion this should also be a thing in 3.8. I still use 3.0 with most of the 3.5 things in it and also the D3D9-refactor which Anis did some time ago. With this refactor it isn't necessary to have the SDK installed. Forgive me the rant, but this frustrates me largely.
  10. Do you have parallax enabled on the material? I seem to recall that I had the same thing when using both the accumulation feature and parallax.
  11. @buckmaster See my reply at github.
  12. If you look at this resource I made, your question will be answered I think. Good luck!
  13. Yes it was a busy time when InstantAction went down the drain. :evil:
  14. RichardM

    "Random" crashes

    I had the same issue involving AI see this thread: http://www.garagegames.com/community/forums/viewthread/140222 and it did occur when AI were falling down when spawned at the start of a mission. It had to do with an uninitialized value in the playerdata datblock as far as I recall, but I don't remember which one it was, but I did found out it happened when networking this field. I'll see if I can trace back which field it was.
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