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Bloodknight

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Everything posted by Bloodknight

  1. The answer seems relatively simple and at the same time, the nuances shouldn't be ignored. I'm also not entirely sure what features are in the current engine, back in the distant past there was a button to show you all the audio emitters as well as their ranges etc etc. This doesn't seem to work currently, but I'm assuming the data is still there somewhere. Anyway, simple math is run a container search on an area that represents the AI players listening range, and then see what sound ranges intersect with that. The nuance side of it is where you get more complications, like... how does the AI know what sounds are to be reacted to, and which are normal background and ambient noises, this takes a more complex system of testing involving probably an AIs ability to differentiate, as well as an alert factor value for individual sounds, where you have gunfire as a high alert of 90-100% say, and burb twitters as 0-10%. Pretty sure none of this is currently set in the engine however so that is a custom engine mod.
  2. You should no only be able to make sure is server side only, but add a super-user check to it if you want to maintain access to it as a server admin thing. The only issue "simply" becomes an issue of protecting the superuser access ability.
  3. Bloodknight

    4k anyone?

    I have run T3D in 4k, and it runs pretty much as I expected, the rendering and visuals all looked pretty nice, the only issue really is that the default GUIs are all pixel based, or at least all the ones I looked at were, so they were very tiny. I expect this isn't a huge problem as you could set some profiles to trigger after a resolution test.
  4. An existing non-active committee vs a non-existing active committee... this one could be too close to call. I think that jeffs comments above are as close to how a project of this type can be managed, with the smallish group of dedicated commiters being the driving force of innovation, should in all probability be the drivers of the direction. The next part that I think works well is that the top table group have always seemed to favour (whether i think some of them are worthy or not :p ) those who have actually released a game when applying fixes and new features, this shows, in my opinion, a reasonable level of commitment to the people who have stuck by the engine enough to release. I also like to think that the long-standing and ancient lurkers like myself and artists etc who offer sage advice occasionally, but honestly, I think the engine is in pretty good hands with the current top table group who have a technical knowledge far beyond mine, the steady stream of devs that fix all manner of small bugs and features that most of us miss or wouldn't know how to fix. I think if anything is in short supply it is level designers and artists that have time to invest in the torque project as well as their own to fix the only thing that's really missing and that's demonstration contents, while I understand there are bits and pieces out there, remastered pacific, and other demos, they are scattered and in many cases not really very well presented to the people looking for inspiration.
  5. I use Fasthosts in the UK as my domain registration company, and hosting I have all kinds of places, I generally find that places that offer combined services screw you over for one of them, the worst seem to be the ones that offer you a free domain name, since they many of them buy and own the domain so you cannot transfer. If you want really sickeningly cheap hosting you can scour lowendbox.com for deals, I use hostus.com for messing about with virtual server deals, they range from obscenely cheap with specs to match, and rise up to reasonably well specced virtual servers, and a few options in between.
  6. Thankfully I had done most of this a while back, and to be fair, most of the work had been done by az, I just cleaned up a little here and there, I am posting here because I'm hoping that others have an interest in AFX and in the script side of it that provides pretty much most of a fantasy spell system, and are willing to help maintain or even advance the demo. the repo can be found here, https://github.com/Torque3D/AFX-Template it works with the development branch (as of 06 Dec 18 at least), I haven't tested it against 3.9 or 3.10+. There were some changes to the GUI menu system and I'm not sure of the dates of them and whether they are in the master branch or not.
  7. my first question is does the cheeta work correctly, and if so have you compared your system to it?
  8. Sorry, my best just adds a list of questions to your own, which track does the projectile use, does it follow a different track on *your* local than it does on another player local. My first guess would mesh somewhat with your hypothesis in that client and server is using different perspectives, my 2nd guess would be time lag difference between client and server, tho i do only have the single image as a reference so that could be a wild stab.
  9. Blender is almost a unique product in the software world it is a project managed and run by a private organisation that has lots of money but just happens to be open source. It should also be noted that Blender is a tyrannical type organisation as far as development is concerned, expected for proprietary software, less so for Open Source software Blender also probably has more paid developers than torque has users; Most of your post is fairly indicative of how the engine is fixed and updated anyway, so that pretty much amounts to preaching to the choir. As for building a live project, this is what I'm attempting to do, but I have my own demons to deal with. The biggest hurdle in the case of a community project is that there are no real artists in the community, or at least no public exposed artists willing to devote time an energy to a project that won't earn them any money. Unlike Blender torque doesn't have the finances or the manpower to create its own projects, yet despite all that the engine improves month on month, year on year, at a rate that imo is impressive (if you actually ignore the release schedules and check the dev branch)
  10. This has been discussed briefly in the chatty channels, I figured id bring it out here to document. I have long been of the opinion do everything in debug until you want to beta test or release. My recent building of modular levels has popped this into an unsure state. I have done some testing and selecting for moving a set of objects, for example, a room full of objects, in a modular design this could add up to 100s of objects quite easily. selecting 578 objects (yeah I know, weird arbitrary number) In release mode 3 seconds. in debug mode 41 seconds. in optimised debug 5 seconds. At this point, I believe that the optimised debug is the best option (at least for me, possibly anybody else doing modular design) right now. It would be interesting to know if this can be changed so that only certain aspects are strictly checked or are checked at certain points, like the collada import issue this could be enabled via the asset management interface somehow independent of builds.
  11. Bloodknight

    Unwap3D

    http://unwrap3d.com/u3d/index.aspx For those who haven't seen this software before, it's been around for quite a while now, and apart from the obvious uses, it is one of the best converters from one format to another I have ever used, and has quite a large list of games that it can export to for modding etc. Anyway, I have been exchanging emails with the developer of the weekend and he has updated the plugin that imports and exports the DTS files so that it will now open the CACHED.DTS files that Torque3D creates. I have in the past found this to be quite useful for verifying the DTS file as well as solving some issues with imported files. For those that use unwrap3D the updated plugin can be found http://unwrap3d.com/u3d/downloads.aspx
  12. After saving and reloading the mission
  13. I grouped my prefabs into a simgroup, then decided to move it I have no words left...
  14. I think by default it just averages the origin position, there was a mod from the old forums that @Azaezel rolled in to make the largest object the centre of attention. I've come to the conclusion that not many people are using modular items for development so haven't come across the issues and quirks I have, I think this lack of users using these methods means that advances in the tools are few and far between.
  15. Bloodknight

    DAE quirky

    yeah I know, I should work on my titles :p This fantastical and annoying little popup, which I've never seen before is apparently due to torque trying to read a DAE file and having some difficulty if I ignore a few times it appears to carry on as if nothing was wrong. I have re-exported the odd file it appeared to be complaining about, the results are unchanged, I don't know if this is a blender export issue, a Collada import issue or even something completely independent, currently a mini mystery
  16. when it starts making me really angry; I will take a peek at the exact process of where it writes the prefab. My initial impression is that it selects somehow a pseudo-arbitrary 'origin' and then adds the components to the list by selecting their origin points and mapping their position relative to the prefab origin
  17. *note* I am currently using 3.10 since the devhead editor is not production ready in any way. So, I'm making prefabs for a modular dungeon, room corner, room wall, wall-less section, doorway etc. They are all perfectly aligned when in the editor. I make the prefabs. Then I add the prefabs to the level, and.... none of them lines up, not with the terrain, not with each other. instead of seeing positions like position = "0 0 0"; i get position = "0 -0.0762939 -1"; which means I have to hand edit prefab files to make them modular, which is time-consuming even when only 2-4 items in the prefab. bear in mind that *every* single item inside a prefab is incorrect if the prefab origin is chosen badly. This quickly becomes an impossible task if you construct a larger and/or more complex prefab. there is clearly something not quite right, and I'm not sure where to post this as an issue on GitHub since i'm using an old and out of date engine version.
  18. Here's the output from the outpost mission in the stock template, chasing these down just because I don't like big blocks of ugly in the default, as it hides the errors I make. Also as a side note, this one spams out in release as well as debug. Line 505: GFXTextureManager::_lookupTexture: Cached texture art/gui/Torque-3D-logo has a different profile flag Line 506: GFXTextureManager::_lookupTexture: Cached texture art/gui/Torque-3D-logo has a different profile flag Line 507: GFXTextureManager::_lookupTexture: Cached texture art/gui/no-preview has a different profile flag Line 508: GFXTextureManager::_lookupTexture: Cached texture art/gui/no-preview has a different profile flag Line 509: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 510: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 511: GFXTextureManager::_lookupTexture: Cached texture levels/Outpost_preview has a different profile flag Line 512: GFXTextureManager::_lookupTexture: Cached texture levels/Outpost_preview has a different profile flag Line 1070: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag Line 1071: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag Line 1072: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1073: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1074: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1075: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1076: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1077: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1078: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1079: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1080: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1081: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1106: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag Line 1107: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag Line 1108: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag Line 1109: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Ryder/TP_Ryder_D has a different profile flag Line 1110: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1111: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1112: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1113: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1114: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1115: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1116: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1117: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1118: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1119: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1120: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1121: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1142: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1143: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1144: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1145: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1146: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1147: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1148: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1149: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1150: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1151: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1152: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1153: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1154: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1155: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1156: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1157: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1158: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1159: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1160: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1161: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1162: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1163: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1164: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1165: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1166: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1167: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1168: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1169: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1170: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1171: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1172: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1173: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1174: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1175: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1176: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1177: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1178: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1179: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1180: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1181: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1182: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1183: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1184: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1185: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1186: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1187: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1188: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1189: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1190: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1191: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1192: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1193: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1194: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1195: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1196: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1197: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1198: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1199: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1200: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1201: GFXTextureManager::_lookupTexture: Cached texture art/shapes/weapons/Turret/Turret_D has a different profile flag Line 1225: GFXTextureManager::_lookupTexture: Cached texture tools/worldEditor/images/lockedHandle has a different profile flag Line 1229: GFXTextureManager::_lookupTexture: Cached texture tools/worldEditor/images/lockedHandle has a different profile flag Line 1275: GFXTextureManager::_lookupTexture: Cached texture levels/Outpost_preview has a different profile flag Line 1276: GFXTextureManager::_lookupTexture: Cached texture levels/Outpost_preview has a different profile flag Line 1280: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 1281: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 1318: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 1319: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 1323: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 1324: GFXTextureManager::_lookupTexture: Cached texture levels/Empty Room_preview has a different profile flag Line 2017: GFXTextureManager::_lookupTexture: Cached texture tools/materialEditor/gui/cubemapBtnBorder_n has a different profile flag Line 2018: GFXTextureManager::_lookupTexture: Cached texture tools/materialEditor/gui/cubemapBtnBorder_n has a different profile flag Line 2020: GFXTextureManager::_lookupTexture: Cached texture core/art/white has a different profile flag Line 2021: GFXTextureManager::_lookupTexture: Cached texture core/art/white has a different profile flag Line 2022: GFXTextureManager::_lookupTexture: Cached texture core/art/white has a different profile flag Line 2023: GFXTextureManager::_lookupTexture: Cached texture core/art/white has a different profile flag Line 2031: GFXTextureManager::_lookupTexture: Cached texture art/particles/impact has a different profile flag Line 2032: GFXTextureManager::_lookupTexture: Cached texture art/particles/impact has a different profile flag Line 2033: GFXTextureManager::_lookupTexture: Cached texture tools/materialEditor/gui/cubemapBtnBorder_n has a different profile flag Line 2034: GFXTextureManager::_lookupTexture: Cached texture tools/materialEditor/gui/cubemapBtnBorder_n has a different profile flag
  19. So, I'm trying to rid torque of all its toxic red and blue console messages, its probably a personal thing but it bugs me ok... and this stuff is relatively new https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxTextureManager.cpp#L250-L261 its also spamming the console to all hell in places and I'm not sure I understand why or how; my first and only guess is that its a mechanism for finding duplicated image files (I haven't really explored in detail yet) I'm just wondering if the original author can enhance my knowledge on the subject
  20. so.... not fine, not functioning would by most definitions be not fine Image showing source updates to ubergame image showing updates to the dev head image showing the refactoring of portions of the GUI system image showing the fixes to an issue with the original refactor image showing your continued ignorance of this issue
  21. here is an image of the call stack showing the execution order after onrightmouseclick
  22. right so, the BB addon does not use *any* torque GUI features, at all, ever? see above! I think you are under the misapprehension that any and all add-ons exist in their own bubble, this is not the case, they use existing engine constructs and features as a launch platform to extend the abilities of the engine, in this case, bad behaviour uses the engines inbuilt GUI code, which I will state again for the record has undergone some changes recently to restructure and refactor portions of that. oddly enough, sans the right-click crash issue *this* bug has been fixed. Before you make any more time wasting comments trying to troll and 'prove me wrong' again (you know you could pick a better hobby) I suggest you try and update ubergame to the latest version of the engine, or if you really want to prove me wrong, download the dev head and use the BB editor and see how that works out for you.
  23. On further tinkering, it appears that right click works *once* and then crashes when you try to do it again. The presumption is that when the popup menu is cleared/hidden it is actually deleted maybe, so that when trying to access again engine gets confused and derps to desktop.
  24. I know your sole existence demands you have to 'prove me wrong' at every opportunity, but as per usual your notion that 'your' single case is the only case therefore everyone else is wrong is incorrect. I will just point out that ubergame is running an older version of torque, whereas this issue is related to the 'dev head' version which has had a year of updates, including a rewrite to some of the GUI functionality.
  25. Longer console section with trace enabled https://pastebin.com/VcZ1dkHh
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