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Modification Help / Re: Bot Events II
« on: August 29, 2012, 05:15:16 AM »git is unusable.Reading any of the thousands of tutorials will teach you how to use it in a minimum of an hour.
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git is unusable.Reading any of the thousands of tutorials will teach you how to use it in a minimum of an hour.
Aren't shaders essentially just a form of post processing? I don't see why it wouldn't be possible.yes
Sort of like how Scars did, but dynamic? You'd be better at it than any of us.Shaders don't work for me yet, so I can't test it. But I think it's a good idea to have a consistent and well-adopted custom shader system before people go around having all these annoying edits that overwrite others (we can make it so they're injected automatically, with certain snippets being allowed to be inserted at different places). Maybe have something like shaders.txt with something like this:
VERT_MAIN main.glsl
VERT blah.glsl
Yeah, I loving hate that torque does that gay stuff. I've resorted to throwing mFloatLength(%value, 5); everywhere that uses floats that could potentially have this happen.not torque, every single programming language that uses floating precision (read: all of them)
Lol, it's sad I know, nobody is doing anything so until I see people helping out, I'm not going to :\.Ditto. I would like to help (normally don't but when it's on Github it makes things easier) but that repo hurts the git user inside of me, sorry.
Would be a whole lot more data to send per packet.Internet speeds are good enough to send double precision numbers these days (it would really only be in position packets and the like anyway). The question is whether Badspot wants to go through and change most of Torque's code to use doubles instead and the answer to that is I assume a big fat juicy "no".
Sounds similar to a problem Minecraft has. There is a margin of error for different calculations which progressively increases over distance. Seems like a problem the game is having. Not sure if such problems are easily solved - but Badspot should be able to lower the margin of error.I agree, obviously there's some margin of error that's compounding over distance. Doesn't help that floating point numbers are already imprecise as hell. Give this a try:
echo(1 - 0.9 - 0.1);
no, it is a different way to do the same thing.I'm pretty sure that was directed at the fact that elm was missing the "to" between command and client. Unless the bolded characters are for something else.
If you want to do it to everyone without looping, you can do messageall or commandtoall
Because by not forcing something then it isnt loaded anyways?What do you mean?
ty for actually admitting it and not being a friend
feels pretty good to be myself now
Unfortunately no, I believe Badspot opted for a "Forced" and a "Whitelist" rather than a "Blacklist".I know that. It was a suggestion.
The problems I'm trying to address here are that users are constantly having problems with conflicting add-ons and content creators are constantly getting false bug reports that are the result of add-on conflicts. The gamemode system is an improvement for both parties.Can't the gamemode creator just have a list of add-ons that aren't allowed to run in the gamemode?