Official TGEA Documentation Feedback
by Michael Perry · in Torque Game Engine Advanced · 03/19/2008 (7:21 am) · 102 replies
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This Thread Is The Official Documentation Feedback Area For ALL Versions of TGEA
If you want to quick search for all TGEA Doc Updates, perform a keyword search in your browser for "Documentation Update:"
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Hey Everyone. I've got my nose to the grindstone working on the documentation and tutorials for TGEA, which was provided in the TGEA 1.7.0 Beta.
By using this thread as a central source to leave documentation feedback, we can keep the other forums clean.
Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.
Outside of messing up an object or class name, don't worry about correcting grammar or spelling. Believe me, I'll find those eventually =)
Known Issues:
- Missing images in Mission Editor section (Found the reason and will correct it soon)
- Formatting inconsistent (Created a new template and porting finished sections over)
- Missing or Out of Order Table of Contents for quite a few sections. Let me know what you find
- Reference to a Tutorials Section that does not exist.
I want to elaborate on this last part. I really like how the TGB documentation separates its reference and overview sections from its tutorials. If you read through the GUI Editor section, you'll see there is a mini-tutorial. This is used solely for giving an overview of the Editor and its layout. I'm going to create a Tutorial section, and one example for an extended GUI tut would be "Creating An In Game Inventory GUI."
Look forward to the feedback ladies and gents =)
This Thread Is The Official Documentation Feedback Area For ALL Versions of TGEA
If you want to quick search for all TGEA Doc Updates, perform a keyword search in your browser for "Documentation Update:"
=========================================================================
Hey Everyone. I've got my nose to the grindstone working on the documentation and tutorials for TGEA, which was provided in the TGEA 1.7.0 Beta.
By using this thread as a central source to leave documentation feedback, we can keep the other forums clean.
Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.
Outside of messing up an object or class name, don't worry about correcting grammar or spelling. Believe me, I'll find those eventually =)
Known Issues:
- Missing images in Mission Editor section (Found the reason and will correct it soon)
- Formatting inconsistent (Created a new template and porting finished sections over)
- Missing or Out of Order Table of Contents for quite a few sections. Let me know what you find
- Reference to a Tutorials Section that does not exist.
I want to elaborate on this last part. I really like how the TGB documentation separates its reference and overview sections from its tutorials. If you read through the GUI Editor section, you'll see there is a mini-tutorial. This is used solely for giving an overview of the Editor and its layout. I'm going to create a Tutorial section, and one example for an extended GUI tut would be "Creating An In Game Inventory GUI."
Look forward to the feedback ladies and gents =)
About the author
Programmer.
#2
Torque/TGEA_1_7_0_Beta_1/documentation/content/documentation/Using Art Assets/3D Studio Max/Showtool.jpg.
Torque/TGEA_1_7_0_Beta_1/documentation/content/documentation/Using Art Assets/3D Studio Max/Detail_Slider.jpg.
03/19/2008 (6:46 pm)
Using Art Assets>3D Studio Max>Simple Shapes 3rd and 4th image missingTorque/TGEA_1_7_0_Beta_1/documentation/content/documentation/Using Art Assets/3D Studio Max/Showtool.jpg.
Torque/TGEA_1_7_0_Beta_1/documentation/content/documentation/Using Art Assets/3D Studio Max/Detail_Slider.jpg.
#3
do we have anywhere in the docs an explanation of the directory structure ?
(Maybe I have overlooked it)
03/20/2008 (3:18 am)
Michael,do we have anywhere in the docs an explanation of the directory structure ?
(Maybe I have overlooked it)
#4
Open the Getting Started portion of the documentation. In the main left panel, some of the TOCs (Table of Contents) got borked (my fault) before shipping. However, I have set up a Table Of Contents in the Getting Started page. Look for Directory Layout.
BTW, thanks a bunch for finding those missing files Cornell =) Hard for me to do on my end since I have all of the images locally.
03/20/2008 (5:41 am)
Yes we indeedy do =). That was a big request from the community.Open the Getting Started portion of the documentation. In the main left panel, some of the TOCs (Table of Contents) got borked (my fault) before shipping. However, I have set up a Table Of Contents in the Getting Started page. Look for Directory Layout.
BTW, thanks a bunch for finding those missing files Cornell =) Hard for me to do on my end since I have all of the images locally.
#6
Also, what do you think of the formatting? You'll notice there are different formats for separate pages. Some use a different font. Some sections start with a Header that has a line under it. Some leave additional space between sections.
I tried to write in a format that I would find readable/clean as a beginner. So, if you see a page that you think has awesome or horrible formatting, be sure to point it out.
03/20/2008 (6:02 am)
Yeah, I'm still learning the doc tools Matt L made, so I've made some errors as you guys have already seen: missing pics, broken links, missing TOC entries. I've got a big list of "bugs" I am fixing as I go along, while concurrently writing new content as well.Also, what do you think of the formatting? You'll notice there are different formats for separate pages. Some use a different font. Some sections start with a Header that has a line under it. Some leave additional space between sections.
I tried to write in a format that I would find readable/clean as a beginner. So, if you see a page that you think has awesome or horrible formatting, be sure to point it out.
#7
at least for me ;-) formatting is fine.
I for myself would reduce the fontsize of the headers and subheaders a little bit.
But anyway that's a matter of taste.
Does the search already work?
Didn't work for me on Opera or Explorer.
03/20/2008 (7:27 am)
Michael,at least for me ;-) formatting is fine.
I for myself would reduce the fontsize of the headers and subheaders a little bit.
But anyway that's a matter of taste.
Does the search already work?
Didn't work for me on Opera or Explorer.
#8
03/20/2008 (7:31 am)
Search is currently down, but not permanently.
#9
at least for me ;-) formatting is fine.
I for myself would reduce the fontsize of the headers and subheaders a little bit.
But anyway that's a matter of taste.
Does the search already work?
Didn't work for me on Opera or Explorer.
03/20/2008 (7:35 am)
Michael,at least for me ;-) formatting is fine.
I for myself would reduce the fontsize of the headers and subheaders a little bit.
But anyway that's a matter of taste.
Does the search already work?
Didn't work for me on Opera or Explorer.
#10
03/29/2008 (6:18 am)
New post and blog about the documentation coming soon...
#11
(Maybe I have overlooked it)
03/30/2008 (5:27 am)
Do we have anywhere in the docs an explanation of the new build system ?(Maybe I have overlooked it)
#12
03/30/2008 (7:33 am)
@Stephen - I go over it briefly in the Directory Layout Overview section of Getting Started. Have a look there. If you feel there could be a bit more information, just let me know and I'll explain in this thread as well as add it to the next documentation iteration.
#13
This new .plan also touches on the build system's core feature: the script and batch systems.
Again, if you guys don't think it is enough, feedback feedback feedback =)
03/30/2008 (7:45 am)
TGEA 1.7 Build System and Embedded PythonThis new .plan also touches on the build system's core feature: the script and batch systems.
Again, if you guys don't think it is enough, feedback feedback feedback =)
#14
It's intended to be a broad overview for folks not particularly experienced with working with an engine, but contains some more dense information as well.
As Michael says, feedback is what we need--specific, and to the point.
What more do you want to know? What's too much (if anything). What areas (like the build system) could use more information?
03/30/2008 (8:02 am)
I'd like to get some quality data on how useful the (new) Engine Overview section is as well please :)It's intended to be a broad overview for folks not particularly experienced with working with an engine, but contains some more dense information as well.
As Michael says, feedback is what we need--specific, and to the point.
What more do you want to know? What's too much (if anything). What areas (like the build system) could use more information?
#15
Documentation Update:
-Search feature now work (Yay!
-Found and resolved all missing pictures (let us know if you find any)
-Found and fixed dead links for internal documentation and external sites (TDN for example)
-Updated screenshots and information. Most noticeable change for this area is in the Using Art Assets sections
-Added engine reference section
-Updated Engine Overview section (Right Stephen?)
The plan for documentation updates between announcement and release were as follows:
Beta 1 Release :
- New format (Html)
- Update critical sections with new content (Getting Started, Mission Editor, Gui Editor, Engine Overview, etc)
- Add new content, such as the inclusion of the DTS FAQ for 3DSMax and Showtool Pro docs
- Setup test formats
Beta 2 Release:
- Address issues and bugs submitted by community
- Repair dead links and images
- Start formatting pages for uniform look
Feature Complete Release:
- Polish polish polish
- Fix all bad formatting found in new docs
- Continue to eliminate dead links and images
I've been pretty focused in my sections, so I'm sure there is more for Ken and Stephen to point out.
We still want the community to continue to dig into the documentation. There is quite a bit of new information, and we'd really like feedback on what you think of the docs (as well as "bugs" you find). Great things on the horizon though, so stay tuned.
04/05/2008 (2:48 pm)
Hey all. Don't have enough time to write a .plan, so I'll just list out some notes here until I get back to my apartment (currently in Englewood, FL).Documentation Update:
-Search feature now work (Yay!
-Found and resolved all missing pictures (let us know if you find any)
-Found and fixed dead links for internal documentation and external sites (TDN for example)
-Updated screenshots and information. Most noticeable change for this area is in the Using Art Assets sections
-Added engine reference section
-Updated Engine Overview section (Right Stephen?)
The plan for documentation updates between announcement and release were as follows:
Beta 1 Release :
- New format (Html)
- Update critical sections with new content (Getting Started, Mission Editor, Gui Editor, Engine Overview, etc)
- Add new content, such as the inclusion of the DTS FAQ for 3DSMax and Showtool Pro docs
- Setup test formats
Beta 2 Release:
- Address issues and bugs submitted by community
- Repair dead links and images
- Start formatting pages for uniform look
Feature Complete Release:
- Polish polish polish
- Fix all bad formatting found in new docs
- Continue to eliminate dead links and images
I've been pretty focused in my sections, so I'm sure there is more for Ken and Stephen to point out.
We still want the community to continue to dig into the documentation. There is quite a bit of new information, and we'd really like feedback on what you think of the docs (as well as "bugs" you find). Great things on the horizon though, so stay tuned.
#16
Having said that,
Using Art Assets -> DTS vs Diff -> Collision
All images are missing.
Just a suggestion... in the getting started section, perhaps you should add the old getting started pdf that used to come with the engine, rather than following on with the engine reference, which might be overload for inexperienced users?
EDIT: Ok nvm, I posted this before I knew of the official release!
04/05/2008 (4:01 pm)
I wish this documentation existed when I first bought Torque! Finally the art sections have allowed me to make a simple character, animate it and insert it into Torque... I feel like I'm getting somewhere now!Having said that,
Using Art Assets -> DTS vs Diff -> Collision
All images are missing.
Just a suggestion... in the getting started section, perhaps you should add the old getting started pdf that used to come with the engine, rather than following on with the engine reference, which might be overload for inexperienced users?
EDIT: Ok nvm, I posted this before I knew of the official release!
#17
Yes, I just downloaded the new installer myself, and the Engine Overview section is in place.
Definitely want some more feedback on it :)
04/05/2008 (4:27 pm)
Quote:
-Updated Engine Overview section (Right Stephen?)
Yes, I just downloaded the new installer myself, and the Engine Overview section is in place.
Definitely want some more feedback on it :)
#18
I have noticed that the links are not hooked up to the correct documentation though...
04/05/2008 (4:38 pm)
Engine overview was good, very in depth. I am still yet to absorb it all...I have noticed that the links are not hooked up to the correct documentation though...
#19
Should say TGEA not Juggernaut
Again used juggernaut
Thankyou. :-) This makes more since.
Is TGEA going to be renamed juggernaut in the future?? lol
There are actually 4 in the stronghold demo
Ok... but why?? It works fine the way it is....
Great docs. Explained things I had seen, but not paid much attention too.
I shall be looking at more docs later today. :-)
04/05/2008 (4:40 pm)
// Porting.htmlQuote:Note that project directories need to be 2 deep in the Juggernaut directory just like above in order for the project generator to work correctly
Should say TGEA not Juggernaut
Quote:Code that uses $Con::root to construct path names may need to be checked to make sure it still constructs valid paths. For example, the following will not be expanded to a valid path on Juggernaut, but might have worked on previous versions of Torque: %this.setBitmap($Con::Root @ "~/client/ui/game/numbers/" @ %number @ ".png");
Again used juggernaut
Quote:GameConnection::getServerConnection() is now called getConnectionToServer()
Thankyou. :-) This makes more since.
Quote:Each time your merge with a new version of TGEA 1.7, you will need to manually merge source/torqueConfig.h and source/main.cpp. Typical these files should be compared with the appropriate 3D example or template in the juggernaut tree.
Is TGEA going to be renamed juggernaut in the future?? lol
Quote:--NewProject.torsion (rename internally, open with notepad. 3 references)
There are actually 4 in the stronghold demo
Quote:PORTING FROM TGEA 1.0.3 or TGE 1.5.2:
--comment out all 4 legacy terrain shader defs in scriptsAndAssets/client/scripts/shaders.cs to read:
Ok... but why?? It works fine the way it is....
Great docs. Explained things I had seen, but not paid much attention too.
I shall be looking at more docs later today. :-)
#20
Juggernaut is the internal repository name, and that porting doc was developed from a porting doc written expressly for internal teams, so some references slipped through :)
The reason for commenting out those shaders is because they have been replaced by shaders that allow for dynamic lighting on Atlas, and refactored to reside in /common instead of /client/scripts. By commenting them out, you are allowing the correct (new) ones to be unimpeded when they load in from the /common directory.
04/05/2008 (4:48 pm)
Good catches on the porting doc--it didn't get put into the betas for some reason unfortunately (and is in fact outdated in one or two other ways).Juggernaut is the internal repository name, and that porting doc was developed from a porting doc written expressly for internal teams, so some references slipped through :)
The reason for commenting out those shaders is because they have been replaced by shaders that allow for dynamic lighting on Atlas, and refactored to reside in /common instead of /client/scripts. By commenting them out, you are allowing the correct (new) ones to be unimpeded when they load in from the /common directory.
Torque Owner Cornell Cook
Missing picture file in Using Art Assets>Maya first picture is missing
Torque/TGEA_1_7_0_Beta_1/documentation/content/documentation/Using Art Assets/Maya/Setup_files/image003.jpg.