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TGEA 1.7 is Officially Released!

TGEA 1.7 is Officially Released!
Name:Matt Fairfax
Date Posted:Apr 05, 2008
Rating:4.8 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Matt Fairfax

Blog post
TGEA 1.7 is Officially Released!

After an extremely successful beta test (Beta 1 and Beta 2, TGEA 1.7.0 has been officially launched!

We absolutely could not have done it on our own and owe a huge thanks to our community and to some individuals who have helped us immensely: Tom Spilman, Michael Perry, John Kabus, Jeff Faust, Rene Damm, Joseph Greenawalt, Kirk Longendyke, Stephan Goebels.

I also have to give a huge thanks to Clark Fagot, Joe Maruschak, Brian Richardson, Andy Maloney, Pat Wilson, Robert Blanchet, Justin DuJardin, Dave Wyand, and John Quigley. They are the giants whose shoulders we stand on to bring you TGEA 1.7.0.

Lastly, I want to say a very special thank you to Brett Seyler, Deborah Marshall, Eric Fritz, Derek Bronson, Matt Langley, Ken Holst and Josh Engebretson. Ken and Josh in particular have been living and breathing TGEA 1.7.0 alongside me for the last few months. They have been there through the good, the bad, the ugly, and The Awesome and it has been an honor for me to work with them.





Cool New Features!

This FREE update to TGEA includes a ton of updates and new features. It is easier than ever for game developers to get up and running with the latest and greatest technology.

TGEA 1.7.0 brings:

  • 1) GFX Power - TGEA 1.7.0's rendering is faster and more powerful than ever offering huge speed increases, full screen anti-aliasing, and support for non-shadered video cards. You can deploy your games to a much wider audience and trust that it will "just work."



    "Gears of Torque" Video


  • 2) MegaTerrains - The new MegaTerrain system includes all the amazing real-time terrain editing features of the original Terrain system along with the larger size that the forward thinking game developer demands.



    MegaTerrain Flythrough Video


  • 3) Polysoup Collision - We've taken Ben Garney's OPCODE Polysoup Collision implementation and extended it to better integrate with the environment and lighting. Quickly drop in your mesh objects and levels and get up and running with them in no time.

  • 4) SFX Sound System - The brand new sound system provides proper abstraction and tools for using sound in games including a robust FMOD implementation.



  • 5) New Content - There is a ton of new content in TGEA 1.7.0 including the jaw dropping Forge Demo and three new Player characters!



    Forge Demo Video


  • 6) Torque Build System - The new Project Generator automates generating up-to-date projects files. This powerful, modular system makes maintaining new code and staying in sync with your team a snap.

  • 7) Getting Started - A primary focus of this new release is making sure that new users can get up and running on TGEA as quickly as possible. We have done this by making sure that TGEA owners have top notch docs available to help them hit the ground running. We are also providing a great selection of game examples to show tried and tested implementations of the most common problems you will encounter when building your game.



    Hit the ground running! Get it? =P


Awesome Support

I touched on it above but I will reiterate: we could not have done this without the amazing GarageGames community. Your support for our Beta program was overwhelming. We really appreciate how professional and thorough your bug reports and bugfixes were. Moving forward we are going to continue to work closely with our customers, community, and Associates.

Your encouragement was so inspiring to us that I simply have to share a few of the comments that most warmed my heart:

Quote:


"I just got that "lump in my throat", "feel like I'm gonna burst" sensation that you get after getting out of an engineering final that you thought was going to be super hard, but you feel like you did really well, and now you're leaving the building with this joy and relief welling up inside that makes you want to scream and dance in the middle of campus, but you can't 'cause you might scare the other students. Yeah, that's kinda what it's like. :) I'm at work, so no screaming or dancing allowed."

- Ryan Mounts

"I have to say, even though I am at work right now I have gone through the new documentation and it is amazing how much difference a well organized set of docs can make. It looks great guys! Thank you and Congrats again!"

- Syllus

"Matt, Michael, Stephen, Jeff and the rest of you guys!
You simply make this place worth lingering in, totally great and awesome work (brushes off nose).
Im so pleased that I found, and choosed to use your engine -keep it up folks!"

- Christian S

"I just recently bought TGEA and was having a bid of an headache going through all the tutorials in TGEA. Then trying to convert some of the sample demos from TGE to TGEA. This new update is extremely helpful. Just wanted to say Thank You!
The documentation is great a help to new comers like me! :-)"

- Lathieeshe Thillainathan

"Now THIS is what I'm talking about! Kudos to the TGEA dev team, this is absolutely amazing!
This beta release of TGEA is what I've been needing for a long time wrapped up in one little neat package.
This is definitly a milestone for GG as a whole, and gives some great insight on what to expect in the future."

- Trenton Shaffer




Did you know that the Penny Arcade Adventures are being made with a version of TGEA?


What's Next?

GarageGames is committed to producing quality products. We will continue to work long and hard to improve our engines and our tools. You are going to start seeing far more frequent releases and bug fixes being pushed out to our customers. But we need your help! Keep offering us professional bug reports, keep giving useful feedback, keep pitching in to make things better for all of us. In that spirit, we would love to get to know you and your needs better and ask that you take a few minutes to fill out a quick survey for us:

Survey


* I know those of you who have been paying attention have seen some of the same features highlighted in my previous blogs =). Since we are putting some major effort into marketing TGEA 1.7.0, this blog is going to be reaching a much wider audience and we felt it was important that they get to see all of the cool things that are in TGEA 1.7.0.

Recent Blog Posts
List:06/20/08 - Barricade Demo
06/13/08 - Follow Through - TGEA 1.7.1 Released
04/05/08 - TGEA 1.7 is Officially Released!
03/29/08 - Torque Game Engine Advanced Open Beta 2
03/19/08 - Torque Game Engine Advanced Open Beta
01/18/08 - Big Update to TGEA on the way!
09/15/07 - A Week in Oregon
04/10/07 - Great Strides

Submit ResourceSubmit your own resources!

Brett Seyler   (Apr 05, 2008 at 04:26 GMT)   Resource Rating: 5
You are a machine sir. Please enjoy your weekend :) w00t!

Everyone please take the survey. We *do* listen to all your comments, but sometimes it's hard to tell the more vocal from the more unanimously held opinions and we want to do the best we can for as many Torque users as possible.

Thanks to all the people Matt listed and the others whose feedback really helped make this a great release.

Ross Pawley   (Apr 05, 2008 at 04:28 GMT)
What's the first screenshot from?

Andrew Brady   (Apr 05, 2008 at 04:30 GMT)
Nice Matt and everyone else... kudos!

Benjamin Thomas   (Apr 05, 2008 at 04:45 GMT)
what can i say i am speechless!!! i am so happy

Daniel Rehn   (Apr 05, 2008 at 04:47 GMT)   Resource Rating: 3
Sincere congratulations on this wonderful "official" release !!!

After all the hard work you people have put in, I hope EVERYTHING pays off for you in more ways than one!!

And, also, hopefully, it *might* put to rest some of the constant nagging and negative comments like "when is this FINALLY coming out"... "and still not ready??"... There has been worse, Im just being polite !!

This is a truly fantastic product, and Im actually still having a complete blast of a time working with the beta versions!!! Finding new things out every time I have a tinker!!!

Again, guys, and to everyone involved, big or small,, thanks so much for busting yer ass to put this product out !!!

I hope someone will be able to do you guys REAL proud in the not so distant future!!!

Best regards,

Daniel.

David Stocker   (Apr 05, 2008 at 04:49 GMT)
Hey Cool! I had not yet had a change to check out beta 2 this week as I was so busy and now there is a release version!

Donald \"Yadot\" Harris   (Apr 05, 2008 at 05:01 GMT)
Congrats! Once again another rocking tool from Oregon.. it must be something in the water up there. Anyways congrats!

Radoslaw Marcin Kurczewski   (Apr 05, 2008 at 05:05 GMT)
Great news ! Congratulations guys.

Dunsany   (Apr 05, 2008 at 05:13 GMT)   Resource Rating: 5
Congratulations. Good job.

Trenton Shaffer   (Apr 05, 2008 at 05:20 GMT)
Feature complete! Outstanding work!

Andrea   (Apr 05, 2008 at 05:46 GMT)
Really Great new ! Thanks to all workers ! ;-)
Edited on Apr 05, 2008 05:47 GMT

jydog   (Apr 05, 2008 at 06:23 GMT)
excellANT!

I didn't think you released things on a Friday night. ; )

Come out quicker than I thougt it would.

Randy

Joseph Greenawalt   (Apr 05, 2008 at 06:26 GMT)
Thanks a bunch to everyone involved, I'm loving the new TGEA :-)

Eric Forhan   (Apr 05, 2008 at 07:53 GMT)
Congrats, Matt!

Deborah Marshall   (Apr 05, 2008 at 07:59 GMT)   Resource Rating: 5
@Ross: That first pic is from Dreamlords.

Matt Huston   (Apr 05, 2008 at 09:03 GMT)
Awesome, thanks Matt and GG!

Stephan (viKKing) Bondier   (Apr 05, 2008 at 11:26 GMT)
Hey, that's no fair I did not even had time to test the beta2! 8-P
Nice job.

Robert Dowling   (Apr 05, 2008 at 13:40 GMT)
It's all soooo pretty... So Pretty!!

Gareth Fouche   (Apr 05, 2008 at 16:21 GMT)
Guys, you all have my thanks and my deepest appreciation. I have never regretted joining the GG community, this kind of effort and dedication to making all of our dreams and aspirations possible is something special. I know sometimes you get a lot of flak and that can be frustrating but I for one am glad that you keep going through all of it, I personally have come so far in my own game development efforts in these last 3 years and I never forget I am standing on the shoulders of giants.


GG 4 eva ;)

Peter Kojesta   (Apr 05, 2008 at 16:42 GMT)
Hey Matt, congrats to you and your team on this release. TGEA has come a long way.

Adam Beer   (Apr 05, 2008 at 20:14 GMT)   Resource Rating: 5
Great Job GG! TGEA has deffinatly come a long way since the EA days thats for sure. I love the new features and I think they will help everyone make better games with TGEA. Is the Oasis demo still in the works?

Matt Fairfax   (Apr 05, 2008 at 20:33 GMT)   Resource Rating: 5
We are still making slow progress on Oasis. I'm not sure when it will be ready for release.

Todd Pickens   (Apr 05, 2008 at 20:52 GMT)   Resource Rating: 5
Congrats to the whole team! Good job.

Michael Perry   (Apr 05, 2008 at 21:06 GMT)   Resource Rating: 5
Fantastic release guys. Very proud to be a part of this event. The future is looking blindingly bright =)

Mike Rowley   (Apr 05, 2008 at 22:01 GMT)
Quote:

it must be something in the water up there

It's probably all that fresh air they are breathing. :-D

This is a fantastic release. you've all earned your beer for the weekend. :-)

fireVein   (Apr 05, 2008 at 22:32 GMT)
Everybody be careful... this thing is alive. It WILL consume you...

..time to download and be consumed. :D

Adam Beer   (Apr 05, 2008 at 23:56 GMT)   Resource Rating: 5
No theora... :(

Javier Canon   (Apr 06, 2008 at 18:28 GMT)
"1) GFX Power - TGEA 1.7.0's rendering is faster and more powerful than ever offering huge speed increases, full screen anti-aliasing, and support for non-shadered video cards."

This mean that we can run a game in a machine without shaders suport like TGE? like gforce 2 series?

Kenneth Holst   (Apr 06, 2008 at 22:18 GMT)   Resource Rating: 5
@Javier - your results may vary and/or need some tweaking, but yes, that is the idea. We actually had the Forge demo running on Intel integrated graphics without any visual artifacts :)

Some graphics chipsets will be better than others, some may have some issues, but all in all it's pretty sweet

Jeramy79   (Apr 06, 2008 at 22:45 GMT)
Hey guys, one cool thing you could do with that Gears of Torque demo is by making the Cross Hairs turn red when pointed over an enemy instead of staying green.

James Laker (BurNinG)   (Apr 07, 2008 at 08:36 GMT)
Yay... Let the porting begin.

Will Smith   (Apr 07, 2008 at 09:28 GMT)
can you have bigger then 256x256 tile able terrain textures now?

JoZ   (Apr 07, 2008 at 13:01 GMT)
Many thanks for the big upgrade... This is really a big step and all the work putted in it something something I think all the community will really appreciate :)

Scott Burns   (Apr 07, 2008 at 13:33 GMT)   Resource Rating: 5
Excellent job guys! Maybe now you can all get those Lamborghinis. ;)

Seriously though, I'm amazed at how quickly this beast was refined and released, which is a testament to the hard work GG has put forth. I know from watching Michael work on the docs that they were a quite a task all unto themselves.

Also, I have to say I was really impressed by the community during the beta. When the community was asked to find bugs everyone was on that like gangbusters. Well done everyone!

Stefan Lundmark   (Apr 07, 2008 at 14:32 GMT)   Resource Rating: 5
Quote:


can you have bigger then 256x256 tile able terrain textures now?



Has been possible since forever.

Affectworks   (Apr 07, 2008 at 15:01 GMT)
Very very exciting. Huge congratulations on this finishing this massive upgrade. I am thoroughly impressed with the speed increase.

Fredrik S

mb   (Apr 07, 2008 at 17:03 GMT)
yay!

Will Smith   (Apr 08, 2008 at 04:07 GMT)
@Stefan, I could be wrong about the resolution, it's been a bit since i last used TGEA. All i know that it was pretty low res. If you could point me to a resource I would greatly appreciate it. My understanding was that you needed to change the source code to make it handle bigger textures, and I guess I just expected it to be something that would be included in such a big update.
Edited on Apr 08, 2008 04:10 GMT

eb   (Apr 08, 2008 at 05:36 GMT)
I would like to say:

Thank you GG and everyone else for all of your hard work on 1.7.
I hope the remaining bugs are squashed with haste!
== 1-hint hint: audio CRACKS and POPS ..are a big concern!==

edited in "and everyone else"
Edited on Apr 08, 2008 05:37 GMT

Kory James   (Apr 08, 2008 at 13:11 GMT)
I'm amazed on how fast 1.7 was released and i must say you guys did great job. I was wondering if "Gears of Torque" by Playlore Studios will be released or is their another site i can go to, to learn more info on this game?

thanks for all the hard work

Kory James   (Apr 08, 2008 at 14:13 GMT)
I have a question about the DTS in TGEA 1.7 for some reason i can't get any DTS that i made into TGEA 1.7 they work fine for 1.0 to 1.3 but they never work in the beta or the final release of 1.7 i was wondering if you had to have a certain exporter? I'm using Milkshape and a software called toolbox Click Here

please if anyone is having the same problem inform me on what to do and i already wrote this in the bug report Click Here

thanks for your time

Stefan Lundmark   (Apr 08, 2008 at 19:55 GMT)   Resource Rating: 5
Quote:


I could be wrong about the resolution, it's been a bit since i last used TGEA. All i know that it was pretty low res. If you could point me to a resource I would greatly appreciate it. My understanding was that you needed to change the source code to make it handle bigger textures, and I guess I just expected it to be something that would be included in such a big update.



Perhaps you're mixing this up with TGE. It's been possible in TGEA/TSE-EA for as long as I remember. There's nothing, to my knowledge, that limits the resolution to 256x256 in the blending shaders in TGEA, unlike the CPP/ASM blender in TGE.

- Head over to the public section and post there if you got any more questions, I'm sure someone can help you if you need more information.

T Squared (Thanhda Tie)   (Apr 10, 2008 at 05:22 GMT)   Resource Rating: 5
LOL GEARS OF TORQUE. love that vid. so when is this game going to be available for the public?

Noah Gomes   (Apr 10, 2008 at 19:23 GMT)
I need help getting the car demo in the new version.. I'm developing a game for the last six month. I am disable and I use some special software to type with.. The software works better with 1.7 so I need the car to work
Any ideas

T Squared (Thanhda Tie)   (Apr 11, 2008 at 15:53 GMT)   Resource Rating: 5
Sweet the Forge Demo looks great with FSAA. Bloom works. but HDR lighting doesnt work.

Vinny Polston   (Apr 14, 2008 at 02:24 GMT)
Question: What programs were used to make the "Gears of Torque" map? Was it made in the Constructor or ?


because it's amazing.
Thanks,

Ariel Decena   (Apr 21, 2008 at 10:42 GMT)
just a little thing, why does "z" toggleFreelook is weird?

Resana   (May 07, 2008 at 08:24 GMT)
thanks for cool 1.7

runtime new sfx emmiter play only loop, when islooping flag set to false; dos not play, i check it in .wav and ogg formats.

generaly sfx library has many defects.
Edited on Aug 02, 2008 16:56 GMT

Resana   (May 07, 2008 at 08:28 GMT)
StateEmmiter in ShapeBaseImage dos not work. it work finely in 1.5.

DTS with a texture animating dos not work in 1.7

MOHAMMAD   (May 07, 2008 at 22:35 GMT)
Very nice
but garagegames must doing update in ai and physic in next version torque game engine advanced because tgea have not a very nice ai and physic

Cliff   (May 26, 2008 at 04:41 GMT)
I'm very excited, but I must admit some trepidation... I'm not looking forward to the merge.

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