TGEA 1.7 is Officially Released!
by Matt Fairfax · 04/04/2008 (9:18 pm) · 51 comments
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:
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:

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.
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."
- 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.
- 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!
- 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.
"Gears of Torque" Video
MegaTerrain Flythrough Video

Forge Demo Video

Hit the ground running! Get it? =P
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:
* 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.
About the author
I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#42
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.
04/08/2008 (12:55 pm)
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.
#43
04/09/2008 (10:22 pm)
LOL GEARS OF TORQUE. love that vid. so when is this game going to be available for the public?
#44
Any ideas
04/10/2008 (12:23 pm)
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
#45
04/11/2008 (8:53 am)
Sweet the Forge Demo looks great with FSAA. Bloom works. but HDR lighting doesnt work.
#46
because it's amazing.
Thanks,
04/13/2008 (7:24 pm)
Question: What programs were used to make the "Gears of Torque" map? Was it made in the Constructor or ?because it's amazing.
Thanks,
#47
04/21/2008 (3:42 am)
just a little thing, why does "z" toggleFreelook is weird?
#48
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.
05/07/2008 (1:24 am)
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.
#49
DTS with a texture animating dos not work in 1.7
05/07/2008 (1:28 am)
StateEmmiter in ShapeBaseImage dos not work. it work finely in 1.5.DTS with a texture animating dos not work in 1.7
#50
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
05/07/2008 (3:35 pm)
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
#51
05/25/2008 (9:41 pm)
I'm very excited, but I must admit some trepidation... I'm not looking forward to the merge. 
Torque Owner Kory Imaginism
innovative imaginations
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