Torque 3D Development - 1.1 Beta 3!
by Matt Fairfax · 09/20/2010 (7:00 pm) · 60 comments

Torque 3D 1.1 development continues smoothly along. If you are a Torque 3D Professional owner, you can grab the Torque 3D 1.1 Beta 3 from your account page.
This release introduces support for Visual Studio 2010 and includes a prettification of the Deathball Desert level in FPS Example (the Deathball finally makes its appearance!) but this update was definitely focused on fixing bugs.

The Deathball is back! Click image to see more!
QA Process
We've been working hard this year to improve our QA process so that we can deliver a more polished experience to you guys and to make it easier for you to track the progress of development.
Towards that end you may have noticed that we are now starting to add additional notes to the titles of your bug posts. This includes:
- LOGGED - the bug has been logged into our internal bug tracker (you should see a ticket number posted)
- CONFIRMED - the bug has been confirmed by our internal QA team and reproduction steps are submitted to the developers
- RESOLVED - the bug has been fixed by the developers and the fix has been confirmed by the QA team
We would also like to start editing the titles of the bug report threads to more closely match our internal bug titles. These are where we've dug into the bug a bit more and wanted to make them as descriptive as possible for the project managers and the developers who are scanning through the pool of unfixed bugs. Obviously, the better the bug title you post initially, the less likely we will need to change it.
We thought about beginning this process with Torque 3D 1.1 Beta 2 but we wanted to give you all a heads up first before we started changing the name of forum threads in a significant way since that is something we've never done in the past. To be clear, we only intend to edit the title of forum threads when they are a bug report (or violate our TOS).
Status Updates
The loyal followers of the Torque 3D Private forums already know that we have been posting regular updates about the current status of Torque 3D development. These updates come about once a month (give or take extraneous circumstances). If you are interested in the progress of Torque 3D development, I highly recommend keeping an eye out for these updates. You can see the ones we did for Torque 3D 1.1 Beta 3 here:
Resolved Bugs
Here is the full list of bugs that were resolved with Torque 3D 1.1 Beta 3. You can find the full changelog here.
Resolved Bugs:
- Streaming audio crashes with looping sounds (www.torquepowered.com/community/forums/viewthread/118833)
- Terrain Material detail map strength not applying unless the Terrain Material is unselected and reslected (www.torquepowered.com/community/forums/viewthread/118819)
- WaterPlane renders incorrectly when driving a WheeledVehicle (www.torquepowered.com/community/forums/viewthread/118813)
- Script errors in the Templates (www.torquepowered.com/community/forums/viewthread/118787)
- New GUI button does nothing in the GUI Selector dialog box (www.torquepowered.com/community/forums/viewthread/118645)
- Heightmap variations between import/export functionality (www.torquepowered.com/community/forums/viewthread/119247)
- Cancelling cubemap creation in Material Editor causes a vertex index error and engine crash (www.torquepowered.com/community/forums/viewthread/119331)
- Deleting materials in terrain editor not correctly removing them from materials.cs (www.torquepowered.com/community/forums/viewthread/119349)
- Creating a cubemap material on a sky box causes a crash (www.torquepowered.com/community/forums/viewthread/119437)
- AIPlayer::getAimObject() script function is incorrectly requiring a bogus argument (www.torquepowered.com/community/forums/viewthread/119465)
- High water density values can cause crashes when objects collide with a Water object
- DTS Objects (some stock) won't calc pixelsize for LOD (www.torquepowered.com/community/forums/viewthread/109109/)
- Explosions render differently when connected to dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- guiListBoxCtrl::AddItem broken and strange behaviour when fixed (www.torquepowered.com/community/forums/viewthread/119605)
- Collision between WheelVehicle and MeshRoad not working (www.torquepowered.com/community/forums/viewthread/108331)
- Game lags/hangs when an item is destroyed by an explosion
- Need to update ArrayObject with the latest fixes (www.torquepowered.com/community/forums/viewthread/115481)
- Integrate DX5_NM + Specular map fix (www.torquepowered.com/community/forums/viewthread/111903)
- Inconsistent collisions around the edges of Cleared terrain (www.torquepowered.com/community/forums/viewthread/115937)
- New RigidShapes made with Datablock Editor cause a crash (www.torquepowered.com/community/forums/viewthread/116463)
- Adding a sequence via Shape Editor with an out-of-range keyframe causes a crash (www.torquepowered.com/community/forums/viewthread/111553)
- Raycast on Forest brush causes slowdowns and incorrect data (www.torquepowered.com/community/forums/viewthread/117079)
- Importing a new terrain heightmap crashes the world editor (www.torquepowered.com/community/forums/viewthread/111715)
- AIObjectType missing from the console typemasks (www.torquepowered.com/community/forums/viewthread/110821)
- World Editor doesn't add ".mis" extension to filenames (www.torquepowered.com/community/forums/viewthread/116703)
- Crash occurs in changeMaterial if the specified target in mapTo does not exist (www.torquepowered.com/community/forums/viewthread/117711)
- levelinfo.fogColor not applied when reloading mission (www.torquepowered.com/community/forums/viewthread/118533)
- Game freezes when non-static items receive impulse from radiusDamage (www.torquepowered.com/community/forums/viewthread/112945)
- Water with fullreflect does not reflect terrain (www.torquepowered.com/community/forums/viewthread/111963)
- Creating a model that is improperly setup crashes Torque when imported
- Export Terrain Heightmap Listbox is never populated
- GuiListBoxCtrl::getItemObject is broken (www.torquepowered.com/community/forums/viewthread/117637)
- Deleting a new material can cause editor script errors (www.torquepowered.com/community/forums/viewthread/119537)
- Cancelling cubemap creation in Material Editor causes a vertex index error and engine crash (www.torquepowered.com/community/forums/viewthread/119331)
- Hitting F7 while driving a Vehicle puts you at an odd view angle
- Program crashes after scrolling/zooming out while in the bottom ortho camera view
- Orientation issue with player when using F7 key
- Targas Created By Modo load into Torque3D flipped (www.torquepowered.com/community/forums/viewthread/116093)
- Headside animation does not function across the network (www.torquepowered.com/community/forums/viewthread/116165)
- Mouse trigger not called when the cursor is on the screen (www.torquepowered.com/community/forums/viewthread/111587)
- Incredibly dangerous bug in BitStream::readBits() (www.torquepowered.com/community/forums/viewthread/113953)
- Project with a specific name crashes (www.torquepowered.com/community/forums/viewthread/112435)
- Particles render differently under dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- Setting the detail strength of a Terrain Material to zero will cause it to render a "hole" (www.torquepowered.com/community/forums/viewthread/90977)
- If the World Editor loses focus while loading it will lock the mouse cursor to the 3D viewport
- Hard crash when the World Editor attempts to create more than 32 terrain files in the same directory
- Need to expose TerrainBlock lightmap size as an editable property (www.torquepowered.com/community/forums/viewthread/110835)
- Physics demo crashes in multiplayer when the host disconnects
- setThreadDir() not working correctly (www.torquepowered.com/community/forums/viewthread/103663)
- Update include file names to case sensitive systems (www.torquepowered.com/community/forums/viewthread/109563)
- Integrate EditTSCtrl::renderCircle() fixes (www.torquepowered.com/community/forums/viewthread/108265)
- Camera movement normalized after scaling in overhead mode (www.torquepowered.com/community/forums/viewthread/107491)
- DeathMatchGame::endGame calls startGame (www.torquepowered.com/community/forums/viewthread/114643)
- Crash Bug: deleting terrain textures renders terrain useless (www.torquepowered.com/community/forums/viewthread/115027)
- Is the forest creation tool Collidable and Radius supposed to create a bounding area? (www.torquepowered.com/community/forums/viewthread/115137)
- When the camera is in Overhead mode the forward motion is reversed when the pitch is above the horizon (www.torquepowered.com/community/forums/viewthread/119807)
- setTransform not currently preserving object's rotation (www.torquepowered.com/community/forums/viewthread/119933)
- Ammo and health packs causing a crash after being used and forced to be visible again
- Large performance drop in shape editor (www.torquepowered.com/community/forums/viewthread/119903)
- Adding MissionGroup to another SimGroup causes a crash
- GuiConvexEditorCtrl causes crash when added through the GUI Editor
- Clicking "Edit" in the Cubemap Editor causes duplicate entries to be added
- World Editor panels do not stay "docked" when resolution changes occur (www.torquepowered.com/community/forums/viewthread/120117)
- Changes made to a slider value in the World Editor by mouse wheel do not change the visible value (www.torquepowered.com/community/forums/viewthread/120115)
- Issue in World Cditor collision combo box (www.torquepowered.com/community/forums/viewthread/120113)
- Particle Editor's "Play Effect" button does not function
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
10/26/2010 (11:50 am)
Has web distribution been added to this build? what is the status of that?
#43
The web plugin is the same as its always been. There are no plans to change that for 1.1 that I'm aware of.
10/26/2010 (4:13 pm)
@AnthonyThe web plugin is the same as its always been. There are no plans to change that for 1.1 that I'm aware of.
#44
10/26/2010 (6:16 pm)
Cool, do you know if the plugin is supported by all browsers?
#45
10/26/2010 (6:22 pm)
It supports IE, FF, Chrome, and Safari on OSX.
#46
Snow Leopard changed some fundamental things that are tricky to work around.
10/26/2010 (6:44 pm)
Just to clarify...there is limited support for Safari.Snow Leopard changed some fundamental things that are tricky to work around.
#47
10/26/2010 (8:02 pm)
Guys, that's just a web setup plug-in, any plan for an actual plugin?
#48
10/26/2010 (8:07 pm)
I am more concerned about 'limited support', I can't really tell a client 'yeah it sorta works for Macs'. Is their plans to have a complete solution in the next build?
#49
The last time I looked into this issue, we only supported Safari on pre-Snow Leopard versions.
Given Apple's volatility about API changes, this may no longer be true but I am not setup to test it at this moment.
10/26/2010 (8:44 pm)
No...it is fairly non-trivial to fix and outside of the scope of Torque 3D 1.1.The last time I looked into this issue, we only supported Safari on pre-Snow Leopard versions.
Given Apple's volatility about API changes, this may no longer be true but I am not setup to test it at this moment.
#50
Will Bullet be supported on Mac in T3D 1.1 ?
10/27/2010 (1:29 pm)
Will T3D 1.1 support Advanced lighting on Mac with the new Mac dev team working on T3D ?Will Bullet be supported on Mac in T3D 1.1 ?
#51
We are bringing the Mac version of Advanced Lighting up to date with the Windows version of Advanced Lighting but since we are still using a buffer format that is incompatible with the Mac there is still going to be a major performance issue. We are looking into fixing that but it isn't likely going to be in the Mac version of Torque 3D 1.1 Beta 3.
10/27/2010 (5:08 pm)
Bullet will be supported.We are bringing the Mac version of Advanced Lighting up to date with the Windows version of Advanced Lighting but since we are still using a buffer format that is incompatible with the Mac there is still going to be a major performance issue. We are looking into fixing that but it isn't likely going to be in the Mac version of Torque 3D 1.1 Beta 3.
#52
Recently this usually has been a good sign...
So I'm expecting big news in the next 1 or 2 weeks...
uhmmmm.... ok,maybe 3! ;-D
I'm right??? :-)
10/27/2010 (5:38 pm)
Guys you are very silent in the last weeks...Recently this usually has been a good sign...
So I'm expecting big news in the next 1 or 2 weeks...
uhmmmm.... ok,maybe 3! ;-D
I'm right??? :-)
#53
We are working on getting a Binary version of Torque 3D 1.1 Beta 3 out for testing in the very near future and then focusing on getting a Mac version of Torque 3D 1.1 Beta 3 out after that.
10/27/2010 (5:45 pm)
We've been commenting pretty steadily on this blog for the last couple weeks so I wouldn't exactly call us "quiet" =)We are working on getting a Binary version of Torque 3D 1.1 Beta 3 out for testing in the very near future and then focusing on getting a Mac version of Torque 3D 1.1 Beta 3 out after that.
#55
... apart routine commenting no great threads and blogs lately but I'm happy about that, I know it means you guys are working hard to give us a even better product ;-)
Tnx guys ;-)
10/28/2010 (7:49 pm)
Those are good news :-D... apart routine commenting no great threads and blogs lately but I'm happy about that, I know it means you guys are working hard to give us a even better product ;-)
Tnx guys ;-)
#56
02/05/2011 (3:49 pm)
Matt, For what it's worth, I'd like to see the Mac versions optimized a bit. It would be great to run in on my Macbook with its little 9400M graphics chip. Glad your still at it!
#57
02/05/2011 (4:50 pm)
I am also hot on a mac version, with the new Mac App store we have an easy way to publish games.
#58
According to our survey, there isn't an incredibly strong demand for Mac development. Now, a survey is just one dimension. Following them blindly will almost certainly mean that you will miss out on disruptive platform ( maybe the Mac? ). Just some additional context to your requests.
02/06/2011 (12:28 pm)
@Michael - for Clarity, Matt moved on to another position doing game dev for a company in SF ( hope all is going well Matt! ).According to our survey, there isn't an incredibly strong demand for Mac development. Now, a survey is just one dimension. Following them blindly will almost certainly mean that you will miss out on disruptive platform ( maybe the Mac? ). Just some additional context to your requests.
#59
02/06/2011 (4:03 pm)
Since you do no support the mac that well now, mac guys are looking elsewhere for the engines they are buying.
#60
02/06/2011 (9:29 pm)
@Henry -that could very well be the case. We are going to be running the same survey from a non-GG address as well to compare the differences. 
Torque Owner J
Act 7
Each version of the beta is pushing towards what Henry is asking for above; that is, you need less and less engine changes to really get a handle on any genre of game. For example, the ability to set a texture to have footsteps now...how cool!
I have a few questions that I’ve asked in forums, but maybe re-asking the questions here would gain a greater audience.
Will a melee weapon solution be provided in the future?
-I can add it, but I get lazy having to re-add everything each engine change…. Really gets counter-productive… IMO swinging a sword should be as easy to implement as firing a gun. Well, LOL, it is! But, doesn't work very good!
Will ground cover be usable on DTS objects since foliage replicator has ceased to be? I like using DTS objects in place of my terrain at times since the terrain can only be square and has limitations on sizes and performance expenses. Its a pain to add six terrains to a small level just to get the land features you want with nice grass on top of them.
Thank you guys again for all the hard work!