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Torque 3D 1.1

by Eric Preisz · 06/02/2011 (4:06 pm) · 190 comments











Torque 1.1 Is Gold!


We are proud to announce the release of Torque 3D 1.1. This version is the most stable version of Torque since TGE and the visuals are well beyond anything we have ever released. It’s a great time to be a T3D owner and we encourage you to spread the word to everyone who wants to be part of the lowest price, royalty free, full source, professional grade game engine and tools. Our community is strong and supports each other, and in addition, we have done a lot in this release to help new users reach their goals -whether it is making games for a living, learning how to make games, or both. Enjoy!

Hitting our Stride

As part of my job, I get to talk with many talented people. One of my favorite questions is to ask if they have ever been a part of a company where things seem to “click”; I usually follow up with why they thought that was the case. It is surprising that many people cannot relate and I admit that I can only count a few experiences in my past where things felt “right”.

This release marks one of those times for me, which is amazing considering how many new people we have working together. The energy here is palpable and visible in our work. People worked late because they want to make the release our best -not because we mandated it. We quibble about details because we really care and are we are dedicated to finishing our commitments on time. Erik Graham and I had a two and half hour discussion on two Sunday mornings ago about last minute polish and fixes that Scott, Mich, and I worked on until midnight on the previous Saturday night. That is how we get things done, and while it’s hard, it’s also very rewarding.

And while it’s not my style to be boastful, it is part of my job, and I am really, really, proud of the team and the release. They pulled together a release that spans across many functions of the business with very little schedule slippage (around 13 days from when we had our first solid schedule). This is a great release for us, the code looks better than ever, and it is just the beginning for a team of people, many of whom have never worked together.

So what parts of the business were involved in the release?

Engine – We fixed all known crashes in our tools except for one known issue in the gui editor (I’ll post the fix...it just didn’t make the last round by a few hours). In a herculean effort, Rene rewrote zones and portals because the old system was too brittle and he wanted to get it right for our users. We’ve fixed hundreds upon hundreds of bugs (248 confirmed fixes) and performance issues since beta 3. This is the most stable version of Torque since TGE and our QA team of four has done an amazing job! Special thanks also to those who provided feedback and reproduction cases in our forums from the preview we released almost two months ago.

Documentation & Tutorials –A team of eight reviewed all of our user guides and tutorials and we made thousands of updates. We’ve added three new tutorials: Changing the Player, Deploying to Web, and Client/Server Architecture. And if that wasn’t enough, we rebuilt the T3D section of our web-site to house the updated and existing information.

Web-Site – We completely overhauled the T3D section of our web-site. We now provide T3D specific forums, add-on & resource page, on-line API documentation, and tutorials. My particular favorite new area is the Getting Started guide, a section that will help new users get up and running quickly. We’ve updated all of the marketing information with some of our new amazing art. Which leads me to my next topic…

Art & Demos – Pacific, Deathball Desert, and Sector T3D are the crown jewels of this release. You can get lost in Pacific’s volcano, tunnels, and hidden areas and Sector T3D does a great job showing off how well our postFXs bring together a stylized, directed look. Drive the Cheetah, a wheeled vehicle in an updated Deathball Desert. We have also added a new bad-ass character and a updated weapon. And because we listen, we decided to provide the Max files so that you have full access to the rigging and animation work being done before we export to Collada. All of these levels are finished with our new MLAA implementation, which brings a smooth look to edges; deferred rendering AA isn’t possible with native DX9 AA implementations.

Download our demos now!

Mac & Binary
As we previously mentioned, a Mac and Binary update will lag behind this release. We’ve done a lot to update the code base for OS X, but we have been challenged to find the developers who could keep pace with the PC development. If you know a good OS X focused graphics guru, have them contact us at jobs@garagegames.com. The binary version will be shipped in about three weeks –but why wait, you can own the full version today.

Closing
We are pleased with our release and we are proud of what Torque 3D has become. And while we enjoy providing free updates, we rely on new users to help us fund new features, products, and community maintenance. If you already own T3D, please enjoy the release. If you haven’t already taken advantage of PureLight’s lightmapping you are missing out. We are running a release only price reduction of $150.00. Also, don’t miss out on a 50% discount on the highly praised Torsion to accelerate your TorqueScript coding. If you like what we have done, tweet your praises, put in a good word on a forum, or simply tell a friend. Every little bit helps us support the software you use. Heck, simply download the wallpapers we posted on the bottom of the T3D product page and display your pride for Torque 3d on your desktop.

If you do not own T3D, now is the time. Buy a license!; Buy two! Support our company. The price is for a limited time and won’t last forever.



















About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

#141
06/05/2011 (12:15 pm)
Hey Guys.

I've just been checking out the 1.1 release and the demo's. All I can say is a big thanks and congratulations on such a polished and professional feeling release. It really does feel like a AAA engine now. GarageGames are back! It feels so great to be able to say that too 8)
#142
06/05/2011 (3:23 pm)
@Reid
We will release a binary version at a later date.

@Ron
Good read. I'm tracking it and I'm sure you've noticed Erik Graham's not shy about posting!
#143
06/05/2011 (3:38 pm)
wow, really a nice engine now !!! I played the whole weekend with the demos. Not a single crash ! I love GG.
#146
06/06/2011 (5:05 am)
@Laszlo
I would assume yes they do need new customers. As there main clients may already own the product so they get there other revenue from new comers. Which have more likely taken a spill with the whole, "TP going out of business", scare. So now they are GG their funding if probably not as plentiful as before so they need new customers. More people to buy their joint account game are and add-ons, etc. Makes since. Espically since they keep constantly keep getting compared to competitors every time they try to get back up and running. So I will be flooding some places with GG links and hopefully uploading some sweet video soon to show my support for GG.
#147
06/06/2011 (7:55 am)
@Kevin: That was obvious. The important part of my question is: "...Does this mean future updates will require additional payment..." the entire question and relevant quote can be read in my original post.

@garagegames: So the key thing is, what was stated in the OP mean new updates need to be bought for additional price by even those who already own the engine or the part quoted in my original post only refers to new customers and not additional pricing for future updates?
#148
06/06/2011 (8:23 am)
@Laszlo -It's undefined as to when or if we will reqired payments for updates. There will be times in the future where we require upgrades for updates and times that we will give away updates. It depends on a lot of factors so it's hard for us to predict.
#149
06/06/2011 (2:46 pm)
@Eric

are you guys doing maintenance on the download server at the moment?

I am getting file not found error page when click on download link:

Not Found

The requested URL .........................Torque_3D_Pro_1.1(1of2)-Win.exe was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.


i am getting the same error for both parts 1 and 2, the other previous versions work fine, so it is just this new release which i am having issues downloading, used chrome and IE and same results on both.

please advise.

thanks
#150
06/06/2011 (3:17 pm)
Looking into it pilotcap. Should have it fixed soon. Sorry for the inconvenience.
#151
06/06/2011 (3:33 pm)
Thanks for the quick response Eric,

download links seems to be working ok by now.

BTW, gratz on this new final release.

looking forward to try it out.
#152
06/06/2011 (8:53 pm)
www.gamasutra.com/view/news/35030/GarageGames_Releases_Version_11_Of_Torque_3D_E...

O_O wow some people are just MEAN about T3D ( i bet they dont even know enough about it to rate it as poorly as they tried to rate it )

I dont have enough experience to give any kind of rating as of yet but I make a sticky-note to rate it in a few months when i know what i am talking about O:-)


@Everyone: Come'on now you experts and experienced users; go visit that page Eric posted and give those nay-says something to feel dumb about ;-)

#153
06/06/2011 (10:11 pm)
@ Eric P.

Went to your gamstura link and was gonna comment but didn't feel like putting in my whole life's info just so I could comment.

Don't worry bout that bs though you are always gonna have haters and we all get a little hormonal at times and whine about crap, but you guys have a decent thing going.

I do feel as though as of recent some of the docs. (online-product page stuff) and info has gotten a touch more confusing since the release, and that things haven't been super easy to learn in the past but I believe you guys are determined to sort through it all and come out with a great solution.

As a quick example that comes to mind I feel as though the things required to be installed part of the docs. should be before the build your first project part of the docs. As it is now it kinds seems to suggest building your first project then installing what you need then reverting to building your first project again. You gotta make this stuff simple stupid so us novices pick up on it straight away.

To be honest I just retracted back to my offline documentation because I found the new online docs linked right to the page to be a hair more confusing and sporadic even though I love the direction you guys are going with it making it a one stop shop to find the info you need. (And I will be looking over all the info after I get through the offline docs alittle more, b/c it seems as though it has more/different/more specific info linked on the product page).

Guess it's like a race car you have all the parts you need for optimal performance but the thing just need tweaked and fine tuned to get it running just perfect and not everyone drives the same so what feels perfect for one person won't feel perfect for everyone.

Edit:

Ok after relooking at the product page I remember what it was now I couldn't find where the offline docs basically started because I found the info in them to be more direct and to the point instead of click this link then this bullet that doesn't even look like it's linked.

This time around I found it quicker though, but I still feel the same as in maybe there's almost too much info that it confuses things for a quick minute, where as the offline docs feel straight and to the point like I said however I do love the info about "want to make this kinda game click here for a start" kinda thing and "click here to learn about how to put art into the engine".

I still do feel the way I do about it suggesting to make your first project (under the tool box info area) and then it goes on to talk about what you need to install in the next section (direct xsdk, etc.) though.

Edit2:

Regardless though Matt and others must be giving the docs a hell of a go because I can remember how difficult it was in the past even just to get your first compile of TGE to work out and if not for user forum posts back in the day Idk if I would of ever got my first complie worked out coming at everything as a direct newbie back then so thank God we're past those days and their hard work is much appreciated.

Edit3: Suck at spelling so fixed some of the bad instances (Sorry for spelling your name with a K instead of a c at first Eric =p ).
#154
06/07/2011 (3:10 am)
Ok after getting a chance to go over the online docs more straight from the Engine page it's making more sense why things are where they are; guess it just takes a second to get used to the setup of how everything is layed out.

Even the build your own project thing seems better placed now that I see it doesn't actually have you compile it until later down after the required installs info.
#155
06/07/2011 (3:19 am)
Awesome!!!!

Waiting for web streaming and recover of iTorque 3D
#156
06/07/2011 (11:27 am)
Excellent job guys! Thanks
#157
06/08/2011 (4:56 am)
Even the little tweaks to the engines editors make all the difference.. such as pagination on the material selector.. loading up 100s of images before you could do anything is now a thing of the past :) search filter by filename or material name would be handy for the next release.
#158
06/08/2011 (4:15 pm)
Oh...and the Master Server is up. We really wanted that for release. Enjoy!
#159
06/09/2011 (6:39 am)
Love the new demos! South Pacific is a little scary.
#160
06/09/2011 (11:37 am)
lol, why is it scary? Don't worry there are no dangerous animals... yet ;)