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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.

#161
06/11/2011 (9:59 am)
@Eric,
Quote:Oh...and the Master Server is up.
where? and how do we connect?
#162
06/11/2011 (11:20 am)
@deepscratch
Its the same default address that's already set in the scripts, master.garagegames.com:28002. All you have to do is host a game or query master server when joining a game.
#163
06/11/2011 (12:34 pm)
I haven't got into online gaming stuff, but does that mean we can create an online game and use GG server for that? Maybe the answer is to obvious, but it's just to make sure.
#164
06/11/2011 (3:43 pm)
@Alexander
No, the master server that we host is intended for testing purposes only. You can use it to test multiplayer while you're in development, but you should implement and host your own master server for your games when you're ready to release.
#165
06/11/2011 (11:58 pm)
I want purelight but the website seems to be acting up.
#166
06/13/2011 (11:22 am)
>but you should implement and host your own master server
So may be you can release your master server source code for education purposes? To help newbie torque3d users implement their own master server.
#167
06/13/2011 (11:38 am)
@Dmitry

You may be interested-

One effort from long ago

http://www.garagegames.com/community/resources/view/5962

One effort that built master-server capability into the scripts/engine during TGE

http://www.garagegames.com/community/blogs/view/9226

That may seem crazy at first, but I've seen at least one AAA game ship wth a user-instanceable master-server that might've been not much different -- the point being it was an instance of a persistant world.

Probably these resourcs need adapting to the current script architecture, but the ideas should be the similar or even the same. Yes? If not, there are probably more resources I didn't uncover in my quick search.

#168
06/13/2011 (11:55 am)
@Everyone - Personally, I'm all for sharing our master server code. The reason I'm guessing that we didn't in the past is because it's woven into a build of TGE. So instead of releasing a version of the master server, you are really releasing an old version of TGE(from my understanding, I haven't looked at the code myself).

It's also C++ running on a server which is not something that you see a lot of people doing these days.

I'm adding a ticket to our 1.2 release to consider either releasing this or approving and adopting one of the existing community versions.
#169
06/13/2011 (12:36 pm)
You can ship the engine.lib instead of the full source for TGE and then just the code for the master server itself. This would keep you from shipping the full source of TGE to non-TGE owners.
#170
06/13/2011 (1:51 pm)
@Eric: Super Awesome! Thanks man :-D
#171
06/13/2011 (2:01 pm)
@Matt - I figured we needed to provide source so that we can ensure that it could be compiled on every flavor of Linux desired. My concern is that what we would compile in a lib wouldn't be portable. Just my gut feeling. Anyways, feel free to e-mail if you want, we probably shouldn't clog up this thread with master server info.

Here's the TL;DR: I'd like to provide MS code and thought it was a pain when I was on the community side.
#172
06/15/2011 (2:25 pm)
There's always been quite a lot of confusion around the master server and people understanding all the port forwarding needed to get things setup. Most of the questions on the MS resource I posted were about the routing so would be useful to include some documentation around that.

#173
06/16/2011 (5:07 am)
I have only
http://download.torquepowered.com/t3d/Torque_3D_2009_1_0_1-Win.exe

Where is the 1.1?

Ok i see, the binary comes later.

my heartrate is @ 80 again :)
#174
06/16/2011 (8:45 am)
@Landixus
As Eric mentioned in the blog, the Binary version will lag behind the Pro release.

Heh, nevermind then. I was responding to the notification I got of your post and didn't catch your edit.
#175
06/20/2011 (10:25 pm)
torque 1.1,I think it must be very excellent.
#176
06/20/2011 (10:38 pm)
you guys,I have a question:whether it is possible to design an action game with Torque3d.I don't like to see Torque3d is only used for FPS game.
#177
06/21/2011 (9:27 am)
@yashamaru - You can design any kind of game you like. Any genre. There are even many starter packs, add-ons and tutorials for those specific subjects.
#178
06/21/2011 (11:49 am)
Quote:
Torque3d is only used for FPS game

I've been waiting for somebody to say that!

12 part Tutorial on how to make Valkryia Chronicles style gameplay with T3D




All made with stock Torque3D assets and some custom scripting - no source code changes.
#179
06/21/2011 (12:07 pm)
OH NO!! You awakened the "Steve"! XD
#180
06/21/2011 (12:23 pm)
what kind of game do you like?

The E3 just finished,I pretty look forward to visiting it.