Requesting high priority bugs here.
by James Ford · in Torque 3D Professional · 05/27/2010 (5:37 am) · 21 replies
Hi folks!
I'd like to make a request of the community, something which would help me out as we finish preparation for 1.1 beta 2.
There are already plenty of bugs reported in the forums and please continue to make new threads for specific bug reports, but, what I would like to do is coallate a list of outstanding 'high priority' bugs.
What I am most interested in knowing, are bugs of the following nature:
* Crashes
* Serious graphical artifacts / errors
* Parts of the engine or editor which "just dont work"
In general, bugs which seriously undermine the value of Torque3D in your eyes.
I am not looking for feature requests.
If you are aware of bugs that seem to fit this description, please reply to this thread with a brief description and a link to the original (or most recent) thread associated with it.
Thanks!
Looking forward to cutting down some of these!
I'd like to make a request of the community, something which would help me out as we finish preparation for 1.1 beta 2.
There are already plenty of bugs reported in the forums and please continue to make new threads for specific bug reports, but, what I would like to do is coallate a list of outstanding 'high priority' bugs.
What I am most interested in knowing, are bugs of the following nature:
* Crashes
* Serious graphical artifacts / errors
* Parts of the engine or editor which "just dont work"
In general, bugs which seriously undermine the value of Torque3D in your eyes.
I am not looking for feature requests.
If you are aware of bugs that seem to fit this description, please reply to this thread with a brief description and a link to the original (or most recent) thread associated with it.
Thanks!
Looking forward to cutting down some of these!
About the author
http://jamesdev.info
#3
www.torquepowered.com/community/resource/view/19623/
05/27/2010 (12:58 pm)
Any chance of getting this Resource (or a similar fix) in for networked dynamic skin changing? We pretty much need it to apply dynamic skins for team play:www.torquepowered.com/community/resource/view/19623/
#4
Long shadows cast from tall objects(and terrain) shrink or grow according to viewing angle.
=forum-63&locations[]=forum-73]
Fog??!!
Fog is still buggy, hard to find and configure(not at all intuitive near impossible to get expected results).
Fog still creating distance artifacts and noticeable flickering seams on shapes and terrain. This is the most noticeable and annoying fog issue.
Fog seldom play nice(inconsistent) with different types of SKY objects.
Fog results inconsistent between different shape object types/scale and materials.
EDIT: Seems you will need to cut/past the link as the GG website still have many bugs of its own!
http://www.torquepowered.com/search/advanced?search=fog&author=&fromDate=&toDate=&sortbydate=0&locations[]=forum-63&locations[]=forum-73
05/27/2010 (2:26 pm)
Serious graphical artifacts / errorsLong shadows cast from tall objects(and terrain) shrink or grow according to viewing angle.
=forum-63&locations[]=forum-73]
Fog??!!
Fog is still buggy, hard to find and configure(not at all intuitive near impossible to get expected results).
Fog still creating distance artifacts and noticeable flickering seams on shapes and terrain. This is the most noticeable and annoying fog issue.
Fog seldom play nice(inconsistent) with different types of SKY objects.
Fog results inconsistent between different shape object types/scale and materials.
EDIT: Seems you will need to cut/past the link as the GG website still have many bugs of its own!
http://www.torquepowered.com/search/advanced?search=fog&author=&fromDate=&toDate=&sortbydate=0&locations[]=forum-63&locations[]=forum-73
#5
I see frequent crashes when rivers have too many nodes.
05/27/2010 (2:49 pm)
@Luke - x2 - We pretty much need dynamic skins to over-lay some equipment on our guys. However I believe this falls into the features category :(I see frequent crashes when rivers have too many nodes.
#6
www.torquepowered.com/community/forums/viewthread/115787
Hopefully this is fixed. They said it would be.
Thanks....
05/27/2010 (3:29 pm)
On loading the World Editor and clicking on any material in the Material List.www.torquepowered.com/community/forums/viewthread/115787
Quote:Something is definitely bogging things down. If you just create an empty mission and add anything it bogs down. I just added a simple water block (which by the way looks amazing!!! great work guys!!!) to the empty mission and started playing with the settings and it bogged. If you select anything in the tree list there is a noticeable 1 to 3 second pause. One major thing I did notice is that if you do anything with the material list selector everything freezes for about 8 seconds before the material selector will load up. If you select anything in the "Types" category everything freezes for about 8 seconds every time you click one of the material types. Maybe they are all related.
Hopefully this is fixed. They said it would be.
Thanks....
#7
05/27/2010 (4:01 pm)
Frame rate stuttering or crashes when applying an impulse to a non-static items.
#8
This would be the only way to have a clean pureLight - Torque 3D pipeline without any 3rd party software. Everything is there in the code, except the appropriate vectors are not populated. So yes, this is not working. From my perspective this would be very important, but I imagine those that don't use pureLight might not find this a showstopper.
05/28/2010 (1:37 am)
At the moment there are two Collada exporters in the Mission Editor - one for exporting DIF shapes and one for DTS shapes. The one that works for DTS shapes does not export uv and texture information.This would be the only way to have a clean pureLight - Torque 3D pipeline without any 3rd party software. Everything is there in the code, except the appropriate vectors are not populated. So yes, this is not working. From my perspective this would be very important, but I imagine those that don't use pureLight might not find this a showstopper.
#9
The Vector<T> is related to high resolution pathing information for our internal automesh navigation system that will traverse large areas and make multi-level auto-linked navigation meshes, we have a minimum resolution to limit the memory allocation size just because every time we exceed torques limit we get crashes.
I do not understand a lot about Torques memory manager, but I do know in our external test app using STL vector<T> we can allocate gigabytes of data and get lightning performance.
05/28/2010 (11:28 am)
Allocating a large enough Vector<T> creates a crash even though the system has enough memory.The Vector<T> is related to high resolution pathing information for our internal automesh navigation system that will traverse large areas and make multi-level auto-linked navigation meshes, we have a minimum resolution to limit the memory allocation size just because every time we exceed torques limit we get crashes.
I do not understand a lot about Torques memory manager, but I do know in our external test app using STL vector<T> we can allocate gigabytes of data and get lightning performance.
#10
A lot of the arguments passed to the setOrbitMode do not function correctly or at all.
The setOrbitMode updates the camera to be with the "objectToOrbit's" postion, but once the newtonMode is enabled, the camera must be the control object in order to update its position; i.e. the "tether-mode" doesn't work correctly.
By the looks of the intended functionality of the camera system, i think it would be a very nice addition, but needs to be fixed/100%
EDIT: after sleeping on this, I feel the camera is second to this: the glitchy/jittering effect in-game. The more resources you add the worse it gets. That seriously needs to be fixed. It is probably the most annoying aspect of this engine I've found so far.
06/02/2010 (10:59 am)
- orbitMode -A lot of the arguments passed to the setOrbitMode do not function correctly or at all.
The setOrbitMode updates the camera to be with the "objectToOrbit's" postion, but once the newtonMode is enabled, the camera must be the control object in order to update its position; i.e. the "tether-mode" doesn't work correctly.
By the looks of the intended functionality of the camera system, i think it would be a very nice addition, but needs to be fixed/100%
EDIT: after sleeping on this, I feel the camera is second to this: the glitchy/jittering effect in-game. The more resources you add the worse it gets. That seriously needs to be fixed. It is probably the most annoying aspect of this engine I've found so far.
#12
06/07/2010 (8:43 pm)
Things attached to the first person camera via mountImage often get clipped by nearby walls/objects. Looks awful.
#13
www.torquepowered.com/community/forums/viewthread/113649
www.torquepowered.com/community/forums/viewthread/112801
Thanks!
06/16/2010 (5:08 am)
Don't want to bother, but... vanishing streets (bug logged e.g. as TQA-339) make our car simulation project impossible. Don't know if already resolved since it appears in "pending":www.torquepowered.com/community/forums/viewthread/113649
www.torquepowered.com/community/forums/viewthread/112801
Thanks!
#14
06/18/2010 (3:47 pm)
Please include Manoel's fix for Unicode input: http://www.torquepowered.com/community/forums/viewthread/116785
#15
06/21/2010 (9:29 am)
We just found this one today: the TorqueScript ".x", ".y", ".z" and other shortcuts for getWord() return random text if used on function returns. Example:// Returns some random text from the string stack %x = %object.getPosition().x; //This works as it should %x = %object.position.x; //This also works %position = "1 2 3"; %x = %position.x;
#17
www.torquepowered.com/community/forums/viewthread/117521
07/08/2010 (2:32 pm)
This bug is pretty much a show-stopper for us. www.torquepowered.com/community/forums/viewthread/117521
#18
07/18/2010 (8:56 am)
If you do not respawn after death straight away by pressing a key (space bar), the game crashes especially when you have a large number of bots in the game. Not so sure about real players... not tested it yet. Quite an important fix this one - but cannot replicate it all the time. I did remove the health patch drop after death which helped. T3D 1.1 B1
#19
For a work around disable the scheduled delete in onDisabled() in player.cs(scripts).
I believe Tom fixed this, but the fix was too big to be posted.
07/18/2010 (3:42 pm)
@JulianFor a work around disable the scheduled delete in onDisabled() in player.cs(scripts).
I believe Tom fixed this, but the fix was too big to be posted.
#20
Edit: in other words... when there are no players left in the game. delete all players under the cleanup.
07/18/2010 (5:38 pm)
@Steve - yeah I tried that, but lots of dead players around. I guess I could do a cleanup every night. Pulp Fiction style.8)Edit: in other words... when there are no players left in the game. delete all players under the cleanup.
Associate Steve Acaster
[YorkshireRifles.com]
Crashes:
Reflections/Particles GPU lock up - crash is now lockup
Graphical Errors:
Vanishing waterblock - now you see it ... now you don't
Terrain over-dark shadowing ...standing in the dark when you're actually in the light
Portals/Zones cull too aggresively ...more now you see it, now you don't but this time out of the corner of your eye
DX5_NM busted ...specular highlights on NM where?
NOW WITH FIX, COURTESY OF MANOEL
Parts of engine that just don't work:
Recoil animations have never worked correctly in the great scale of things not something to lose sleep over...