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The next official release ( 1.2 ) what'll be in it?

by Tor Richard Talbot · in Torque Game Engine · 11/24/2001 (4:42 am) · 10 replies

Just wondering....... I read that the even numbers 1.0, 1.2, 1.4 e.t.c are the official releases, the others are kinda go-betweens.

I was just wondering, with all the things that have been mentioned or implemented throughout these forums, how much of it will be in the 1.2 release ?

For example.

1) Projectile based weaponry ( will there be an example one? )
2) Dismounting and remounting vehicles ( will that be in? )
3) Swimming ( hehe fat chance, but I can hope )
4) Being able to set individual gravity for each mission (will that be in?)
5) The hud objects ( health, energy, compass e.t.c )
6) Damaging Vehicles.
7) Fixes for going THROUGH max world items ( tree's e.t.c )
8) Fix for when you fly your vehicle close to those max world items and it crashes?
9) When I drive a wheeled vehicle onto terrain it crashes.. will that be fixed?


You get the point. Basically, all the things that have been done or discussed, or just need fixing. How many of them are likely to be in the 1.2 release?

(p.s sorry if that sounded kinda demanding..... it wasnt supposed to be... I was just listing things that COULD be in it. I was wondering if they were.)

Thanx in advance for any information.

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#1
11/24/2001 (5:19 am)
I'll let Tim answer that question, but throw my own little penny in, you CAN get the latest code from CVS you know?

Some of the things you mention are in the current codebase, cant list them point by point because my code is hacked a bit, but basically, if you update via CVS, you can ALWAYS have the current code (i.e. the code at its current state).

Believe me, its worth doing, if you can manage to get a project setup that merges the CVS changes with your own, youve got the best of both worlds.

Phil.
#2
11/24/2001 (5:47 am)
I admit, I'm a total newbie to CVS. Can someone tell me how to set up my project so that I can merge in the latest changes from CVS without destroying my changes too?

Thanks :)
#3
11/25/2001 (9:53 am)
As Phil says, getting the latest from CVS will keep you up to date on fetures... off your list:

1. Done
2. I'll take a pass at the vehicles before 1.2
3. Not on our list
4. Not on our list, but would be easy to do (maybe you can do it already?).
5. We have a basic clock, damage, crosshair and name ubove heads huds. Might or might not get a compass in.
6. Not sure what the issue is here, should already be able to damage vehicles. Nothing on our list.
7. Nothing to fix, the objects just need collision details. The new shapes we're getting will have collision info.
8. I'll look at this.
9. ? Haven't heard of this one, but when I look at the vehicles, I'll give them the once over and make sure everything is working.

1.2 will be our "demo" release. The demo will be available for public download.
#4
11/25/2001 (10:18 am)
Tim 9. above is the missing particle emitters / materials issue, I think.
#5
11/25/2001 (10:32 am)
Tim I have a compass done that is based on the original work that nohbdy did in V12. I translated it into the torque with a few tweaks and I would be happy to send over if you want it. The changes are minor to make it work.

However, it is currently adjusted to match the reversed terrain that you get in the editor, that is, if you are facing North and turn to your left you will appear in the terrain editor (and the compass) to be facing east instead of west. I have commented the two lines that need to be changed to reverse it back.

I wanted to trace into the editor to find the real problem - which is that the terrains are appearing in the code reversed but I haven't had a chance to do that yet. Perhaps if you or Mark finds and corrects that problem in the editor then you could use the code as part of your example program.
#6
11/25/2001 (11:21 am)
For number 9, we have the same problem.
#7
11/25/2001 (11:42 am)
David, haven't seen the compass. Anything that I integrate would have to be coded up like the controls I just wrote (the ones in game/fps), and be pretty bare bones.
#8
11/26/2001 (9:09 am)
I was wondering if the projectile code will be more robust like the t2 version by the next release. . .and when is the expected release.
BTW the vehicle crashing code IS fixed in the newer versions, it was the issue of foot puffs particle effects that labrat fixed the first couple of weeks that was causing the vehicle problems too, I belive
Anthony
#9
11/26/2001 (11:21 am)
Will vehicle scripts be included, too, so we do not have to use T2 scripts, any longer??
#10
11/26/2001 (2:27 pm)
with the video recording be fixed with the new release . . . I hope so, so I can get a demo movie up for show :-) Anthony