Game Development Community

Information on TGE 1.4 (NOT asking when its coming out)

by David Stewart · in Torque Game Engine · 07/05/2005 (8:32 am) · 22 replies

Hello,

I'm looking for a full featured post/plan/page on TGE 1.4

Looking at various posts and plans here, TGE 1.4 has been discussed briefly. The information is fragmented and to me gives the impression that TGE 1.4 may not be available for another year or more.

Jay Moore in a Dec. 2004 plan announced some goals for 2005 including the release of TGE 1.4 and 1.5.

I realise that this wasn't sure thing and it seems safe to say that 1.5 won't be out this year.


What I'm looking for I guess is a list of ideas and features that:
- have been implemented
- will/may be implemented

-------------

What are your goals for 1.4?

Some items that I have been able to piece together:

- bug fixes
- code clean and organization
- editor improvements
- gui changes
- component system
- "surprises" (Which is fine!)

I'm looking for comfirmation that TGE 1.4 is on the front burner and is getting attention.
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#1
07/05/2005 (9:00 am)
1.4 is being worked on... I think Ben said some TSE work was on hold so he could work on getting 1.4 finished.

Also... 1.4 can be downloaded from CVS.
#2
07/05/2005 (1:38 pm)
David,

I am definitely not starting on TGE 1.4 today. I assure you that I did not spend most of the last few weeks working hard on getting a lot of tech developed and designed for TDN, nor did I recently hand off management of it to another person here at GG so that I can focus exclusively on getting 1.4 put together.

We do not have a lot of bug fixes ready to go into 1.4, nor do we have a lot of new GUI controls and upgrades courtesy of Justin du Jardin coming in. No fixes from T2D/TSE are going to put in, nor are we considering enhancing the engine's multithread support. People like Tom Bampton have had no hand in any TGE 1.4 development. We have not been collecting fixes from the community. There is no bug tracker with over a hundred identified issues. If there was, the majority would not already have fixes on file.

There will not be any useful new utility code. We will not improve our out of box experience. There will not be improvements to the scripting language.

If you need me, I will be ramming into cars at high speed in Burnout 3; this is my primary duty as the Official Ram Jockey here at GarageGames.

Thank you for your time,
Ben Garney

;)
#3
07/05/2005 (1:56 pm)
...
#4
07/05/2005 (2:48 pm)
Lol well said at first I was like what?
#5
07/05/2005 (3:09 pm)
Thanks for the no where near useful responses.

I guess that I did not ask in a polite manner to warrant a polite and professional response.


I'm glad to hear that you have no use for software tools such as a bug tracker and have no desire to address issues of your existing products.
I'm glad to hear that you don't want to let your customers know about your plans on updating your flagship product.


I have no need for a person who rams himself into cars.
I wonder if you have a helmet like the one Pat Wilson wears.
Your hospital bills must be pretty high.

Edited to put in this: ;)
#6
07/05/2005 (3:09 pm)
I was simply trying to get some comprehensive information on what's coming up in the TGE 1.4 release.

So, I will try to post information I was able to see on this site.
Surprisingly, at this time, it's not going to have more detail than I have already posted.


Plans for the TGE 1.4 release:
- fix the many bugs that have been found internally from the GG employees and as well as the problems found by the GG community.
- Enhance multi-threaded support in the engine
- Enhance GUI features including Improved GUI file organization & New and Improved GUI controls
- Enhancements to the GUI, World, and Terrain editors, including a new treeview control that isn't dependant on simgroups
- Improvements to TorqueScript
- New Utilities
- More love, blood, sweat, and tears from people at GG, their associates, and the GG community
#7
07/05/2005 (3:11 pm)
LOL! David, Ben was sarcastic.. he's mentioning everything that IS INFACT being implemented. If you read his post carefully you will notice. Now, maybe you should go get that helmet ^^
#8
07/05/2005 (3:27 pm)
Yes sarcasm was used. I know. I guess I forgot to put the ;) in my post.
My feeble attempt to respond the same way and a feeble attempt at some humor.

Looking at the pic again, I guess it's not a helmet after all. :-O
#9
07/05/2005 (3:58 pm)
Yeah... don't take it to heart... Ben is a helluva nice guy and very open to all sorts of questions...

i've even bugged him with a few now and then myself...


--Mike
#10
07/05/2005 (5:04 pm)
Hahahahaha ... excellent thread :)
#11
07/05/2005 (5:07 pm)
@DavidS - Thanks for taking my reply in the spirit it was offered. ;)

Yay for 1.4! *noise of gears grinding as Ben shifts gears*
#12
07/05/2005 (6:58 pm)
I'm just excited for TGE 1.4 (who isn't!)
I know it has been in the works for a long time and from all of the disjointed posts everyone has made has got to me.
I'd like to see the whole pie, not just glimpses of tiny slices.

Quote:
*noise of gears grinding as Ben shifts gears*
Poor car ... ;)
#13
07/05/2005 (7:00 pm)
Mmmm Burnout 3

(I rock Ben at Burnout btw)

(Don't worry he can't read stuff that I type like this)

(Also, Ben smells funny)

Hey Ben! :)
#14
07/05/2005 (7:20 pm)
(Ben has hard times parsing parenthesis)
(This is why Ben could never code in LISP)
(Ha ha!)
(Wait...that may be a good thing)
#15
07/10/2005 (6:42 pm)
So when's it NOT coming out?

lol
#16
07/10/2005 (7:03 pm)
(Ben wants "Touch of Woman," can't get it till he is done) ;)

refering to this post
www.garagegames.com/mg/forums/result.thread.php?qt=31037


Leave him be ;)
#17
07/10/2005 (9:23 pm)
Mike,

It's not coming out last week.

T.
#18
07/11/2005 (4:55 am)
Tom: Hehe...

I hope those gears Ben was shifting got the thumbs up and is in :)
#19
07/24/2005 (7:11 pm)
Are you taking recommendations for for 1.4 or 1.5? If yes....

As a C# and Java developer I have gotten used to the use of the "main" starter function. Basically, there can only be one of these functions in a project. As a newbie to Torque scripting, the hardest thing is trying to understand the organization of the flow of the code. Could you please implement a simular technique.

Basically, there would not be any commands allowed at the page.cs level except for variables used in functions located in the page.cs file. Then a newbie could go to the "main" starter function (located at the top of the page under any variables) to understand the flow.

If "main" function is confusing how about "bootstrap" or "starter" or something??

BTW... This would also help any scripting tools like Visual Studios as all code would be forced to be located in a function and shortcut to functions would work.

Just a request. Thanks

Brian Peal
#20
07/24/2005 (8:52 pm)
There is no script "main" function because Torque games, unlike C# and Java stuff, are not running on script alone. There is a main function, and it resides down deep in the C++ core. Script code can be executed only in three or so ways: when you exec' a script (any script code outside a function is executed right there), when something in the C++ source asks for a script callback function (like onServerCreated, or onClientEnterGame, or onCollision) or when script code executes new script code, via eval or schedules. There's no main loop in script, period.

So it's nearly impossible to link all script funcitons down to a common "main" script function.
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