Game Development Community

Final release of T2D, when?

by Matthews_30 · in Torque Game Builder · 10/11/2005 (10:18 am) · 34 replies

Is there any news about the finall release of the T2D engine?

matt.
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#21
10/12/2005 (10:04 am)
Also,

If one was capable of using the search feature of this forum then they would find numerous posts regarding the same topic. Why create another useless thread on a topic that has been basically beaten to death?

I am in no position to give an official answers, but can say with confidence (99.9% sure that Josh W and others would back me) that:

Quote:
T2D will be released when GG feels it is ready for mass consumption and not a second sooner, they literally have more projects going then they have people to work on the projects. Cut them some slack and wait patiently like the rest of us.

-Ron
#22
10/12/2005 (10:09 am)
@Chris, I realize that now and thank you for letting me know. I guess my point was that people new to these forums may not realize that and assume the wrong thing (like me).
#23
10/12/2005 (10:13 am)
David - It's all good

Ron - I know youre right... It's just frustrating some times. I suppose there's no bounty for T2D, to help it get along a bit faster ?
#24
10/12/2005 (10:22 am)
@Chris,

I am unaware of any bounty type system for T2D.

-Ron
#25
10/12/2005 (10:30 am)
Arghghg...

everyone who went to IGC's t2d talk heard Josh say 1.1 would be released as alpha sometime soon (i dont remember if he said a few weeks? someone with a better memory, reply please)

so while that wouldnt be a 'final' it would be a new release regardless, which i'm assuming is the real question being asked.

but honestly.. is your project almost ready for release? if not, then what are you complaining about. t2d has enough functionality to get your project to the 90% mark.
#26
10/12/2005 (10:30 am)
Clarifying:

1. i am pretty new, 1 week older with T2D product.
2. i thought the answers were serious
3. i do have sense of humour, but i dont have any friends here, i would wish, but i am pretty new.
4. i am not NorthAmerican (Usa), i am SouthAmerica so my sense of humour is very different to yours
5. my native spoken languaje is Spanish, so in english the "sense" is not always the same.
6. i did not used the "search" feature because i missed, this time, only this time.
7. the answers were not appropiate as expected
8. if somebody dont like a post, it is easy, DONT ANSWER TO IT
9. if you are a gentleman, answer the post saying "answer in THIS link..."
10. i felt offended with your answers that is why i get angry and told somebody "Lamers"
11. please apologize, i ask all of you, honestly.

next time i will not get angry because i will think it is a joke.

honest and kindly regards,

matt.
#27
10/12/2005 (10:38 am)
Jason - the issue is that the game I want to build requires multiplayer, which T2D does not currently support. I can build the rest of the game, but it's not going to take very long. It is too centered around the multiplayer aspect. I dont want to work on 30% of a project, and come back to it later... If that happens I probably never will come back.

It doesnt matter. Nothing I say or do can change that, and I know it. Guess I'll just have to put the game on the backburner and work on something else.

I didnt mean for my rant to spark all this. I just wanted to rant and it seemed a thread that has been duplicated 50 times would be a good place. he he he
#28
10/12/2005 (10:09 pm)
On the bounty issue. The suggestion I put in was to let GG developers offer up Bounties... and they can choose
to give to public or not. GG would charge a little fee to run the database (same tool they use for internal TSE bounties).

That way we can all pitch in a few bucks here and there for major features we need. And help get them done faster
maybe..

T2D is really going to be evolving product. I think eventually we will end up with "SuperTorque" that's TSE and T2d
mixed Phatty style.

Oh well one can dream no?
#29
10/12/2005 (10:43 pm)
Chris: no worries, i go off on rants quite often here too :)

so if your question is about network support, technically t2d already supports network, but just raw tcpip stuff. From what I heard at IGC i dont think 1.1 will include better network support, so dont hold your breath (if 1.1 wont include better networking, then indeed it will be a long wait)

Unless you need to do realtime interpolation (like in a fps or multiplayer action game) then the netcode you need to write is pretty trivial. (though of course you need to learn how to write tcpip type stuff)

If you dont want to deal with that, then you could pick up my t2d.net and interface with DirectPlay, which is a nice networking interface.

Also, fyi the biggest problem i see with t2d 1.0.2 is performance, though 1.1 fixes that so i'm not worrying.
#30
10/12/2005 (10:56 pm)
As Jason said, T2D does support networking. You can use TCP directly or you can use CommandToServer / CommandToClient. One of those should cover most cases a casual game would need. Ghosting of objects between client and server, like in TGE, is not in yet and will not be in 1.1, so you would need to add it yourself if absolutely needed.
#31
10/13/2005 (3:27 am)
I need realtime multiplayer action. I guess I'm stuck waiting.

It's all good. :)
#32
10/13/2005 (8:15 am)
Originally Tribes was geared towards an upwards of a hundred players at a time, right? So naturally there would have to be some kind of alternative to commandToServer and commandToClient. But it might be feasible to use those two for close to real-time multiplayer for just a few players in T2D.
Has anyone even tried it?

--
Hans
#33
10/13/2005 (8:49 am)
Tcp works presently in T2D... CommandToServer and CommandToClient will work in 1.1. This is what I know, I'm not sure anyone knows when full real-time networking will be in T2D, its a very important feature though presently there are more important features to complete Torque 2D.

Technically if you were really up for a challenge you could dig through Torque 3D network code and dig through T2D code and try and come up with a merged solution, though in the end your best off waiting for Josh and Melv to do it. A bounty wouldn't work well for something like this since it takes intimate knowledge of almost every aspect of the engine.
#34
10/13/2005 (9:08 am)
Mathew - I didn't mean a bounty for working net code. Just bounties in general.

If we can help with the little things, maybe the main dev's can get to the bigger things quicker.
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