Game Development Community

I didn't want anyone to miss this

by John Kabus (BobTheCBuilder) · in Torque Game Engine · 11/23/2005 (7:35 pm) · 42 replies

Hi guys,

This was originally posted in the TGE 1.4 dev shot, but I want to make sure anyone who missed it is up-to-date.

Quote:
The Torque Lighting Kit is still a separate product (previously known as the Lighting Pack).

www.synapsegaming.com/content/linkedimages/IGC-2005-5.jpg


We (Synapse Gaming and GarageGames) worked very closely on this release making the Torque Lighting Kit easier than ever to use and customize, and rolling fixes available in TLK into TGE.

All of the awesome lighting tools and technology are still unique to the Torque Lighting Kit - if you don't have it yet what are you waiting for? :)

www.synapsegaming.com/content/linkedimages/IGC-2005-6.jpg


Also TLK is now featured heavily in the TGE demos - so check them out. :)


Obviously there is a TLK 1.4 release in the works (free update, for those wondering). As you can imagine working on the TGE 1.4 release bit a little into TLK related development time, but it was a huge benefit to TGE, TLK, and the whole GG community, so it was well worth it.

Regarding time frame; "when it's done", and "it currently isn't". ;)

Anyway tomorrow is a major holiday around here, so I'll be out of the office for a few days - have a great weekend.

-John
#21
01/05/2006 (10:39 am)
*shoves really really REALLY HARD*

*oww* I think I pulled a muscle and I don't think anything moved, waah!

;-p

I'm waiting with bated breath (whatever THAT means)! :-)
#22
01/05/2006 (10:49 am)
"I'm waiting with bated breath"

Stop eating the worms! I'm trying to fish here.
#23
01/05/2006 (7:01 pm)
Quote:I'm waiting with bated breath (whatever THAT means)! :-)

Bated is a form of abated - basically it means you are in such suspense that you cannot breathe!

Please John, save this man! Release the new 1.4 TLK!
#24
01/06/2006 (3:56 pm)
Good things come to those who wait.

Of course the impatient ones get the good things too.


I love those pictures at the top John - very lush.
#25
01/10/2006 (1:06 pm)
Patience is a virtue, I hear. Alas, I am without virtue right now!

I guess it's a good time to work on my scripting skills...

;-p
#26
01/10/2006 (2:06 pm)
...or just keep posting in forums hoping for a release! :)
#27
01/11/2006 (4:40 am)
TLK 1.4 is now available on the TLK download page (click on "My Account" to view your licensed products, then select the download link for TLK).

I'll post an official release thread later this afternoon, covering the latest updates.

-John
#28
01/11/2006 (4:48 am)
Very good news.
#29
01/11/2006 (4:55 am)
Great! Can't wait to try it.
#30
01/11/2006 (5:24 am)
Many thanks John !
#31
01/11/2006 (6:43 am)
Sweet!
Thanks John :)
#32
01/11/2006 (8:50 am)
I can't wait to see it! I've got some integration work to do tonight :)

I can't wait to see what the new updates are, too.
#33
01/11/2006 (9:07 am)
Just got my integration done. Great Work, John. Thanks

BTW, a great merge/integration scheme is to use two copies of WinMerge 2.4, one comparing

TorqueLightingPack(13) and TorqueLightingPack(13_Work) as a reference for the changes you made,

and the other comparing

TorqueLightingPack(13_Work) and TorqueLightingPack(14_Work) for the actual integration.

If you do it this way and sort the files in WinMerge by descending date, it's easy to see the cluster of files you need to change, and it is very easy to carry off the whole process without a hitch. Scan the changes to a file with the first copy of WinMerge, then swithc to the other copy, find the file, open it and merge...

When done, run WinMerge against TorqueLightingPack(14) and TorqueLightingPack(14_Work) and the it should now look like the first 13/13_Work compare you did.

My two cents.

Happy merging, all.
#34
01/11/2006 (3:22 pm)
I noticed while merging that map2dif was changed, and there are indeed sg* files associated with map2dif. But the developer's guide makes no mention of it under the section Adding TLK Files to project. Something I'm missing?

Thanks,

Eric
#35
01/11/2006 (3:33 pm)
Those files are header files, so you don't have to add them to your map2dif project.

Adding them won't hurt anything either, so you can leave them in.

-John
#36
01/11/2006 (5:48 pm)
As I was merging my project I noticed that there is no renderShadow or prepRenderImage functions defined for the Tank pack's TankShape. Is this something that can be remedied by simply duplicating the wheeledvehicle versions? As it is, I have to comment out the existing renderShadow declaration in tankshape.h to get it to compile without having linking errors regarding there being no TankShape::renderShadow(float, float)

edit:: typo
#37
01/11/2006 (7:06 pm)
The tank pack should come with its own versions of those methods, make sure to add all of the tank pack source files to your project.

-John
#38
01/12/2006 (12:37 am)
Greetings

I've downloaded the latest version and when i open the example and go to the orc town, i see it still uses the old water system (no soft edges)

I assume i must integrate the code into the new tge 1.4 myself based on what people are saying above ?

Tnks in advance

-Edwin
#39
01/12/2006 (5:26 am)
Edwin, TLK 1.4 is already merged into TGE 1.4. You only need to merge your own project mods into TLK now, that's what the above discussion is all about.
#40
01/12/2006 (10:48 am)
Waaaa-hooo! Downloading now.. can't wait to work with this! :-)