Alpha3 1.1 is live
by Josh Williams · in Torque Game Builder · 01/19/2006 (6:32 pm) · 42 replies
Hey guys,
We put up a new verison of the Alpha. :) Actually, we put up two new versions... Alpha3a and Alpha3b. Details on 'em below!
First, let me quickly state the difference between the two versions. Alpha3b contains a brand new directory structure layout that we propose providing with T2D (and eventually TGE and TSE). I think it's much, much, much easier for people new to Torque to understand this layout. If you're checking out the alpha, please let us know what you think about it. (In fact, I'm going to start a new thread on it right now :).
Okay, other than the directory structure, these two builds are identical. Here are the highlights of what's new and different:
Alpha 3:
-Includes merge with TGE 1.4 (actually, this includes stuff that will go in TGE 1.4.1...)
-Includes our new packaging utility! Check it out. We're actually working on some revisions to this right now, but it'd be great to get some feedback on it as-is. Note that this is Windows-specific, for now. You can use the packaging utility to automatically create a publicly distributable version of your game. It will go through your scripts and analyze what scripts and assets (eg images and sounds) you use, copy the DSOs all over to a new folder, and insert the T2D.exe and necessary support binaries along with it. In english, it takes everything your game uses and puts it in a nice little package for ya!
-Includes t2dShapeVector... this introduces primitives support to T2D. So, you can create lines, boxes, etc without needing bitmap graphics. We hope to expand our vector support in the (perhaps semi-distant) future. :)
-Includes new polymorphic console methods. We've made it so you don't have to pass everything in as strings now. So, for example, you can call .setPosition(%x, %y), instead of .setPosition("10 20"). I'd really like feedback on this... in fact, if people don't care about us maintaining backward compatibility with the old string-passing method, then I'd strongly consider ripping the string stuff out and working it exclusively with the new and better multiple param methods. :)
-Includes a new gSceneTicker, which you can use to track time. This hasn't yet been fully integrated into every T2D object, but we hope to soon.
-Includes lots of bug fixes
Note though that unfortunately, we didn't get a chance to *entirely* update *all* the docs. And, in fact, in the Alpha3b build, we goofed a little bit and didn't include a couple of the docs we normally ship (eg GettingStarted.pdf!). Woops! :) We'll certainly patch that up before release, but I just wanted to make the note here that the docs in this version, especially Alpha3b, shouldn't be considered final-ish by any means. We also have a lot more docs to write... eg on the level editor.
We'll do another release as soon as we can... and I'm hoping the next one will include yet more editors, and docs that are closer to being fully up to date, along with yet more bug fixes.
Please note... when you report bugs, please mark them as Alpha 3! And if you feel really helpful, in your bug reports, please help us indentify where in the code, script or assets the bug lies... and if you feel extra, extra helpful, go ahead and provide a nice fix! Thanks. The whole idea with these alphas is to give everyone a preview of what's to come, give you early updates, and hopefully have everyone help out making the engine better.
Note as well that the OS X build for Alpha 3 is being worked on now as well. It will take a little time to get it ready, but we wanted to get this build out to as many people as possible as soon as we could. :) Paul Scott is dilligently working to make the OS X side rock though. :)
Thanks very much to Melv, Justin Dujardin, Matt Langley, Adam Larson, and Paul Scott for all their work on this! Also, remember to checkout the T2D section on TDN... lots of great new docs up there, built for T2D 1.1. :)
We put up a new verison of the Alpha. :) Actually, we put up two new versions... Alpha3a and Alpha3b. Details on 'em below!
First, let me quickly state the difference between the two versions. Alpha3b contains a brand new directory structure layout that we propose providing with T2D (and eventually TGE and TSE). I think it's much, much, much easier for people new to Torque to understand this layout. If you're checking out the alpha, please let us know what you think about it. (In fact, I'm going to start a new thread on it right now :).
Okay, other than the directory structure, these two builds are identical. Here are the highlights of what's new and different:
Alpha 3:
-Includes merge with TGE 1.4 (actually, this includes stuff that will go in TGE 1.4.1...)
-Includes our new packaging utility! Check it out. We're actually working on some revisions to this right now, but it'd be great to get some feedback on it as-is. Note that this is Windows-specific, for now. You can use the packaging utility to automatically create a publicly distributable version of your game. It will go through your scripts and analyze what scripts and assets (eg images and sounds) you use, copy the DSOs all over to a new folder, and insert the T2D.exe and necessary support binaries along with it. In english, it takes everything your game uses and puts it in a nice little package for ya!
-Includes t2dShapeVector... this introduces primitives support to T2D. So, you can create lines, boxes, etc without needing bitmap graphics. We hope to expand our vector support in the (perhaps semi-distant) future. :)
-Includes new polymorphic console methods. We've made it so you don't have to pass everything in as strings now. So, for example, you can call .setPosition(%x, %y), instead of .setPosition("10 20"). I'd really like feedback on this... in fact, if people don't care about us maintaining backward compatibility with the old string-passing method, then I'd strongly consider ripping the string stuff out and working it exclusively with the new and better multiple param methods. :)
-Includes a new gSceneTicker, which you can use to track time. This hasn't yet been fully integrated into every T2D object, but we hope to soon.
-Includes lots of bug fixes
Note though that unfortunately, we didn't get a chance to *entirely* update *all* the docs. And, in fact, in the Alpha3b build, we goofed a little bit and didn't include a couple of the docs we normally ship (eg GettingStarted.pdf!). Woops! :) We'll certainly patch that up before release, but I just wanted to make the note here that the docs in this version, especially Alpha3b, shouldn't be considered final-ish by any means. We also have a lot more docs to write... eg on the level editor.
We'll do another release as soon as we can... and I'm hoping the next one will include yet more editors, and docs that are closer to being fully up to date, along with yet more bug fixes.
Please note... when you report bugs, please mark them as Alpha 3! And if you feel really helpful, in your bug reports, please help us indentify where in the code, script or assets the bug lies... and if you feel extra, extra helpful, go ahead and provide a nice fix! Thanks. The whole idea with these alphas is to give everyone a preview of what's to come, give you early updates, and hopefully have everyone help out making the engine better.
Note as well that the OS X build for Alpha 3 is being worked on now as well. It will take a little time to get it ready, but we wanted to get this build out to as many people as possible as soon as we could. :) Paul Scott is dilligently working to make the OS X side rock though. :)
Thanks very much to Melv, Justin Dujardin, Matt Langley, Adam Larson, and Paul Scott for all their work on this! Also, remember to checkout the T2D section on TDN... lots of great new docs up there, built for T2D 1.1. :)
#22
I gotta say that I like the comma separated arguments, too. One thing that used to always spoof me when coming from pure C++ to using TorqueScript was the strings instead of raw parameters, hehe...
Honestly, I'll keep using this engine no matter what gets changed/kept though.
And thanks for the constant stream of Alpha releases. I think everyone will agree that it makes us feel like we're in the loop. :)
01/23/2006 (10:58 pm)
Superb!I gotta say that I like the comma separated arguments, too. One thing that used to always spoof me when coming from pure C++ to using TorqueScript was the strings instead of raw parameters, hehe...
Honestly, I'll keep using this engine no matter what gets changed/kept though.
And thanks for the constant stream of Alpha releases. I think everyone will agree that it makes us feel like we're in the loop. :)
#23
01/26/2006 (2:38 am)
Just curious.. is the Mac version of alpha 3 ready? I'm not sure if there will be an announcement or if it'll silently appear, so that's why I'm asking. Thanks! :)
#24
Update: Ok i'm stupid... i found it. =)
01/26/2006 (5:20 pm)
I'm sure this is a stupid question... but where do i go to download these alphas? Is CVS back up? I don't seem to be able to find the download on my account page. Help! =)Update: Ok i'm stupid... i found it. =)
#25
:-)
edit: Oops he found it already! never mind
01/26/2006 (5:43 pm)
@Tom: Click on My Account > Torque 2D Indie License - Source > Download and you will see the Alpha Windows installers there:-)
edit: Oops he found it already! never mind
#26
Re : Packaging Utility - Sorry for the misleading ignore DSO's in the packaging utility. What that means is that when it analyzes scripts files it will skip over analyzing DSO files. Once the analyzation is complete it will compile them fresh and then copy over those DSO's to the output directory.
Re : Level Editor - It was not included in Alpha3 or 3b but will be in Alpha4 once it's available!
Cheers,
-Justin
01/27/2006 (10:00 am)
Alex,Re : Packaging Utility - Sorry for the misleading ignore DSO's in the packaging utility. What that means is that when it analyzes scripts files it will skip over analyzing DSO files. Once the analyzation is complete it will compile them fresh and then copy over those DSO's to the output directory.
Re : Level Editor - It was not included in Alpha3 or 3b but will be in Alpha4 once it's available!
Cheers,
-Justin
#27
01/27/2006 (10:04 am)
Are there any informations to be found of what the level editor will be like and what can be done with it? :)
#28
01/27/2006 (10:27 am)
I think preview information on the level editor sounds like a great topic for someone's .plan. :)
#29
01/27/2006 (10:14 pm)
@Justin- OK cool! The packaging utility is more sophisticated than I thought if it's recompiling all the script files also.
#30
Go go go go!
I mean, T2D is almost usable now! =) Just kidding... But Id rather like to see that level editor!
Ricky,
01/28/2006 (5:21 am)
Wooo!Go go go go!
I mean, T2D is almost usable now! =) Just kidding... But Id rather like to see that level editor!
Ricky,
#31
01/28/2006 (12:15 pm)
@Josh or Melv - How about just 'scripts' instead of 'gameScripts' in the new directory structure?
#32
Love the packaging utility and the exclusion of string params is one i didn't see coming.. what a gift!!!
Keep up the great work!
01/30/2006 (7:30 am)
This is awesome progress,Love the packaging utility and the exclusion of string params is one i didn't see coming.. what a gift!!!
Keep up the great work!
#33
01/30/2006 (11:32 am)
Has anyone got a mac build working yet???
#34
01/30/2006 (11:36 am)
I don't think it's possible from our end. The MacCarbon code doesn't seem to be ready.
#35
Not too important :)
01/30/2006 (12:42 pm)
Ok thanks, only my partner in crime is on a mac and he cant play the latest builds :(!Not too important :)
#36
As Adam Larson mentioned the ability to pass returned strings directly as functions to another argument is very handy. When I first picked up T2D I was rather put out by the emphasis on string arguments, but I've gotten quite accustomed to it and would really miss it if it were removed.
I know this thread is somewhat old, but you requested feedback and after an hiatus I'm back.
Tim Doty
02/21/2006 (12:49 pm)
@ Josh:Quote:
I'd really like feedback on this... in fact, if people don't care about us maintaining backward compatibility with the old string-passing method, then I'd strongly consider ripping the string stuff out and working it exclusively with the new and better multiple param methods. :)
As Adam Larson mentioned the ability to pass returned strings directly as functions to another argument is very handy. When I first picked up T2D I was rather put out by the emphasis on string arguments, but I've gotten quite accustomed to it and would really miss it if it were removed.
I know this thread is somewhat old, but you requested feedback and after an hiatus I'm back.
Tim Doty
#37
The latest version on my downloads page seems to be 1.1 Beta 1.1...
02/24/2006 (9:45 am)
I'm having some trouble finding Alpha3 as well...The latest version on my downloads page seems to be 1.1 Beta 1.1...
#38
02/24/2006 (9:49 am)
1.1 Beta 1.1 is the latest version :)
#39
02/25/2006 (6:24 am)
What is this Alpha3 then?
#40
I'm going to cover some terms for clarity, I'm not trying to imply you are or are not familiar with them.
Software development releases are often characterized by alpha and beta. Generally speaking alpha means it doesn't work completely (if at all) while beta implies it is mostly (or completely) working but still has some kinks to work out.
So a development schedule might have one or more "alphas" followed by one or more "betas" followed by the production version. Generally, alpha versions are internal only, beta versions are "released" to testers and production versions are what ship. In truth, the designation of alpha and beta are completely arbitrary. For example, continuing to call a release version 'beta' for commercial reasons.
To track progress in a step-wise fashion version numbers are used. Although sometimes meaning is attached to major and minor numbers they are likewise completely arbitrary. Sometimes version numbers are skipped (If I remember correctly it was Mandrake linux that went straight from 8 to 10) and sometimes "major releases" don't involve a major version number bump (Windows 2000 is Windows NT 5.0 while Windows XP is Windows NT 5.1).
So to answer the question:
The early adopter release was having slower progress than some customers wanted so GG chose to release unfinished revisions for them. Due to the incomplete nature of these releases GG designated these as "alpha". If I remember correctly they intended to release this as version 1.1 when complete, so it was 1.1 alpha. The second go at it was 1.1 alpha2 and the third was 1.1 alpha3. Now that things have progressed to where GG feel it is more complete it is now designated as beta. These designations being arbitrary they could have called it alpha4. They felt that calling it a beta better reflected its development status.
1.1 Alpha3 is the version prior to 1.1 beta, the current version.
Tim Doty
02/25/2006 (6:44 am)
Now I feel at fault for resurrecting this old thread by my reply to Josh.I'm going to cover some terms for clarity, I'm not trying to imply you are or are not familiar with them.
Software development releases are often characterized by alpha and beta. Generally speaking alpha means it doesn't work completely (if at all) while beta implies it is mostly (or completely) working but still has some kinks to work out.
So a development schedule might have one or more "alphas" followed by one or more "betas" followed by the production version. Generally, alpha versions are internal only, beta versions are "released" to testers and production versions are what ship. In truth, the designation of alpha and beta are completely arbitrary. For example, continuing to call a release version 'beta' for commercial reasons.
To track progress in a step-wise fashion version numbers are used. Although sometimes meaning is attached to major and minor numbers they are likewise completely arbitrary. Sometimes version numbers are skipped (If I remember correctly it was Mandrake linux that went straight from 8 to 10) and sometimes "major releases" don't involve a major version number bump (Windows 2000 is Windows NT 5.0 while Windows XP is Windows NT 5.1).
So to answer the question:
The early adopter release was having slower progress than some customers wanted so GG chose to release unfinished revisions for them. Due to the incomplete nature of these releases GG designated these as "alpha". If I remember correctly they intended to release this as version 1.1 when complete, so it was 1.1 alpha. The second go at it was 1.1 alpha2 and the third was 1.1 alpha3. Now that things have progressed to where GG feel it is more complete it is now designated as beta. These designations being arbitrary they could have called it alpha4. They felt that calling it a beta better reflected its development status.
1.1 Alpha3 is the version prior to 1.1 beta, the current version.
Tim Doty
Torque Owner NEOK
I can't wait to take a loot at it.
Hope all my patches(STL, flash, arrayobject) would work with new version.