TLK1.4 has issues
by Shon Gale · in Torque Game Engine · 01/26/2006 (7:45 am) · 27 replies
Hi everyone,
To begin with this is not Shon but DeathTwister AKA Maylock Stansbury the Artist of ATOMIX and I need to show you a few things. I have been fairly quiet so far as I have been working my buns off and working with other software that needed my attention more then GG untill now.
I have noticed that the Lighting when we brought our mission into 1.4 sure changed alot. I am going to post 2 screens here for all to see my plight. any help here would be very much appreciated as we try and work and meet our deadlines which are not looking to good at the moment with all the bugs from all these diferent programs we are using. Here are 2 screens to show you what we are talking about:
[img]http://theatomizer.com/postedImages/TLK_Bug1.jpg[/img]
[img]http://theatomizer.com/postedImages/TLK_Bug2.jpg[/img]
It would be nice to be able to depend at least on GG for a good stable build so we can look at either other software causing it or more likely oursleves messing something up. I know there are over 1,084 bugs in TLK 1.4 and have no idea how many more since the Lighting pack was added, so I will not post what I do think are bugs at this time untill some of the list gets a bit smaller /chuckles.
Anyway thanks for your help in advance we have decided to develop both builds at the same time as there are issues to be dealt with in 1.4 before we can count on something stable to work with.
DeathTwister
The artist conceives worlds where no one can go. the programmer Mathematically creates the Magic so the rest of the world can follow The artist into wonderful places of our minds.
ATOMIX Productions
www.theatomizer.com
Klamath, CA.
maylock@theatomizer.com
To begin with this is not Shon but DeathTwister AKA Maylock Stansbury the Artist of ATOMIX and I need to show you a few things. I have been fairly quiet so far as I have been working my buns off and working with other software that needed my attention more then GG untill now.
I have noticed that the Lighting when we brought our mission into 1.4 sure changed alot. I am going to post 2 screens here for all to see my plight. any help here would be very much appreciated as we try and work and meet our deadlines which are not looking to good at the moment with all the bugs from all these diferent programs we are using. Here are 2 screens to show you what we are talking about:
[img]http://theatomizer.com/postedImages/TLK_Bug1.jpg[/img]
[img]http://theatomizer.com/postedImages/TLK_Bug2.jpg[/img]
It would be nice to be able to depend at least on GG for a good stable build so we can look at either other software causing it or more likely oursleves messing something up. I know there are over 1,084 bugs in TLK 1.4 and have no idea how many more since the Lighting pack was added, so I will not post what I do think are bugs at this time untill some of the list gets a bit smaller /chuckles.
Anyway thanks for your help in advance we have decided to develop both builds at the same time as there are issues to be dealt with in 1.4 before we can count on something stable to work with.
DeathTwister
The artist conceives worlds where no one can go. the programmer Mathematically creates the Magic so the rest of the world can follow The artist into wonderful places of our minds.
ATOMIX Productions
www.theatomizer.com
Klamath, CA.
maylock@theatomizer.com
About the author
#22
Demetrius doesn't need a license in your example. Script files do not require a license :)
01/29/2006 (4:09 pm)
Jon, Demetrius doesn't need a license in your example. Script files do not require a license :)
#23
01/29/2006 (8:35 pm)
Are you sure? script files are still source code. You're not supposed to post script files in the non-owners forumns I don't think...
#24
01/29/2006 (9:05 pm)
You're allowed to give script files, unless the TLK is different and I hadn't noticed it. They are source code, but TorqueScript, not C++ source code (thus being engine source code).
#25
01/29/2006 (10:27 pm)
Torque2D has additional restrictions on releasing script files related to T2D. General TGE scripts do not. I do not recall if TLK had a similar restriction. With the release of 1.4 and the endian compatability has obliviated any need to not simply release the compiled DSO's (other than for mod examples).
#26
Thanks for the input guy but we totally strayed from the original post. But we got accused of breaking the EULA and we took that EXTREMELY serious.
Shon Gale
01/30/2006 (10:46 am)
We need some GG input on this I think. I reposted this licensing discussion on the public forum so me and mine won't get in trouble. We need to clarify this immediately and it has to be from someone who really knows and states that they really know because they work there.Thanks for the input guy but we totally strayed from the original post. But we got accused of breaking the EULA and we took that EXTREMELY serious.
Shon Gale
#27
The reason that was said in this thread is because you have an artist (who normally does not require a license) using YOUR licensed account to access private forums. That is not allowed.
And in John's examples above, none of the scripter/scripter-modeller people need licenses for TGE/TSE. For T2D, they do.
Script code is not source code (in our parlance anyway) for TGE and TSE. In fact, if you have a script only question, we ask that you post it in the public forums, since anyone is allowed to know the answer. Once it starts talking about source (defined as c++, asm or other intermediate code delivered as part of the full purchased installer, except script), then the discussion would need to no longer take place in the public forums.
The very very simple "do I need a license" answer:
If you are looking at TGE/TSE c++ code, or need access to the private forums, you need a license.
If you are doing anything at all with T2D besides simply creating art (and not using that art in script), you need a license.
01/30/2006 (11:08 am)
As I commented in the other forum area:The reason that was said in this thread is because you have an artist (who normally does not require a license) using YOUR licensed account to access private forums. That is not allowed.
And in John's examples above, none of the scripter/scripter-modeller people need licenses for TGE/TSE. For T2D, they do.
Script code is not source code (in our parlance anyway) for TGE and TSE. In fact, if you have a script only question, we ask that you post it in the public forums, since anyone is allowed to know the answer. Once it starts talking about source (defined as c++, asm or other intermediate code delivered as part of the full purchased installer, except script), then the discussion would need to no longer take place in the public forums.
The very very simple "do I need a license" answer:
If you are looking at TGE/TSE c++ code, or need access to the private forums, you need a license.
If you are doing anything at all with T2D besides simply creating art (and not using that art in script), you need a license.
Associate David Montgomery-Blake
David MontgomeryBlake
The people on the private forums are those who have purchased the engine and TLK. If you wish to have access to both the private forums (where the source code is discussed at length), then you will have to have the correct licenses. Otherwise, let Shon (who I believe is the programmer) act as an intermediary for art related discussion.
And as for the number 1084, the incident number does not necessarily preclude a number of unsolved issues before it nor any unsolved ones after it. Incident numbers in help desk situations are often primary keys for easy reference regardless of the status. In worst-case scenario, if the incident number is in a wholly unsolved table, there are at least 1084 known bugs (and perhaps more since the 6th or less if some have been resolved). Considering the way issue numbers are usually tracked for consistency among teams, it is rather unlikely that the worst-case scenario is active. The number may be up to 2098, but that doesn't mean that the first 1000 are not solved. Removing an incident from the database when it is "solved" can cause problems if it rears its head somewhere down the road. It doesn't mean that there aren't bugs--software development is notorious for them. It does mean that there are at least 1084 known bugs that are in an indeterminant state of resolution (indeterminant since we do not have access to the project tracking system). I am not sure when they began tracking, but I would assume (and you know what that means) at the onset of the 1.4 split. Many have probably been solved, many probably have not. And many are probably still waiting to be discovered.