TGB RC2 is Here
by Justin DuJardin · in Torque Game Builder · 06/08/2006 (12:02 pm) · 32 replies
For more details, see my .PLAN Here.
I've gone ahead and decided to post our changelog here (slightly trimmed down and slightly edited) for a more complete coverage of what we've addressed. If you know of an issue that's not resolved here, please feel free to post about it in this thread. Odds are that it's in our bugtracker, but hey, it's good to be sure!
Happy Gamin'!
-Justin
I've gone ahead and decided to post our changelog here (slightly trimmed down and slightly edited) for a more complete coverage of what we've addressed. If you know of an issue that's not resolved here, please feel free to post about it in this thread. Odds are that it's in our bugtracker, but hey, it's good to be sure!
Happy Gamin'!
-Justin
#22
06/08/2006 (10:58 pm)
@Leroy, as I mentioned in that , it was an implementation problem of some sort, because changing the size of the screen while any framerates were even remotely high, for me would lock the app. In the release notes they mention it as being a known problem as well, which is why they removed the feature. I'm not saying I dont want maximize capability, I'm saying what was in there didn't work for me.
#23
I apologize for any inconvenience that this release may have caused your demos or tutorials. This release addressed alot of core issues that were causing numerous problems with the overall use of the tool. This apparently has introduced some issues that the documents need to updated to take into account. With the release of the product only a few days away, we had no choice but to address them in a manner that would ensure that they were no longer able to cause problems.
I assure you all that when the final is released next week we will have all of these resolved and updated to reflect these last minute fixes. Tomorrow we will investigate all issues reported in this thread and update you on our findings here. Thanks for your patience and support through this long development process, we're almost there!
With regards to the maximize button and the ability to size the window by dragging it, we did indeed opt to remove them. This was because of some serious issues that non system-supported 3D accelerated resolutions were causing Torque. Because of this we opted to remove them temporarily while we implement a safe solution that offers the benefit that we set out to provide with it--easy adjustment of the tool's size on screen. The maximize button may make it's way back into the product before release, but if it does it will merely toggle the tool into fullscreen, not maximize in windowed mode.
Cheers,
-Justin
06/09/2006 (12:14 am)
Hey guys,I apologize for any inconvenience that this release may have caused your demos or tutorials. This release addressed alot of core issues that were causing numerous problems with the overall use of the tool. This apparently has introduced some issues that the documents need to updated to take into account. With the release of the product only a few days away, we had no choice but to address them in a manner that would ensure that they were no longer able to cause problems.
I assure you all that when the final is released next week we will have all of these resolved and updated to reflect these last minute fixes. Tomorrow we will investigate all issues reported in this thread and update you on our findings here. Thanks for your patience and support through this long development process, we're almost there!
With regards to the maximize button and the ability to size the window by dragging it, we did indeed opt to remove them. This was because of some serious issues that non system-supported 3D accelerated resolutions were causing Torque. Because of this we opted to remove them temporarily while we implement a safe solution that offers the benefit that we set out to provide with it--easy adjustment of the tool's size on screen. The maximize button may make it's way back into the product before release, but if it does it will merely toggle the tool into fullscreen, not maximize in windowed mode.
Cheers,
-Justin
#24
06/09/2006 (12:56 am)
Any progress on the mac build? i've noticed no answer to this on this thread or the announcement .plan
#25
06/09/2006 (1:47 am)
He's working too hard on the build to post on the forums Anthony--one guy does all of our Mac work for all of our product lines that are on Mac...give him just a bit more time :)
#26
Anyhow, i have faith that if it's possible to re-implement maximize, gg will be the ones to do it (along with fixing all the other issues/problems). Therefore i look forward to a cracking next release! :)
06/09/2006 (5:56 am)
@Rodney & Justin: Understood on the maximize button issue, as i said, i didn't read all of the change log to notice that it pretty explained the reason for removing it. So i stand corrected :)Anyhow, i have faith that if it's possible to re-implement maximize, gg will be the ones to do it (along with fixing all the other issues/problems). Therefore i look forward to a cracking next release! :)
#27
Great work Justin and crew! The editors performance increase is fantastic. Mouse lag is gone at 1024x768 and only a little choppy at 1600x1200.
The mouse lag was keeping me from the editors but now im convinced they will be the way to go for pumping out levels. First thing I did was shrink the ship on the side scroller and play a few round with the mini. Very cool how the collisions resized without having to do a thing.
Hoping to post some screen in a few weeks. Up to my ears in Arch Vis work currently.
- J
06/09/2006 (6:25 am)
There was a maximize button? Alt+Enter is second nature to me at this point on just about any app.Great work Justin and crew! The editors performance increase is fantastic. Mouse lag is gone at 1024x768 and only a little choppy at 1600x1200.
The mouse lag was keeping me from the editors but now im convinced they will be the way to go for pumping out levels. First thing I did was shrink the ship on the side scroller and play a few round with the mini. Very cool how the collisions resized without having to do a thing.
Hoping to post some screen in a few weeks. Up to my ears in Arch Vis work currently.
- J
#28
Great work Justin and crew! The editors performance increase is fantastic. Mouse lag is gone at 1024x768 and only a little choppy at 1600x1200.
The mouse lag was keeping me from the editors but now im convinced they will be the way to go for pumping out levels. First thing I did was shrink the ship on the side scroller and play a few round with the mini. Very cool how the collisions resized without having to do a thing.
Hoping to post some screen in a few weeks. Up to my ears in Arch Vis work currently.
- J
06/09/2006 (6:27 am)
There was a maximize button? Alt+Enter is second nature to me at this point on just about any app.Great work Justin and crew! The editors performance increase is fantastic. Mouse lag is gone at 1024x768 and only a little choppy at 1600x1200.
The mouse lag was keeping me from the editors but now im convinced they will be the way to go for pumping out levels. First thing I did was shrink the ship on the side scroller and play a few round with the mini. Very cool how the collisions resized without having to do a thing.
Hoping to post some screen in a few weeks. Up to my ears in Arch Vis work currently.
- J
#29
06/09/2006 (6:28 am)
@Jesse: That's full screen (exclusive), not (windowed) maximize.
#31
06/09/2006 (6:56 am)
@Jesse: What? You knew that already right? Darn you got me, nice 1! Right, everybody, if you see me replying to any more maximize button queries you have the right to give me a digital slap and a telling off :-) EDIT: Trying to increase my post count until i've ironed out my project woes ;)
#32
http://www.garagegames.com/mg/forums/result.thread.php?qt=40145
06/09/2006 (9:04 am)
The getIsPointInObject() call still doesn't work.http://www.garagegames.com/mg/forums/result.thread.php?qt=40145
Torque Owner C. N.
EDIT: Got it. @Leroy: Tiles seem to work fine for me.
EDIT: Oops, scratch that. Everything in my scene disappeared when I hit play.