TGB Known Issues
by Matthew Langley · in Torque Game Builder · 06/20/2006 (11:17 am) · 19 replies
TGB Known Issues
Hey guys, we are launching TGB 1.1.0 today! Very exciting. We wanted to thank everyone for all their help throughout the Early Adopter period. It's been a fun ride, and having all the bug reports from the community has helped us make TGB the best it can be!
As with any software release though, we're ISVing a few bugs. We're going to be very open about all the known issues with TGB... and of course we'll keep updating TGB in the future, adding features, fixing bugs, handling usability issues, and improving it every way we can!
You can see the updated list of known issues here: tdn.garagegames.com/wiki/TGBKnownIssues ... the current list looks like so:
These are issues we currently know about TGB and plan to fix in future releases.
* t2dShape3D does not render in D3D mode.
* The load/save brushes dialog in the tile editor does not default to the correct extension (.bru).
* Tile layers are rotated 90 degrees in the object library.
* Options in the toolbar and preferences dialog are not synced.
* Undo/redo of camera changes does not update quick edit.
* Changing the camera position, then changing back to 0, 0 still loads the level with the previous position.
* Object tree resizing slowly reverts itself.
* 3D shapes render over gui elements drawn before them.
* Project resources dialog does not update properly when multiple resources are added/removed.
* Drop down list boxes and menus don't capture mouse up event after selections.
* Some Particle Effect properties are only saved to the effect file, not the level file.
* getDirectoryList requires 1 for the depth parameter to get a directory listing of the specified path whereas the Mac implementation only requires 0.
* Tile Layers reposition themselves to half their width and height when put at 0, 0
* When TGB is out of focus and you click the window to bring it back in focus, the editor handles the mouseclick as a control input (sometimes resulting in checkboxes getting clicked unexpectedly)
Hey guys, we are launching TGB 1.1.0 today! Very exciting. We wanted to thank everyone for all their help throughout the Early Adopter period. It's been a fun ride, and having all the bug reports from the community has helped us make TGB the best it can be!
As with any software release though, we're ISVing a few bugs. We're going to be very open about all the known issues with TGB... and of course we'll keep updating TGB in the future, adding features, fixing bugs, handling usability issues, and improving it every way we can!
You can see the updated list of known issues here: tdn.garagegames.com/wiki/TGBKnownIssues ... the current list looks like so:
These are issues we currently know about TGB and plan to fix in future releases.
* t2dShape3D does not render in D3D mode.
* The load/save brushes dialog in the tile editor does not default to the correct extension (.bru).
* Tile layers are rotated 90 degrees in the object library.
* Options in the toolbar and preferences dialog are not synced.
* Undo/redo of camera changes does not update quick edit.
* Changing the camera position, then changing back to 0, 0 still loads the level with the previous position.
* Object tree resizing slowly reverts itself.
* 3D shapes render over gui elements drawn before them.
* Project resources dialog does not update properly when multiple resources are added/removed.
* Drop down list boxes and menus don't capture mouse up event after selections.
* Some Particle Effect properties are only saved to the effect file, not the level file.
* getDirectoryList requires 1 for the depth parameter to get a directory listing of the specified path whereas the Mac implementation only requires 0.
* Tile Layers reposition themselves to half their width and height when put at 0, 0
* When TGB is out of focus and you click the window to bring it back in focus, the editor handles the mouseclick as a control input (sometimes resulting in checkboxes getting clicked unexpectedly)
About the author
Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.
#2
06/26/2006 (1:32 pm)
You cannot login unless you own a product. Not much help for those of us trying out.
#3
06/26/2006 (1:39 pm)
Andrew... that's why we posted the known issues also here in the forums. So that people who don't own it can see all the known issues.
#4
06/26/2006 (3:06 pm)
Ahh sorry. I didn't realise that list is the current full list of issues. It is frustrating however that so many sections are hidden from those thinking of purchasing. Most competing products are quite open with the forums.
#5
But yeah, while I understand the need for the private forums, I also understand where you're coming from and how it's a bit of a bum deal for non-owners (I feel the same way about TSE).
Ah well.
06/26/2006 (8:44 pm)
Andrew: I think that one of the reasons why there have to be private forums here is because unlike many competing products, Torque SDK owners own the source code that run the Torque engines. However, the Torque license agreement says that people can't redistribute the Torque source code, in whole or in part -- but by giving restricted owners-only forums, they give people a safe zone for being able to post about the source code safely.But yeah, while I understand the need for the private forums, I also understand where you're coming from and how it's a bit of a bum deal for non-owners (I feel the same way about TSE).
Ah well.
#6
06/27/2006 (12:08 am)
So if someone doesn't purchase the pro version they are also excluded from areas seeing as they do not have access to the source code?
#7
However, that being said, nothing you need help with as a trial user is kept from you: the over 700 pages of documentation included with any version of TGB is a huge help in using the product, so there is no way someone can say the trial users suffer from lack of reference on the engine. So though you would not have access to the private forums, the resources included in trial are more than enough to get a feel for the product, and thus make an informed decision on whether you should ultimately purchase it or not .
06/27/2006 (11:46 am)
@Andrew - That is correct...since with most other products, users don't get source code, there isnt any reason to block trial users out of areas. However, since TGB Pro comes with the source code, as Clint said, it would be a violation of the EULA for those who did not have access to the source code to see it - hence the restrictions. However, that being said, nothing you need help with as a trial user is kept from you: the over 700 pages of documentation included with any version of TGB is a huge help in using the product, so there is no way someone can say the trial users suffer from lack of reference on the engine. So though you would not have access to the private forums, the resources included in trial are more than enough to get a feel for the product, and thus make an informed decision on whether you should ultimately purchase it or not .
#8
I fully understand and agree that any source code should be protected from the general public. The reason why I don't fully agree with closed forums (I am not quite sure how many areas are closed) is you tend to find that the more experienced users tend to frequent the closed area's most. I currently have a problem ( www.garagegames.com/mg/forums/result.thread.php?qt=46618 ) which is preventing me test TGB. Someone may have already encountered my issue but because the solution may be posted in a closed area I am unable to fully try to pursue an answer. It may be that my issue is unique to my computer but without access to the whole community I just don't know.
06/27/2006 (2:11 pm)
Hi Anthony,I fully understand and agree that any source code should be protected from the general public. The reason why I don't fully agree with closed forums (I am not quite sure how many areas are closed) is you tend to find that the more experienced users tend to frequent the closed area's most. I currently have a problem ( www.garagegames.com/mg/forums/result.thread.php?qt=46618 ) which is preventing me test TGB. Someone may have already encountered my issue but because the solution may be posted in a closed area I am unable to fully try to pursue an answer. It may be that my issue is unique to my computer but without access to the whole community I just don't know.
#9
The window in TGB is fixed. You cant resize it.
This makes the lists on the right side inside the editors, specifically the list boxes for choices such as blending etc. squished where you cannot read the text.
I dont want to work in full screen mode, but i dont want to work in this small window either. Why can I not control the window size?
08/05/2006 (11:37 am)
Add this to the list of bugs.The window in TGB is fixed. You cant resize it.
This makes the lists on the right side inside the editors, specifically the list boxes for choices such as blending etc. squished where you cannot read the text.
I dont want to work in full screen mode, but i dont want to work in this small window either. Why can I not control the window size?
#10
I am trialing the system out myself, and am gearing for 800x600 game resolutions but am developing them in 1280x1024 so I don't have to squint at the screen to see the game play field and objects.
Torque's ability to automatically resize objects relatively is awesome for this, and I'm loving the physics engine. I was able to create a very simpleand crude billiards game implementation in a matter of a few hours without even really reading alot of the documentation or tutorials.
08/06/2006 (3:49 pm)
Mark, you can control the window. Goto your Preferences and change the resolution.I am trialing the system out myself, and am gearing for 800x600 game resolutions but am developing them in 1280x1024 so I don't have to squint at the screen to see the game play field and objects.
Torque's ability to automatically resize objects relatively is awesome for this, and I'm loving the physics engine. I was able to create a very simpleand crude billiards game implementation in a matter of a few hours without even really reading alot of the documentation or tutorials.
#11
08/07/2006 (11:25 am)
Well put David... note you can also change the resolution by calling this functionsetRes(width, height);
#12
I set down a path for an object to follow, then i set down another object near the end of the path.
I set them up for collision, so that i can test out the collision methods using pathing.
But when my object moving along the path collides with the second object TGB crashes.
Can you not do collison while doing pathing or is this a genuine bug ?
cheers
still evaluating, but looks good so far
08/18/2006 (7:54 am)
Hi just started playing with the trial version and have encountered a problem. Not sure if its a bug or a limitation of the APP.I set down a path for an object to follow, then i set down another object near the end of the path.
I set them up for collision, so that i can test out the collision methods using pathing.
But when my object moving along the path collides with the second object TGB crashes.
Can you not do collison while doing pathing or is this a genuine bug ?
cheers
still evaluating, but looks good so far
#13
08/18/2006 (5:12 pm)
Calum, do you have the 1.1.1 version of TGB or the 1.1.0 version? And is any scripting involved in this test or was it all 'drag n drop' from the editor?
#14
Im using the 1.1.1 version. And it was just some drag and drop test i was playing with, no scripts at all involved.
Just 3 objects in the scene. 1 straight path and 2 objects. ! attached to the path and travelling along it, the other object on the path but not attached. The object attached to the path is set to kill once it collides with the other object. but as soon as the collision happens, the object is killed but then it crashes
cheers
08/19/2006 (7:28 am)
Hi DavidIm using the 1.1.1 version. And it was just some drag and drop test i was playing with, no scripts at all involved.
Just 3 objects in the scene. 1 straight path and 2 objects. ! attached to the path and travelling along it, the other object on the path but not attached. The object attached to the path is set to kill once it collides with the other object. but as soon as the collision happens, the object is killed but then it crashes
cheers
#15
Is it possible to have 3d player as player object in tgb, if so can anyone give me the links to the tutorials(if available).Thank you.
12/26/2006 (12:46 am)
Hello,Is it possible to have 3d player as player object in tgb, if so can anyone give me the links to the tutorials(if available).Thank you.
#16
There are no tutorials, that I know of, basically, you just export a DTS file from your favorite 3d modeller (3dsmax, maya, blender, milkshape, etc -- tutorials for this are available all over), then place the 3d object in your data/shapes directory, and TGB will show them in the 'Shapes' rollout in the level builder -- from there, you can use any of the t2dShape3D methods.
12/26/2006 (11:14 am)
@Roshan, you can use 3d objects in TGB, and yes, you could make your player object a 3d object, sure.There are no tutorials, that I know of, basically, you just export a DTS file from your favorite 3d modeller (3dsmax, maya, blender, milkshape, etc -- tutorials for this are available all over), then place the 3d object in your data/shapes directory, and TGB will show them in the 'Shapes' rollout in the level builder -- from there, you can use any of the t2dShape3D methods.
#17
12/26/2006 (7:20 pm)
David, thank you very much for ur quick help.
#18
07/29/2007 (11:39 pm)
Hmm. I can't move the TGB editor. Initially I can't see the right side of the editor. If I Alt-tab and go back to TGB editor, I can't see the main menu bar. Right now I can't seem to use TGB unless I keep saving and reopening the editor to get the main menu bar back. I tried changing the game resolution and windows display resolutions and it made no difference.
#19
Any chance that this will be fixed someday soon?
06/26/2008 (3:25 pm)
Is there any update on a fix for t2dShape3D rendering under D3D? Our application depends heavily on multi-mon support. OpenGL is horribly crippled in that respect, and D3D is our only rendering option.Any chance that this will be fixed someday soon?
Torque 3D Owner Matthew Langley
Torque