TGB 1.1.3 (Mac/Linux) - When?
by Kostiantyn Teterin · in Torque Game Builder · 12/29/2006 (1:49 pm) · 21 replies
Just wondering, are GG planning to release TGB 1.1.3 for Mac and Linux plantform?
About the author
#2
12/30/2006 (1:46 pm)
Well, I know that I can spend a few days and compile the Windows version on Mac. But I have paid for the engine, and I don't want to do the job that must be done by the engine developers :)
#3
Took me about 20 minutes. 10 minutes of that was compiling :-)
But yes. I too would like to see a real release.
Gary (-;
12/31/2006 (3:10 am)
Quote:Well, I know that I can spend a few days and compile the Windows version on Mac.
Took me about 20 minutes. 10 minutes of that was compiling :-)
But yes. I too would like to see a real release.
Gary (-;
#4
01/02/2007 (8:30 pm)
@Gary -- I was just about to do this. Got tired of being stuck on my PC for TGB. Can you point me to the missing mac fix?
#5
Saliently, this bit:
That there actually leaves off one other important point, which is you need to add levelBuilderTextEditTool.{cc,h} and levelBuilderTextObjectTool.{cc,h} to XCode, too.
Gary (-;
01/03/2007 (1:11 am)
garagegames.com/mg/forums/result.thread.php?qt=54490Saliently, this bit:
Quote:I added t2dTextObject.{cc,h} to the XCode build. I had to modify macCarbFont.cc thusly:
// void enumeratePlatformFonts( Vector& fonts, UTF16* fontFamily )
void enumeratePlatformFonts( Vector& fonts, char* fontFamily )
// Change the type of fontfamily
{
ATSFontApplyFunction (_MacCarbEnumFontsCallback, (void*)&fonts);
}
That there actually leaves off one other important point, which is you need to add levelBuilderTextEditTool.{cc,h} and levelBuilderTextObjectTool.{cc,h} to XCode, too.
Gary (-;
#6
I could compile it myself with your very helpful hints, but I'm a little short on time with a deadline and this would save me half an evening.
Thanks for your very helpful posts!
--clint
01/19/2007 (8:28 pm)
Gary, do you happen to have a binary of the Mac build that you could post ala your extremely helpful Linux tar.gz?I could compile it myself with your very helpful hints, but I'm a little short on time with a deadline and this would save me half an evening.
Thanks for your very helpful posts!
--clint
#7
1) I found this sitting in one of my web dirs: TGB-1.1.3.dmg. It looks to me like a 1.1.3 build of TGB. IIRC this is a pretty strict build of TGB1.1.3, fixed enough to make it compile on the mac. If it works, this is probably the one to use.
2) A build of my current SVN. This contains all sorts of fascinating code that isn't even slightly appropriate for production use. TorqueBinary1.dmg. Don't use this for anything, I'm just putting it up out of boredom.
Gary (-;
01/19/2007 (8:43 pm)
Well, I have two binaries I can immediately find. See if either of them works for you.1) I found this sitting in one of my web dirs: TGB-1.1.3.dmg. It looks to me like a 1.1.3 build of TGB. IIRC this is a pretty strict build of TGB1.1.3, fixed enough to make it compile on the mac. If it works, this is probably the one to use.
2) A build of my current SVN. This contains all sorts of fascinating code that isn't even slightly appropriate for production use. TorqueBinary1.dmg. Don't use this for anything, I'm just putting it up out of boredom.
Gary (-;
#8
01/20/2007 (1:54 pm)
So very cool -- thanks a lot!
#9
I would never urge GarageGames to put out release dates on any of their products; but some kind of official statement from the company would be greatly appreciated.
01/29/2007 (8:19 am)
It has now been two months since the Windows version of TGB 1.1.3 was released. Many argued that people should not be concerned with a delay in the Mac version of a few weeks, and I agreed; but two months is a long time.I would never urge GarageGames to put out release dates on any of their products; but some kind of official statement from the company would be greatly appreciated.
#10
01/29/2007 (9:05 am)
Well, sorry to say that, but seems like they are interested only in project they can sell in a huge amount, i.e. fresh and announced projects. For example, RTS Kit wasn't updated for years and didn't worked by itself unless you patch it. Shame on them :(
#11
All that said, I think you and I have similar sentiments -- I just don't want to bash them too had unnecessarily.
01/29/2007 (5:06 pm)
Kostya -- that might be an over-simplification of the position that GG is in. Any company needs to make what sells the best -- that's hard business reality. GG does a whole lotta' work with not that many guys, and they don't charge very much for the product. I imagine they're up against a wall trying to balance how much they work on things that will pay now, vs. supporting the littler guy like Mac and Linux.All that said, I think you and I have similar sentiments -- I just don't want to bash them too had unnecessarily.
#12
Well, I may sounds a bit rude:) What I am trying to say above is that I completely understand their reasons, but as a person who paid money I can't accept them. I don't care about their profit, but about mine :) I know that GarageGame is a great company and they offer great tools, but there is no reasons to me to share their problems or to support their wish to have more income. Actually, there are too much time have passed since 1.1.3 release, and they surely was able to spent 2-3 days to make it available at all platforms. But looks like they have abandon this project for some time unless they'll need to promote it again.
Am I doing something wrong? :)
ps. I have opened this topic at Dec, 29th. Today is Jan, 30th. Do you see any employee saying at least something about TGB 1.1.3 on Mac and Linux here? ;)
pps. As for the litter guy like Mac. I am developing casual games, and I constantly interesting about the sales rates. Do you know, that most games have bigger amount of purchases on mac? When I told to some publishers that I am going to port one of my games to Mac, they have promised me a place on their front page and a free promotion through their newsletter. There are plenty mac users over there, and not too many games for them. Think about it ;)
01/29/2007 (5:40 pm)
Clint -- I've paid money, and I demand a quality support for them. I understand that they may not pay attention to the released products for some time, but I guess they should complete what they have already released. I don't say that they need to release TGB 1.1.4 packed with some kind of cool features, but I believe they should release TGB 1.1.3 to all platforms and then concentrate on other engines. I would like to port my game to all 3 platforms, and it seems like now I need to learn the internals of the engine to make my own builds under Mac and Linux. Well, I may sounds a bit rude:) What I am trying to say above is that I completely understand their reasons, but as a person who paid money I can't accept them. I don't care about their profit, but about mine :) I know that GarageGame is a great company and they offer great tools, but there is no reasons to me to share their problems or to support their wish to have more income. Actually, there are too much time have passed since 1.1.3 release, and they surely was able to spent 2-3 days to make it available at all platforms. But looks like they have abandon this project for some time unless they'll need to promote it again.
Am I doing something wrong? :)
ps. I have opened this topic at Dec, 29th. Today is Jan, 30th. Do you see any employee saying at least something about TGB 1.1.3 on Mac and Linux here? ;)
pps. As for the litter guy like Mac. I am developing casual games, and I constantly interesting about the sales rates. Do you know, that most games have bigger amount of purchases on mac? When I told to some publishers that I am going to port one of my games to Mac, they have promised me a place on their front page and a free promotion through their newsletter. There are plenty mac users over there, and not too many games for them. Think about it ;)
#13
01/29/2007 (9:38 pm)
I doubt that this has anything to do with GG deciding to scale back their support for Mac developers. At least, that's my hope.
#14
So when's the Mac version going to be ready?
Not trying to be rude, redundant, or impatient, but its been three months since the Windows release of 1.1.3.
02/26/2007 (10:56 pm)
Monthly bump. So when's the Mac version going to be ready?
Not trying to be rude, redundant, or impatient, but its been three months since the Windows release of 1.1.3.
#15
02/27/2007 (1:29 am)
As TGB 1.1.4 entered closed beta according a Devs plan and seems to include some rewrite of the interface I would say: with TGB 1.1.4 an official Mac release will reappear. (Perhaps they are as well trying to get the TGE 1.5 Mac fixes merged into TGB. This would be a serious amount of work but should really make TGB more enjoyable for OSX-ers)
#16
02/27/2007 (8:49 pm)
I wish that GarageGames would tell us what's going on.
#17
Edit: SP
02/28/2007 (2:54 pm)
Hey guys. I don't know the whole story, but from what I understand, the Mac version of TGB 1.1.3 is done and we're in the process of testing it to make sure it's stable. It should be released soon, barring any critical explosions in the code. Sorry for the delay, guys.Edit: SP
#19
Share and Enjoy.
03/01/2007 (2:36 pm)
Yep, that's pretty much the story. It's been done for about a month. The last nontrivial bug fix went in on, lets see... 2/02/07. It has been waiting on testing, but with GDC just around the corner, we've got other things that need testing. It's passed my simple smoke testing for 10.2.8ppc, 10.3.9ppc, 10.4.8ppc, 10.4.8x86, and builds under Xcode 2.4.1. I'm currently getting things put together to launch it today or tomorrow.Share and Enjoy.
#20
03/02/2007 (10:43 am)
Thank you. All your hard work is greatly appreciated!
Torque Owner Gary "ChunkyKs" Briggs
Linux, I'm not too sure.
In the end, right now, you can take 1.1.3 windows download and with fixes from these forums, make stuff run on linux and mac, both, easily. The only necessary fix to make it compile and run perfectly on the mac is already committed internally to GG's SCM, I believe. Linux fixes, we'll see.
Gary (-;