Game Development Community

TGB 1.5 Beta 2 released

by Justin DuJardin · in Torque Game Builder · 04/01/2007 (1:45 pm) · 27 replies

Hey Everyone,
Just wanted to drop a quick line here in the forums to alert you to my latest .PLAN that talks about the new TGB 1.5 Beta release that is available through your My Account downloads page starting today!

View the .PLAN here!

This Beta includes many new features and an up-to-date Mac Build, so be sure to check it out!

Cheers,
-Justin
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#1
04/01/2007 (2:09 pm)
Yahoo! A new release, behaviors sound really and awesome can't wait to try them. Have there been any other changes (significant or otherwise) that aren't documented in the .Plan?
#2
04/01/2007 (3:16 pm)
First bug... When I switch from fullscreen to windowed mode I lose my dropdown menu at the top of the screen.
#3
04/01/2007 (3:19 pm)
Help menu->Documentation takes me to yahoo to search for Tools. Same with TGB Reference.
#4
04/01/2007 (3:22 pm)
File->Save as doesnt work. File->Save doesnt either??

Update 1:
-Weird one... I quit and re-opened TGB. Last level didnt load (when I selected that to happen before). Realized my level never saved even when I closed with the 'X' and TGB prompted me to save. I clicked yes but it didnt save.

Update 2:
-Now when I save as, the dialog box pops up and I type the name and click save. Then the dialog box pops up prompting me to save again.

-Saved file doesnt show up in the title bar, still reads Untitled.t2d.

-After saving a level and immediately closing app it prompts me again to save.
#5
04/01/2007 (3:42 pm)
Trying the Follow Mouse Behavior and I cant get it to work. I attached it to a background (as the note reads) and the drop down list for followObject does not have anything in it. I have the sample ship from the project resources and have named the ship but still nothing shows up in the followObject list.
#6
04/01/2007 (3:56 pm)
I think I found a bug.
In the combat behavior section only the ship on the right, who's controls are up, down, left, and right, responds to input. The ship with the tank behavior set, who's controls are default to w,a,s, and d, doesn't respond at all, even if I change the default controls. I even tried copy pasting the guy on the right who works, when I do that only one of the two copies works.

Oh one other thing. The one that works continues to function properly even if I set his keys to w, a, s and d, or i, j, k, and l etc. So it's not a problem with the letter keys not working.

I'm running on Mac OSX 10.4.8.


On a side note, I'm really impressed by the behaviors. Thanks for your hard work.
#7
04/01/2007 (4:49 pm)
@Tom

You should use the behaviors in the Behavior Playground project as examples as opposed to the ones in the standard behaviors resource. That resource probably should have been pulled because it is somewhat outdated.

And thanks for the other bug reports. I have definitely made note of them.

@Kodafox

This sounds like a bug I thought we fixed before the release where only one key could be bound to any method with the same name. Apparently, at least in the Mac build, it was missed. In any case, it has been resolved. As a temporary work around, just make sure you use unique method names for your keybind callbacks.
#8
04/01/2007 (5:03 pm)
Thanks Adam.. the playground behaviors are awesome! Cheers to everyone involved on this!
#9
04/01/2007 (5:07 pm)
I would suggest having a different color highlight on a loaded behavior in the drop down list. I added Follow Mouse Ex and the highlight looks like the same gray highlight as behavior groupings (Physics, Input, Gui, etc..). Or maybe have a different highlight for the groupings...
#10
04/01/2007 (6:06 pm)
Looks great so far, I'm a little confused by the rework of the directory structure. I can't quite seem to figure out how to import an old project into the new build. Anyone have any luck with this yet?
#11
04/01/2007 (6:24 pm)
Hi again :)
Here's another (possibly Mac specific) bug.

When I click on the create button on the welcome screen, then try to create a project, I get the "Unable to Load Project" error that states "The project file you're attempting to open was created with an incompatible version of this software"
Since I'm trying to create a new project and not load one I thought this might be another bug on the mac version.

Can anyone on the windows end create a new project in beta? Or is this feature dependent on the "Conversion of 1.1.X projects" that is promised to be addressed soon?
#12
04/01/2007 (6:35 pm)
I got an interesting error message the first time I was trying to put a copy of my 1.1.3 project in 1.5 :
Quote:The conversion of 1.1.X projects will be addressed soon, we apologize for the inconvenience
So, we know how it is.
Still, I managed to import all of the content of my TGB1.1.3 project (don't forget to replace all your path in datablocks.cs like "mygame/data/blah..." by "~/data/blah...") and it runs as well as expected.

All is working good but... arrhh... custom objects datablocks are gone missing in TGB editor. I litteraly love to make entire levels only using the little datablock dropdown menu in the create tab, for me it's a totally essential feature and I totally need it back. Because of that many objects (made previously) are simply not showing themselves in editor (though in game they're there). But well, maybe it's just because you're currently working on it ^^

I have some other little questions :
Is the physics ticked ? I tried to run my plateformer, while it was somehow clunky (I need to seriously update the script myself), it seemed like so.
Do we still need to restart TGB after some script changes ? With the separated directory, it seems that we won't have to restart TGB anymore \o/. But I need to be sure.
#13
04/01/2007 (6:44 pm)
Yep, the physics are ticked. This was a major change in the engine, so I wouldn't be surprised if some bugs crop up. Still, existing physics based stuff should still look pretty much the same as it did in 1.1.3. If it doesn't, definitely post about it with details.

The datablock stuff is still kind of in flux. I don't want to go into too much detail, because we haven't decided on exactly how this functionality is going to be done, but rest assured something similar (and hopefully better) will exist in the final version.

Also, TGB now consists of two separate binaries. One for the tool and one for the game. The game executable is run when you hit play in the editor. So, you are correct. No more restarting of the editor is necessary when you make changes to scripts.
#14
04/01/2007 (8:44 pm)
Suggestion:

Under the Takes Damage behavior, change the tintRedForDamage checkbox to tintColorForDamage and add a color picker field.

Awesome update btw. I'm have a lot of fun playing with it. Too bad I need to get up and go to work in 4 hours...
#15
04/01/2007 (9:53 pm)
Bug Report on the Mac version:

When I select Split View Horizontal or Vertical, the view splits but the content of the Scene View is gone (nothing is visible or selectable, but it's still listed in the Object Tree under Project).
#16
04/01/2007 (11:34 pm)
I got the same bug as Kodafox.
can't create new project.
osx 10.4.9
#17
04/02/2007 (12:02 pm)
There is definitely a problem with removing items from the builder library.

Method:

click create new image map button

import whatever image map

drag it to trash select ok

item still exists in library and datablocks file
#18
04/02/2007 (12:19 pm)
The process for creating animations seems to be a little broken.

when I import an image now there is no options on the import. (which is fine because it can still be changed after its imported)

The animation builder doesnt have any method to walk through the frames to place specific frames into the animation. One can add all the frames and remove unwanted frames however there is no way to sequence the animations.

For instance if an animation has 3 frames one can specify 1, 2, 3 but cannot specify 1, 2, 3, 2.
#19
04/02/2007 (1:00 pm)
You should be able to add whatever frames you want to an animation. Just drag a frame them from the lower section to the upper section and drop it at the place you want it.
#20
04/02/2007 (8:18 pm)
I just ran across another issue.

Open an existing project (I used the behaviorplayground).
Make a change to the level, but do not save it.
Now create a new project.
You will be prompted to save the level.
Whether you save the level or not, the resources from the previous project will still be in the
object library.
If you attempt to save the level it does nothing. Closing TGB and reopening the new project brings it up properly.
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