Game Development Community

GG, I want a refund

by Dan Partelly · in Torque Game Engine Advanced · 04/02/2007 (3:04 am) · 44 replies

As the thread title say, I want a refund for the money i spent on TSE EA and TGE.

The grounds are: delivering TGEA 1.0 in a form which does not meet the advertised feature list, and the
general poor quality of the product.

On the same lines, I want a refund for the TGE product, which I bought only to qualify for a TSE EA
purchase.

I will keep my TGB license, that is a good product.

Please direct me to the appropriate resources within your company so I can get my money back.


Thank you, Dan
Thread is locked
#21
04/03/2007 (12:17 am)
@Andy Hodges,


Im sorry, we are living in a civilized world, with laws to protect our interests. I am sorry if addiktive offended you
talking about mechanisms put in place of the commonwealth to protect the good citizens against potential abuses.

Some ppl understand to protect their rights and use the mechanisms law offer them to enforce them.

@Brett Seyler


Your statements are pretty weird. But whatever is your point of view, one fact remains. TGEA was sold in EA phase , and a lot of features promised. It was put out of EA and reached version 1.0 in a state which I can only call pre-beta. Im not interested in what you work now, the time for this has passed. I was interested and waited for 1.0 release which delivers what was advertised.

Bottom line is, some features work at most partially, others where totally dropped, and there is a counltess number of bugs in what could be a good product. Its 3 April 2007 , TGEA is 1.0 , it has no business to be
like a EA engine in a EA state.
#22
04/03/2007 (12:19 am)
@Andy Hodges,


Im sorry, we are living in a civilized world, with laws to protect our interests. I am sorry if addiktive offended you
talking about mechanisms put in place by the commonwealth to protect the good citizens against potential abuses.

Some ppl understand to protect their rights and use the mechanisms law offer them.

@Brett Seyler


Your statements are pretty weird. But whatever is your point of view, one fact remains. TGEA was sold in EA phase , and a lot of features promised. It was put out of EA and reached version 1.0 in a state which I can only call pre-beta. Im not interested in what you work now, the time for this has passed. I was interested and waited for 1.0 release which delivers what was advertised.

Bottom line is, some features work at most partially, others where totally dropped, and there is a countless number of bugs in what could be a good product. Its 3 April 2007 , TGEA is 1.0 , it has no business to be
like a EA engine in a EA state.
#23
04/03/2007 (12:23 am)
My comments were directed at Marc - his quotes and comments seem to focus on Atlas static lighting which "needs a little love".
#24
04/03/2007 (12:30 am)
John Kabus,

Thanks for your comments.
#25
04/03/2007 (12:39 am)
Regarding consumer protection, I think it's important to understand that the Milestone list everyone keeps quoting listed:

-Dynamic shadows
-Dynamic lighting

Both of which are in the engine, and both work with Atlas. Again static lighting needs to be added.

I can appreciate that your expectations may not have been met, however those are your expectations, not failed promises.

The versions of the Milestone list I have don't include OpenGL, and all points listed were met for 1.0 (again Atlas static lighting still needs resolved).

My $.02
#26
04/03/2007 (12:42 am)
This is only your point of view. Im not interested to debate how "functional" the dynamic lighting system is.
Or how good is the overall lighting in TSE.

Your versions of milestone lists do not include OpenGL because it was removed.
#27
04/03/2007 (12:44 am)
Damn it!! Where is the other bullshit thread that was up earlier that Dan was crying about TGEA in?! I had a great joke to write in it!! A well, I'll just write it here. It was a joke about all of the bullshit tech demos out there being sold as game engines. You know... your Titigy your unengin your tnt... however you say them. Here you go.

You guys should try out this great new engine call orgasmigine! Yes, yes, no games have been made with it, BUT it will fuck you. I downloaded the demo... I haven't been able to put it down since! All night long! With only smoking breaks. Well, eh hem, 10 smoking breaks. uh huh. that's right. Best game engine ever. Only bad side is... this chair is a little less comfortable for some reason. I haven't figured that part out. But I'm sure they'll fix it in the patch. I am getting the full version next month when I get my allowance. Or maybe I'll just wait a couple months and save for the Pro version: Orgasmigine SM! We'll see. I gotta get back to making my game. I'm am going to be so rich! I'll even move out from my parents.
#28
04/03/2007 (12:54 am)
The Way Back Machine doesn't lie.
#29
04/03/2007 (12:57 am)
And Anton goes for the thread lock... :)
#30
04/03/2007 (12:59 am)
@John

Anything to shut this up. ;)
#31
04/03/2007 (1:08 am)
Ohh, but it was there

something on the lines "get Gfx OpenGl ready" paraphrased.

Also, radiosity lighting support & radiosity tools was promised ? Where is is ?
#32
04/03/2007 (1:14 am)
I never heard that - the only references to radiosity I've heard were TLS's "radiosity like" static lighting, and TSE's map2dif supporting light brushes, which it does.
#33
04/03/2007 (1:19 am)
Look below: what part of "radiosity lighting" , "get Gfx ready for OpenGL " is unclear ? There is no radiosity support, nor is GFX ready for OpenGL, nor does lighting work as it should.

Radiosity term has only one meaning accepted , it aint just a term which you can interpret as you want.



TSE Roadmap

1. Milestone 1
1. Port TGE particle system
2. Revamp the texture manager
3. Move Platform and Math into separate .libs
4. Rewrite Windows handling (winWindow)
5. Rewire input back to DInput instead of Windows messages
6. Add screenshot module (allows high-res screenshots)
7. Documentation
8. Get GFX ready for OpenGL

2. Milestone 2
1. Terrain improvements
2. Dynamic Lighting
3. Dynamic Shadows
4. Documentation

3. Milestone 3
1. Antialiasing support
2. Script language changes
3. Show Tool work
4. Material Improvements
1. Virtual displacement mapping
2. Specific alpha channel selection for Specular/Environment map masks
3. Bump-Environment map support built in
4. Procedural refraction
5. Variable detail map scale
6. More glow control
7. Anisotropic lighting
8. Per-pixel 1.x specular
5. Documentation

4. Milestone 4
1. Shader implementation for particles
2. Water
3. Documentation

5. Milestone 5
1. Map2dif overhaul
1. Complete rewrite - cleaner, simpler code
2. Radiosity lighting
3. New CSG polygonizer
4. New lightmap packer
2. Documentation
#34
04/03/2007 (1:41 am)
Where did you find that - I'm not seeing it on any of the archived TSE product pages.

It looks very old - lighting and shadows in MS2, MS5?, ...
#35
04/03/2007 (1:44 am)
John,

I think that is something like the very first milestone list, maybe not quite, but it's definately familiar. Someone must have saved it since it hasn't been on the site for a long time.

T.
#36
04/03/2007 (1:55 am)
That's what I'm thinking too - the milestone list on the product page has been nearly the same since launch.
#37
04/03/2007 (1:56 am)
So what ? There where promises and never seen the light. They where removed later.
#38
04/03/2007 (8:03 am)
.
#39
04/03/2007 (8:18 am)
Predictions about milestones are like the words of Nostradamus. People will talk about them for ages, whether or not the predictions came true or not.

Sometimes people will confuse predictions with promises, too. I think it's because they start with pr's and ends with s's.
#40
04/03/2007 (8:52 am)
Dan, claiming you used that Milestone list can't be right, as you didn't purchase the Engine until November of 2005, and that Milestone list you quoted was adjusted in June of 2005. Are you getting it via the WayBackMachine or something? At the time of your purchase, the milestone list that was on the website was quite different than that, and it always came with the huge disclaimer that the final feature set was subject to change. I'm looking at the old inactive web-page for that time period, as well as Brian Ramage's June 2005 .plan.

Either way, I'm sorry your dissatisfied with your purchase. However, as specified in the End User License Agreement you agreed to by downloading and installing the SDK, GG does not refund purchases on source code products due to the nature of the code. This doesn't mean we won't hear out your case however it's no guarantee of a refund. This isn't just us being "evil" or anything either, this is common practice among the sale of any source code or technology license, whether it be for $200 or $2,000,000.00.

The forums however, are not the place to ask for refunds, not because we don't want to hear it, but simply because the people who process such requests just simply won't see it 90% of the time. The dev's mainly check these forums, not the sales team. Additionally, it's impossible for us to discuss details of your transaction in a public space.

For anyone who has an outstanding issue, please follow up by e-mailing Eric Fritz at ericf@garagegames.com and discuss your issue. Thanks for your patience and understanding.