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TGE 1.5.1 Released

by asmaloney (Andy) · in Torque Game Engine · 04/05/2007 (4:00 pm) · 52 replies

TGE 1.5.1 Release Notes

- allows use of DIFs created by Torque Constructor
- integrate fixes and changes from TGB 1.1.3
-- changes to StringBuffer class
-- changes for better UNICODE support
-- improvements to the font class
-- Mac console improvements
- merge in the majority of the Optimization Kit resource
-- rendering optimizations for texture fog
-- some Altivec improvements for terrain blending on PPC Macs
-- batch rendering of precipitation, splashes, and decals
-- eliminate a lot of object copying throughout the codebase
-- change constant doubles into constant floats to improve gcc PPC code
- Intel Macs now use the asm terrain blender
- added a couple of asm routines to Intel Mac build
- some code cleanup
-- removed/deprecated files
--- dgl/gNewFont becomes dgl/gFont
--- sceneGraph/lightManager.[h,cc] are deprecated in favour of lightingSystem/sgLightManager.[h,cc]
-- remove TORQUE_UNICODE from torqueConfig.h
-- const-ified member functions and arguments in many places
-- added a few asserts to catch problems in debugging
- added levels of detail to the interiors on the Stronghold mission in starter.fps
- added a barebones mission that is just a terrain, a path for the AI, and an interior which includes a static mesh
- bugs fixed:
-- integrate changes for ExtrudedPolyList resource to fix some collision issues
-- AudioEmitter looping
-- Two bugs in BitRender.cc
--- shadows are not drawn correctly for meshes containing triangle list primitives
--- runtime check failure
-- possible fix for fxShapeReplicator hard lock on Windows
-- fix for particle stream jumping around
-- TelnetDebugger fixes and additions
--- added file load updates
--- fixed crash on breakpoint in invalid codeblock
-- fix NetEvent ref count problem
-- fix cursor issues when saving the play gui
-- other miscellaneous bug fixes


We wanted you to be able to work with Torque Constructor interiors right away. There are a couple of known issues with Constructor integration which will be addressed in a future update.

Known Issues With Constructor Integration
- lighting of static meshes
-- static meshes only support static lighting
-- flipped objects (both brushes and static meshes) produce odd shading

Other Known Issues
- lighting the cottage in starter.fps using a debug build fails with an assert
-- workaround is to comment out the assert in lightingSystem/sgLightMap.cc line 554 for now - it is an issue with the DIF itself
- tools/fonttool/fonttool.cc includes dgl/gNewFont.h which no longer exists
-- fix: change include to dgl/gFont.h
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#41
04/18/2007 (5:23 pm)
@Philippe:
Constructor is based on Torque (TGE) technology, and releasing sources means releasing TGE sources for free. But that's a product and costs some money. Additionally, Constructor is heavily modified TGE (in many aspects), and it has many additions/"know-how" and releasing it for free is not good idea for creators (GG).
The Constructor itself is a product that allows you to create "plug-ins" - that's the way of "modifying it". Anything else - (in case someone have "great" ideas on how to improve, etc) - GarageGames is known as "open-minded" company and I'm sure they are looking forward for any ideas on how to improve. There is a forum related to Constructor - I think it's better to ask questions THERE and I'm sure GG stuff and community will be glad to discuss/read it.

edit: forgot to add a link :)
#42
04/18/2007 (10:03 pm)
@bank

for my information : are you an employee of the GG , do you speak for GG or for your own ?

Ok to raise this question in torque constructor forum
#43
04/19/2007 (5:11 am)
I'm not an employee of GarageGames, just a regular member.
#44
04/19/2007 (1:59 pm)
I am always amazing when members explain on behalf GG their strategy, point of view , etc ....

;-)
#45
04/19/2007 (2:32 pm)
@Philippe:
I'm not explaining their strategy and other stuff.. All I wanted to do - is to say what I think about it and I try to be somehow helpful. If you see it like I'm acting as GG employee - send them a message, so they can take it into account and do needed actions.

Quote:... GarageGames is known as "open-minded" company ...
- this is from my experience here.

If I say
Quote:GarageGames is "open-minded" company and they are looking forward for any ideas on how to improve.
THAT can be counted as "members explain on behalf GG".

Or it's forbidden here to say to public what you are thinking and to share your opinions?

P.S. In every post on forums, under the nickname you can see WHO is the person. If you it's written "Member" - it means - member. If it's written "Employee" - mean employee.

Thanks
yours,
//bank
#46
04/19/2007 (4:39 pm)
I just wanted to chime in here and say that bank is pretty spot on in the reasons he listed for why we didn't release Constructor's source code. Thank you bank =)

The only other thing that I would add is that Constructor's source code is quite messy in places and not ready for public consumption. We've had to learn the hard way the disadvantages of selling unpolished source code.

If you are interested in purchasing a source license for Constructor please contact us directly. It will be granted on a case-by-case basis and will not be cheap.
#47
04/25/2007 (2:00 pm)
Hey all,

I was just curious to see if anyone else has experienced this. When you run the starter.fps mission, quit the game and go back into several times, the memory continually gets bigger. It seems like something is not quite getting removed from memory properly. The game that I am currently working on I noticed my memory usage climbs quite a bit and so that is why I test the starter.fps. I used these two great resources for memory management:

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9641
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6552

I couldn't tell you exactly what's going on but it seems like something isn't quite right. Does anyone know what's going on?

Thx.
#48
05/02/2007 (4:51 pm)
I merge 1.5.1 to my 1.5 build and the default lighting and shading of the art assets are gone. Why is this? It's like TLK is removed or something. Is there a fix?
#49
05/02/2007 (4:59 pm)
Quit torque, delete the .ml files in your missions directory, and start torque.

Or relight the scene some other way.

Gary (-;
#50
05/02/2007 (7:11 pm)
Thanks for replying Gary.

I understand what your trying to say, but that didn't work. If I remember correctly, .ml files are for the baked lighting and shadows. I have no problem with that. My problem are the DTS object's (animated and non-animated) colors and shades that come from dynamic light sources and others. I also tried the TLK light editor in the world editor -- modifying any of the properties or moving the light sources around doesn't any affect at all. What's wrong?

-edit : oh forgot tell Gary's suggestion did not work.
#51
05/02/2007 (7:46 pm)
There's a bug with the directional sunlight, maybe this is the problem you're seeing.

1.5.1 Character directional sunlight
#52
05/02/2007 (8:36 pm)
@Tim

Thanks for that! I think that explains the problem I'm having. Good thing I still have my 1.5 build.

Thanks all!
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