Game Development Community

Is the next TGB patch coming anytime soon ?

by DragonSix · in Torque Game Builder · 10/12/2007 (7:16 pm) · 49 replies

Now that GG has a brand new QA department, can we expect some good update to our beloved 2d engine anytime soon ?
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#1
10/12/2007 (8:13 pm)
I believe it will be called Torque 2
#2
10/12/2007 (8:17 pm)
Torque 2 is scheduled for 2008, if it is so, it would mean (for me and some other non-pro users) that we would be unable to release our games in a clean state until 2008...

I'm speaking about hot fixes. I don't really need new features now.
#3
10/13/2007 (1:02 am)
For me fixing some of the known bugs (particle system, save, jpg alpha) is far more important than a new version. 1.5 is able to deliver all I need functionality wise. In my opinion it would be MUCH better to fix these bugs than releasing something new with potentially more bugs. Most bugs would only require minor changes. I do not understand why GG does not give any hints regarding plans for bug fixes or releases. It is a bit annoying as it could be fixed so easily.
#4
10/13/2007 (4:08 am)
GG no longer release information on portential bug fixes/releases as they continuously got backlash from the community when the deadlines were missed or when features were cut. This may be changing though I think (transparent development or somthing...?)
#5
10/13/2007 (10:57 am)
There is another point release scheduled for TGB in the near future. I'd give you a better timeline on when that's coming if I knew. I do know that the file IO issues have been fixed as well as some other bugs, but I don't know if there's more to do or at what stage development is at.
#6
10/13/2007 (11:01 am)
Thank you, Adam.
#7
10/15/2007 (4:32 pm)
As Adam said, the near future. Don't want to give any specific times while things are still being worked on, though it is in the works for the near future :)
#8
10/16/2007 (10:39 am)
Cool...
but, now you got me interested int eh "torque 2" thing... is there any source where i can gather any info of whats gonna be added to that "new" engine? features and stuff?
#9
10/16/2007 (11:56 am)
Right now there's not much information on Torque 2. But the keynotes and Q/A session reiterated that if you are working on a project in the next 6-9 months, use existing tech. Torque 2 is for your next project, not the one you are working on now.

If you want an overview of the component-based design, check out TorqueX. Its component design is the alpha-design (one might say) for Torque 2. That is similar to the design model for Torque 2. T2, however, will be a C++ engine that does not have managed code or dependencies on XNA.
#10
10/16/2007 (1:33 pm)
Ok... its only natural that if we're workin on a project right now, its btter to odo it with the current tools than waiting for the next itteration to come ... but, are tehre a table of new features or whatever for us to look at?... or expect for?
#11
11/01/2007 (12:41 pm)
And this new Torque 2 will still use TorqueScript just like actual TGB?
#12
11/01/2007 (12:59 pm)
2 Employees:

Why not to release a bugfix update to TGB 1.5.1 to fix the IO issues and maybe some other small issues before making the "big" next release?
#13
11/01/2007 (3:09 pm)
And this new Torque 2 will still use TorqueScript just like actual TGB????????
#14
11/01/2007 (3:40 pm)
Edel,

Sorry for that. I mean if Torque 2 will use only TorqueScript just like current TGB. I don't want to discover that Torque 2 will use C++ or C# since I don't have the knowledge...
#15
11/01/2007 (3:51 pm)
The current plan is that Torque 2 will use TorqueScript.

Keep in mind that at this stage plans can change. However, we will be sure to tell the community of such a change.
#16
11/01/2007 (4:37 pm)
Sorry to head off topic...

Regarding TorqueScript in Torque 2, I asked this very question over on Stephen Zepp's blog.

Quote:Me: More specifically, what about TorqueScript? Will the script we use today still be usable in T2?

Quote:Stephen: TorqueScript in and of itself will still be used, and in very similar ways--but as you note the design of the underlying "large, bloated" objects will change significantly. Instead of getting tons of callbacks on a single object, you'll be getting smaller callbacks on components of an object, for example.

So, I think TorqueScript will still be used, but it will probably be somewhat different from the TorqueScript used today. In other words, there will probably be some required code changes. I suspect if you have a good knowledge of TorqueScript, you won't need to completely relearn something new, but there may be some new ways of implementing things.
#17
11/01/2007 (9:45 pm)
And, what about the next TGB patch, its been a really long time (even more long for those of us who are stuck with 1.1.3).
#18
11/02/2007 (2:43 pm)
The next version (fixing some issues) of TGB is currently being processed through QA.
#19
11/06/2007 (6:19 am)
Fantastic! Thanks so much for the update, Matt. :)
#20
11/06/2007 (7:36 am)
That's great! Can't wait to see the new fixed version :)

Thanks GG team for this great tool. Your efforts are greatly appreciated!
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