Game Development Community

TGB 1.7 Released

by Dan Maruschak · in Torque Game Builder · 01/30/2008 (5:56 pm) · 53 replies

TGB 1.7 is out! More details in my blog post.
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#1
01/30/2008 (6:05 pm)
Wow! New version so soon after 1.6. Good work GG. I'll have to check it out immediately.


Darn. Noticed a problem with collision polygon editor. If scene object has auto rotation field set to other than 0 then object also rotates in editor which makes editing difficult.



Also when editing collision polygons of polygon objects editor does not show polygon outline. But this is a minor issue since there is "Use Convex Hull as Collision Polygon"-button.

Sometimes when using fill on non convex polygon objects parts outside of polygon are filled. I have not figured exactly when this happens but usualy first adjustment that makes polygon a concave is not taken account when filling.
#2
01/30/2008 (6:39 pm)
Ouch, sorry about that. I'll file that as a bug. In the mean time, a workaround: Use CTRL-~ to open the console, and do:
collisionPolyEditor.editObject.setLinearVelocity(0 SPC 0);
collisionPolyEditor.editObject.setAngularVelocity(0);
collisionPolyEditor.editObject.setAutoRotation(0);
collisionPolyEditor.editObject.setRotation(0);
collisionPolyEditor.editObject.setPosition(0 SPC 0);
#3
01/30/2008 (6:47 pm)
Yeah that does the trick. Thanks for fast reply.
#4
01/30/2008 (6:55 pm)
@Jussi - On your edit2 point, try changing the color of your polygon. White ones (the default color) tend to not be very visible against the white background.

And filling polygons is only guaranteed to work correctly for convex polys. I debated whether or not to make that more explicit in the editor itself, such as not letting you set the "fill" checkbox if the poly wasn't convex, but in the end I left it available, so it is possible to do things that won't render the way you might expect.
#5
01/30/2008 (7:02 pm)
Unfortunately changing polygon color had no effect in collision editor.
#6
01/30/2008 (7:17 pm)
Huh. I fixed a problem like that, but apparently it got re-introduced. I'll need to debug that. In the mean time, another workaround in the console:
collisionPolyEditor.editObject.setLineColor(collisionPolyEditor.baseObject.getLineColor());
#7
01/31/2008 (12:18 am)
Just a heads up, the TGB download page has a listing for the Mac 1.7 build. However the link still goes to the 1.6 version near as I can tell.

Looking forward to playing with it. :)
#8
01/31/2008 (12:31 am)
Quote:Just a heads up, the TGB download page has a listing for the Mac 1.7 build. However the link still goes to the 1.6 version near as I can tell.

Got it fixed, thanks Christopher!
#9
01/31/2008 (1:03 am)
Thanks for the release of 1.7.
#10
01/31/2008 (3:09 am)
Mac custom cursor/hardware cursor bug still there. I'm disappointed this has gone unfixed for so long.
www.garagegames.com/mg/forums/result.thread.php?qt=67835

Greg
#11
01/31/2008 (3:37 am)
I would really, really like to use the new tools, but I use a lot of blank scene objects in my game with collision poly settings. Do you think it would be an idea to have an option to render the scene in the window (at the object's location), rather than a white background?
#12
01/31/2008 (4:07 am)
Nice! I'm hoping this is the start of a trend to make more enhancements to the user interface. One thing we devs need are more intuitive and powerful tools. 1.7 seems to work well for all my usage cases so far.

That said, seeing the image in the new mount and collision poly editors would be more intuitive. :D
#13
02/01/2008 (12:45 pm)
We just posted 1.7.1 to fix the problems pointed out by Jussi early in the thread. We also added an option to view the scene background in the editor, to address the entirely valid point made by Phillip and Wes. There are some other minor problems that we're working on, hopefully I'll be able to get fixes out for them soon.
#14
02/01/2008 (1:25 pm)
@Dan
Wow, I'm impressed by your speed of reaction, I was about to post about this too ^^'

But, that was not all: The good think about the old linkpoint editor was that we were able to see where the attached child go as we moved the linkpoint, is it possible to bring this back in the new interface?
#15
02/01/2008 (1:55 pm)
I was about to suggest, at least for those with TGB Pro, to change the profile of the GuiControl for the white background color in LocalPointEditor.ed.gui to "EditorPanelDark" - which at least gives it a slight gray tone. Looks like a better solution came out though, thanks for the fast update to 1.7.1.
#16
02/01/2008 (6:49 pm)
I am very impressed Dan, keep it up ;)

Edit: Um, I see the checkbox there, but the background doesn't load up.
#17
02/01/2008 (6:57 pm)
Congrats on a quick follow-up release. I love it!
#18
02/01/2008 (10:54 pm)
@Phillip: Do you have a background in place? The default background color for TGB is black, but the default for the editor is white. If you don't have anything in the scene and check the box, it will come up white still.

If you do a background, though, let us know.
#19
02/02/2008 (8:29 am)
Congrats on a quick follow-up release. I love it!
#20
02/02/2008 (11:29 am)
Deborah, define background. I have a blank scene object in place acting as my collision mesh, sitting on top of another object.
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