Game Development Community

Torque Game Builder 1.7.5 Released!

by Matt Fairfax · in Torque Game Builder · 04/30/2010 (5:49 pm) · 49 replies

Grab it from your account page!

Improvements:

  • Added Visual Studio 2008 projects and solution
  • Made Con::evaluatef() safer
  • Upgraded all Xiph libs to latest releases (Ogg, Theora, Vorbis)
  • Upgraded audio system to use OpenAL 1.1
  • Console now resets the function offset so the stack doesn't continue to grow unnecessarily
  • Added Source Rect support to t2dScroller and t2dStaticSprite objects
  • Added AlertYesNo dialog box support
  • Added support ping-pong animations
  • Added animation direction controls (ie. forward or backward playback)
  • Support for non-unicode string buffers / t2dTextObjects
  • Support for bilinear filtering on t2dTextObjects
  • Support for integer pixel snapping on t2dTextObjects
  • Support for 16bit image maps / textures
  • Better checks / logic on particle saving in the editor
  • Added outputting of bitmap name when a t2dImageMapDatablock is destroyed but still has references in order to help track down the other references
  • SimSets can now have a class and superclass
  • Added pointInRect() to RectF and RectD
  • Minor modification to destroy resources rather than unloading textures during texture zombification
  • Modified image-map so that it removes any bitmaps created during frame compilation
  • randI and randF handle degenerate and inverted intervals
  • TorqueGameBuilder.exe and TGBGame.exe are now DPI aware. (Per msdn.microsoft.com/en-us/library/dd464660(VS.85).aspx, manifest warnings can be safely ignored)
  • Made the TGB window smaller on the Mac so that it won't be hidden by the top menubar
  • Polish/cleanup pass on the documentation to make sure it is up-to-date

Fixes:

  • Made ResManager::isValidWriteFileName() handle blank/empty filenames properly
  • Updated all references to www.garagegames.com to www.torquepowered.com and removed any defunct links
  • CodeBlock::exec() now protects against a NULL currentNewObject in OP_ADD_OBJECT
  • AbstractClassRep no longer leaks field validators during initialization
  • Made sure that the line buffer is terminated before using it in a string function in TelnetDebugger::processLineBuffer()
  • Fixed a potential infinite loop in TSShape::fixupOldSkins()
  • Made sure that Torque defines a proper set of delete operators to match its overridden new operators
  • TiXmlDocument::Parse() now correctly handles a null result for LinkEndChild()
  • GuiParticleGraphCtrl and GuiGraphCtrl ConsoleMethod's now correctly check against the MaxPlots constant when determining if a plotID is valid
  • GuiMLTextEditCtrl::handleMoveKeys() no longer skips the final line when pressing the down or end key
  • Zip entries are properly deleted if they are unable to be inserted into a ZipArchive
  • Telnet debugger and console now properly protect against trying to use an invalid socket
  • Unicode Win32 API handling fixed (affects all file I/O involving non-ANSI characters in file names)
  • Several Theora video playback problems fixed
  • Made sure all va_start()'s are properly matched with a corresponding va_end()
  • Fixed memory leak in LangFile
  • Added code to handle a NULL return from getOwner() in many of BehaviorInterface's functions
  • Namespace::~Namespace() now properly uses dFree() for mUsage
  • Fixed bogus delete/memory leak in loadObjectStream()
  • Removed extra printf parameters from GFont::dumpInfo()
  • TextureManager::loadBitmapInstance() now correctly checks to make sure the ResourceManager returned a GBitmap
  • handleMasterServerListResponse() no longer leaks PacketStatus's
  • GuiControlArrayControl::resize() no longer leaks memory in the form of the sizes and offsets arrays
  • CTRL-Z no longer unintentionally deletes the contents of a GuiTextEditCtrl if it is done while dragging a mouse
  • The UNIX version of Platform::isSubDirectory() now properly closes the directory in case a subdirectory doesn't exist
  • Added better protection/tests for uses of dynamic_cast's
  • Fixed several SnowLeopard/GCC4.2/XCode/OSX Build errors and issues.
  • Fixing osx framework linking issues with OGG
  • OpenAL OSX Framework issues with compiling linking *Broken Symlinks
  • GFont destroying now decrement texture handles correctly
  • Scripts are now correctly informed that no master server is found if that is the case
  • Fixed a potential crash in the t2dSceneWindow picker
  • Fixed a crash in GuiTextCtrl::setText() if the font is NULL
  • Added missing PROFILE_END() in GuiCanvas::renderFrame()
  • Fixed possible endless loop in the Windows FileDialog::setDefaultPath()
  • Text in a GuiMLTextCtrl now correctly reformats itself on a resize.
  • Memory is now freed when an audio profile deleted and streaming OGG stopped (torquepowered.com/community/forums/viewthread/96713 and torquepowered.com/community/forums/viewthread/53220)
  • The mouse over graphic no longer used when the button is inactive
  • Case is preserved when setting text on a button
  • Fixed various collision-detection issues
  • Fixed issue with referenced textures when image-maps were resurrected
  • EventManager's isRegisteredEvent ConsoleMethod calls the matching C++ function
  • GetScheduleDuration() and GetTimeSinceStart() now return the expected values
  • GuiTextEditCtrl's selectAllText function correctly selects all text
  • TGB more stable in regards to all window switching operations
  • We now process the world-limits earlier during the update phase to make sure that tick-destination gets correctly updated when a world-limit collision occurrs
  • Removed the problematic _WIN32_WINNT define so that TGB will compile cleanly on Visual Studio 2008
  • Reordered the Xcode architectures so that it will default to i386 instead of ppc out of the box
  • Made sure we aren't leaking memory from the dynamic_cast fix in DynamicConsoleMethodComponent::_callMethod()

Notes:

  • Changed Xcode projects to use system OpenAL; dropped pre-configured support for OSX 10.4 in Xcode project (OAL does not ship with 10.4)
  • Game Builder Torsion project renamed, and uses proper version of TGB 1.7.5 Tools.Torsion
  • Dropped Windows 98 support
  • Removed support for Visual Studio 2003
  • Installers now remove the TGB AppData info since it was causing issues
  • Removed the old collision-time separation clamping

Known Issues:

  • Reloading a project may cause the toolbar to render improperly (restarting should fix this)
  • Drag and drop for asset importing does not function on Macs
  • Compiling in Xcode under ppc fails from time to time
  • Selecting a config datablock does not fill in class fields
  • Script-based File I/O outputs the to the GaragGames folder in the user's Roaming AppData

About the author

I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

Page «Previous 1 2 3 Last »
#1
04/30/2010 (7:41 pm)
I'm on a Mac, and I think there's a major bug in this release.

To recreate:
-Make a new project.
-ensure the design resolution is at its default setting of 800x600
-run the game
-notice that the game's size on screen is actually 800x510 (the vertical size is squished by 15%)

Any artwork you add to the project will appear squished as a result. Squares become rectangles, circles become ovals, etc...

Is this related to the "Made the TGB window smaller on the Mac so that it won't be hidden by the top menubar" improvement noted above?

For now I am using the workaround of setting my design resolution to 800x706 to achieve a window as close to 800x600 as I can, but this will not do in the long run.

Is this something that will soon be fixed?
#2
04/30/2010 (8:20 pm)
So far one bug that are new that didn't occur before.

1) VC++ 2005 Project Doesn't Compile.
- winwindow.cc = Seems to be the source of all the errors.

Error	2	error C2065: 'WM_MOUSEWHEEL' : undeclared identifier	c:\program files\torque\torque game builder 1.7.5 pro\engine\source\platformwin32\winwindow.cc	1156
Error	6	error C2065: 'WM_MOUSEWHEEL' : undeclared identifier	c:\program files\torque\torque game builder 1.7.5 pro\engine\source\platformwin32\winwindow.cc	1156
Error	1	error C2065: 'WHEEL_DELTA' : undeclared identifier	c:\program files\torque\torque game builder 1.7.5 pro\engine\source\platformwin32\winwindow.cc	724
Error	5	error C2065: 'WHEEL_DELTA' : undeclared identifier	c:\program files\torque\torque game builder 1.7.5 pro\engine\source\platformwin32\winwindow.cc	724
Error	3	error C2051: case expression not constant	c:\program files\torque\torque game builder 1.7.5 pro\engine\source\platformwin32\winwindow.cc	1156
Error	7	error C2051: case expression not constant	c:\program files\torque\torque game builder 1.7.5 pro\engine\source\platformwin32\winwindow.cc	1156
Error	8	error BK1506 : cannot open file '..\..\Link\Debug.Win32\TorqueGameBuilder\bitwise.sbr': No such file or directory	BSCMAKE
Error	4	error BK1506 : cannot open file '..\..\Link\Debug.Win32\TGBGame\bitwise.sbr': No such file or directory	BSCMAKE

This is with the plain source code in the update.
#3
04/30/2010 (11:04 pm)
@Ben - 2005 Express? What OS are you using?
#4
04/30/2010 (11:18 pm)
Eric - Microsoft Visual Studio 2005 Professional and Windows XP.

Edit to add that I'm up to date on all service packs as well.
#5
05/01/2010 (12:13 am)
Note to QA: I was able to compile and run w/ 2005 express on Win7 w/ v6.0A platform SDK.

@Ben - Take a look at Tools->Options->VC++ Directories. Perhaps you are pulling up an incorrect WinUser.h or are defining _WIN32_WINNT < 0x05000000 somewhere?

I'll see if I can get on a spec like the one you listed above and see if there's something we changed that's causing the issue. Please stand by.

@Ryan - I'll have to check with Matt on that issue. I know he was having some challenges due to a change with how OS X was returning window height.
#6
05/01/2010 (1:12 am)
Yes... ditto on the Mac screen resolution issue here as well. An 800x600 project will "Play Scene" and build out to 800x510. However, a 400x400 project builds out to be 400x310. So it's more of a 90px issue, and not so much a 15% "relational" thing. Using OS 10.5.8 on a 2.4GHz Intel Core 2 Duo MacBook Pro.
#7
05/01/2010 (1:20 am)
@Eric - Thanks for the swift response! While you're at it, could you also have someone look into the other 1.7.5 bug I've noticed so far?
In case you need them, here are my system specs:
24" iMac (Model Identifier: 8,1) - 3.06 Ghz Core 2 Duo, 4 GB ram, NVIDIA GeForce 8800 GS (512MB) running OSX 10.6.3.

@Curtis - Good tracking, I'm sure that info will prove useful in squashing this bug!
#8
05/01/2010 (8:44 am)
I have Win XP and Vs 2005 Pro, so I'll try compiling today.
#9
05/01/2010 (9:14 am)
Confirmed Ben Versaw's Bug.

From what I can tell, it definitely has something to do with a #define of a Windows version or a missing SDK. I've typically run into this bug with Express editions of Visual Studio, since Pro usually installs everything without a hitch. Going to try a couple of defines to see if I can fix it immediately.
#10
05/01/2010 (2:55 pm)
After boosting my design resolution by 90px as per Curtis' discovery, it seems my other 1.7.5 bug is actually just an earlier bug showing up differently due to the mac screen size bug mentioned in comment #1 above.

Still, could someone look into it?
#11
05/01/2010 (3:19 pm)
We'll be looking into it. I didn't see this at all during my Mac testing. I was actually trying to recreate it a little while ago but the transformer outside my apt blew up while doing it.
#12
05/01/2010 (3:27 pm)
@Scott - now THAT is a serious bug.

Thanks for the bug reports everyone!
#13
05/02/2010 (4:37 pm)
Fixed the bug myself by comparing the old source code with the new source code.

In platformWin32.h of the source code these lines were missing

// define this so that we can use WM_MOUSEWHEEL messages...
#ifndef _WIN32_WINNT
#define _WIN32_WINNT 0x0400
#endif

Between the sanity unicode check and the #include <windows.h>. Adding those lines makes it compile without any errors or warnings.
#14
05/02/2010 (11:39 pm)
Having an issue with the Builder. Running Windows 7 - 64bit (Ultimate Edition). The editors seems to be with an offset, I can barely see the top buttons, and the Gui interface seems to have some color issues with the rollout elements, they're all black and it's hard to see the text. A similar problem happened with 1.7.4 on Vista, but the problem was apparently corrected and 1.7.4 had no problems when I upgraded to Win7.
#15
05/03/2010 (12:09 am)
Try going into C:\Users\<Your user name>\AppData\Roaming and deleting the GarageGames folder.

Note: The AppData folder is hidden by default so you will have to change your Folder Options to get it to show (Control Panel->Appearance and Personalization->Folder Options)
#16
05/03/2010 (12:12 am)
Ben,
Adding that define back will get it compiling on VS2005 Pro but it will make it not compile on VC++ 2008 Pro/Express.

There is a better fix but I have to track it down (it has been a while).

If you aren't super attached to VS2005 Pro, I would recommend upgrading to VC++ 2008 Express (unless you are doing remote debugging or Whole Program Optimization it is a better IDE and compiler).
#17
05/03/2010 (5:29 am)
@Thomas

I had the same problem with the same setup. To temporarily fix it I went to Edit > Preferences and changed the Display Driver, apply, then change it back.
#18
05/03/2010 (9:02 am)
Matt,
I guess I'll try upgrading to VC++ 2008 Express if only so this doesn't happen again in the future. (/Resigned Tone)

Thanks
#19
05/03/2010 (12:31 pm)
@Zachary

I eventually fixed the problem by applying the same compatibility settings for 1.7.5 as I did for 1.7.4. That seems to have fixed my graphical woes.

It's running in compatibility mode for XP Service Pack 3, with desktop composition, visual themes, and display scaling on High DPI settings disabled.
#20
05/03/2010 (1:00 pm)
I have problem to start my project from Torsion Error msg : Connection to executable failed.

Configuration settings are OK.
Page «Previous 1 2 3 Last »