Game Development Community

Collision and link point editor bug in demo - RESOLVED

by Josh Kimmelman · in Torque Game Builder · 05/03/2010 (9:17 am) · 55 replies

Hello,

I'm running the 2D demo v1.7.5 on a Windows XP machine. The collision editor and the link point editor do not appear to be functioning correctly. The editor window pops up, but I cannot add, subtract, or edit points. Each point I add becomes a giant grey block that completely obscures the source object. Has anyone else had this problem?

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#21
05/13/2010 (3:55 pm)
Same here I am on my Trial Version and cant get around this issue so I am going to download 1.7.4
#22
05/16/2010 (3:25 am)
Where did you get 1.7.4 from? I found the trial version on Apple's site, but now I can't even play scenes:
http://img100.imageshack.us/img100/2523/bildschirmfoto20100516u.png


Seriosly, I can't do anything any more. I was really looking forward to an effective affordable solution.

EDIT: never mind, I searched my mac for any file that had torque in its name deleted everything, downloaded the trial for 1.7.4 again and now things seem to work properly.
#23
05/19/2010 (12:44 pm)
Any updated news on this issue?
#24
05/20/2010 (9:17 am)
Is this issue currently happening in the full version bc I want to buy but I want to wait until this issue is fixed.
#25
05/20/2010 (9:38 am)
This bug showed up in the binary build only, so Pro owners are not affected by it but Binary owners and trial users are.

We've got all the bugs collected and we're gathering the resources to allocate to fixing them right now.
#26
05/20/2010 (9:45 am)
@Scott,

I'm a huge fan of TGB and a supporter of GG in general. That being said...

If it works in TGB Pro then it doesn't seem like it should take an allocation of resources to rebuild and update the trial and binary download.

Am I missing something? It seems like a such a trivial fix for a show stopping issue on your outward facing trial and software for paying customers.

I know I'm on the outside and I don't understand the workings of GG/TP or the entire complexity of the issue but I just don't get why THIS issue should hang out there when it seems like a previously resolved quick fix.
#27
05/21/2010 (8:09 am)
Hey Everyone.

Firstly, sorry for the bad taste in your mouth with the collision editor. These are the exact type of issues that we are working on having zero tolerance on.

Secondly, I'll take the blame for not having jumped on this sooner. Scott told me about the issue and I misunderstood the urgency. In the meantime, I reallocated all the developers to drive the TorqueX, Torque 3D Beta 2, and iTorque 1.4 release. To address the bugs in 1.7.5, I submitted a request for quote from some sub-contractors. We will release all of those fixes in a 1.7.6 as soon as I can finalize a contract and push a release through an already backed-up QA.

@Patrick - It's a little more complex even when the bug is simple. And it's only a little more complex...not a lot. Let me explain. The worst case scenario would be that we fix this bug and cause two more without realizing it. That's why I'm hesitant to push up another build with out having some QA. At a minimum a QA cycle should take at least a week. I'm going to see if we can get an .exe up on this page with a push to distribution system ASAP.

Buy saying I made a mistake is only so good. Let me put my money where my mouth is. If anyone who has posted on this thread e-mails me before I post the link to a new exe, I'll send you a one license coupon for 40% off the cost of pro.

Ready....go!
#28
05/21/2010 (10:06 am)
Good news and bad news.

The good news is that we have a quick fix. Download these .dso files and drop them into the tgb/tools/localPointEditor/ directory.

Mac & PC Files

The bad news is that no one e-mailed me quick enough for the 40% off coupon.

The good news is that I'm posting this coupon to everyone on this thread for 10% off. I'll keep this up for the remainder of the month or until we update the release. coupon code:TGB175EVAL
#29
05/21/2010 (10:38 am)
Eric,

I was trying to evaluate your product. This bug prevented me from doing so. You then post saying that you will have a fix soon and that you are sorry, but it will take around a week for QA. You then offer people 40% off if they email you before you release this fix that you suggested could take up to a week. 2 hours later you post the fix... At 3am my time. I am sorry if I am miss understanding you here but I feel you are being deceptive.

Personally I am not happy with the way this issue was handled and it makes me feel uneasy about investing in a commercial license for this product.

If you could address my concerns I would appreciate it.
#30
05/21/2010 (12:33 pm)
Quote:
The bad news is that no one e-mailed me quick enough for the 40% off coupon.
I emailed you... Only had your personal email though. No matter regardless. :)
#31
05/21/2010 (12:58 pm)
@James - I'm sorry you feel that way. Maybe my post wasn't clear enough.

What I was attempting to provide is a very strong promise to posting a fix ASAP. I really didn't know what the bug was or how long it would take to fix. That was the risk I took. This bug could have taken days or weeks to fix.

I will take at least a week, if not longer to push the fix through QA to ensure that this fix, didn't break something else. That's the nature of software dev.

I had no intention but the best for those on this thread who have been patiently waiting. I appreciate your feedback; it's people like everyone on this thread speaking up that gives us the opportunity to make our product better.

I hope you find the combination of 10% off along with this fix for the original concern a reasonable consolation.

There's a great community here and a tool that has helped many people make great games, I'd hate for you to miss out on a good experience because of a well intentioned post offending you.

@Patrick - I emailed you directly.
#32
05/25/2010 (3:45 am)
While 10% off is nice to have, I would rather have my lost evaluation time back.
What's the point of the time restriction anyway? I can't publish my game using the trail version, so why am I limited to 30 days? I can understand it for something like Photoshop, where you can use the demo to actually creat something.
#33
05/25/2010 (3:14 pm)
Wish I was up for the 40%off that was a sweet deal lol. But thanks for fixing the issue i will continue to use the demo.
#34
05/25/2010 (5:39 pm)
Hi ho. Downloaded the quick fix and suddenly I can't use the local point editor at all (whereas before it was a blank window). Clicking the collision button on my objects does nothing, as though the button has died and is now merely a pretty mummy.

Working on Mac OS X 10.6.3. Any ideas?
#35
05/26/2010 (3:32 pm)
Is anyone else getting the issue that Rob is having? We have tested the Mac files above on all of our Mac combinations and haven't been able to replicate the bug that Rob is having.
#36
05/26/2010 (4:21 pm)
I'm downloading 1.7.5 now for my MacBook Pro, also running 10.6.3, I'll see if it experiences the same problem.
#37
05/26/2010 (4:47 pm)
Problem solved. In copying the folder from Downloads to Tools, the original Local Point Editor folder got completely erased. All better now. Thanks guys!
#38
05/26/2010 (4:48 pm)
Thanks. If we don't hear of any more problems, we will update the installers on the site so that the default versions are already fixed.
#39
05/31/2010 (3:01 am)
Thanks Eric for getting the patch released it works fine for me too.

The others who are complaining about not getting a big discount, quit complaining as this Engine is really cheap for the suite it is and most commercial products would not offer a discount at all.
If you make a decent game that takes off, the cost of TGB is a drop in the ocean.
#40
05/31/2010 (6:56 am)
@Joshua: For serious. Unreal 3 is free to use, $99 to sell a game, and 25% of all proceeds of any game earning more that $5000. Pretty steep considering it's probably the most popular game engine currently on the market. And it can't even load textures properly. Tsk tsk.