Torque 3D Status - 9/11/2010
by Matt Fairfax · in Torque 3D Professional · 09/11/2010 (8:31 am) · 121 replies
Hey all,
I apologize that this update is a little late. I ended up taking off part of last week to show my cousin around Las Vegas (I could post a couple pictures if you guys are interested) and this week has been even crazier and busier than usual. I will do my best to be more punctual in the future.
I am sure many of you have noticed that we've really stepped up on keeping the bugs statuses updated with "LOGGED", "VERIFIED", and "RESOLVED" in the titles. In between these updates from me, that is going to be a really good way to track our progress towards the next release so keep an eye out for them.
So, I have some good news =)
We are planning to release Torque 3D 1.1 Beta 3 next week. I should be sending a release candidate build for Beta 3 into QA on Tuesday and we will release it as soon as they sign off on it (towards the end of the week). I will be sure to let you guys know on this thread if we run into any problems with getting that release out.
For Torque 3D 1.1 Beta 3, we have fixed or resolved close to 100 bugs. QA is busy verifying the bugs we've submitted to them to make sure the fixes are good but here is a preview of the ones that they have already approved:
I apologize that this update is a little late. I ended up taking off part of last week to show my cousin around Las Vegas (I could post a couple pictures if you guys are interested) and this week has been even crazier and busier than usual. I will do my best to be more punctual in the future.
I am sure many of you have noticed that we've really stepped up on keeping the bugs statuses updated with "LOGGED", "VERIFIED", and "RESOLVED" in the titles. In between these updates from me, that is going to be a really good way to track our progress towards the next release so keep an eye out for them.
So, I have some good news =)
We are planning to release Torque 3D 1.1 Beta 3 next week. I should be sending a release candidate build for Beta 3 into QA on Tuesday and we will release it as soon as they sign off on it (towards the end of the week). I will be sure to let you guys know on this thread if we run into any problems with getting that release out.
For Torque 3D 1.1 Beta 3, we have fixed or resolved close to 100 bugs. QA is busy verifying the bugs we've submitted to them to make sure the fixes are good but here is a preview of the ones that they have already approved:
- Hardware mesh instancing causes broken rendering on multi-layer Materials (www.torquepowered.com/community/forums/viewthread/118823)
- Projectile positions are not getting transmitted correctly on the first tick (www.torquepowered.com/community/forums/viewthread/118893)
- Projectiles network their position twice when initially created (www.torquepowered.com/community/forums/viewthread/119201)
- Inconsistent angle types exposed to script (www.torquepowered.com/community/forums/viewthread/119179)
- Particle's animTexTiling property was incorrectly removed (www.torquepowered.com/community/forums/viewthread/118931)
- GroundCover's invertLayer property no longer inverts the layer (www.torquepowered.com/community/forums/viewthread/118801)
- Waypoint Marker does not save its name from the World Editor (www.torquepowered.com/community/forums/viewthread/118923)
- Tansparency rendering differently than it did in Torque 3D 1.1 Beta 1 (www.torquepowered.com/community/forums/viewthread/119063)
- Mesh Road collision doesn't work when loaded from a saved level (www.torquepowered.com/community/forums/viewthread/118389)
- TCPObject send() is commented out (www.torquepowered.com/community/forums/viewthread/118951)
- DOF effect continues after zoom is released in Templates (www.torquepowered.com/community/forums/viewthread/118849)
- Applying impulses to Item's causes the game to freeze (www.torquepowered.com/community/forums/viewthread/118869)
- The first element of GuiStackCtrl is rendering outside of the bounds (www.torquepowered.com/community/forums/viewthread/105819)
- Terrain Material detail map strength not applying unless the Terrain Material is unselected and reselected (www.torquepowered.com/community/forums/viewthread/118819)
- WaterPlane renders incorrectly when driving a WheeledVehicle (www.torquepowered.com/community/forums/viewthread/118813)
- New GUI button does nothing in the GUI Selector dialog box (www.torquepowered.com/community/forums/viewthread/118645)
- Heightmap variations between import/export functionality (www.torquepowered.com/community/forums/viewthread/119247)
- Cancelling cubemap creation in Material Editor causes a vertex index error and engine crash (www.torquepowered.com/community/forums/viewthread/119331)
- Deleting materials in terrain editor not correctly removing them from materials.cs (www.torquepowered.com/community/forums/viewthread/119349)
- Creating a cubemap material on a sky box causes a crash (www.torquepowered.com/community/forums/viewthread/119437)
- AIPlayer::getAimObject() script function is incorrectly requiring a bogus argument (www.torquepowered.com/community/forums/viewthread/119465)
- High water density values can cause crashes when objects collide with a Water object
- explosions render differently when connected to dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- Collision between WheelVehicle and MeshRoad not working (www.torquepowered.com/community/forums/viewthread/108331)
- Game lags/hangs when an Item is destroyed by an explosion
- Need to update ArrayObject with the latest fixes (www.torquepowered.com/community/forums/viewthread/115481)
- Integrate DX5_NM + Specular map fix (www.torquepowered.com/community/forums/viewthread/111903)
- Inconsistent collisions around the edges of Cleared terrain (www.torquepowered.com/community/forums/viewthread/115937)
- Raycast on Forest brush causes slowdowns and incorrect data (www.torquepowered.com/community/forums/viewthread/117079)
- Importing a new terrain heightmap crashes the world editor (www.torquepowered.com/community/forums/viewthread/111715)
- World Editor doesn't add ".mis" extension to filenames (www.torquepowered.com/community/forums/viewthread/116703)
- Game freezes when non-static items receive impulse from radiusDamage (www.torquepowered.com/community/forums/viewthread/112945)
- Water with fullreflect does not reflect terrain (www.torquepowered.com/community/forums/viewthread/111963)
- Creating a model that is improperly setup crashes Torque when imported
- Export Terrain Heightmap Listbox is never populated
- GuiListBoxCtrl::getItemObject() is broken (www.torquepowered.com/community/forums/viewthread/117637)
- Deleting a new material can cause editor script errors (www.torquepowered.com/community/forums/viewthread/119537)
- Cancelling cubemap creation in Material Editor causes a vertex index error and engine crash (www.torquepowered.com/community/forums/viewthread/119331)
- Hitting F7 while driving a Vehicle puts you at an odd view angle
- Orientation issue with player when using F7 key
- Targas Created By Modo load into Torque3D flipped (www.torquepowered.com/community/forums/viewthread/116093)
- Incredibly dangerous bug in BitStream::readBits() (www.torquepowered.com/community/forums/viewthread/113953)
- Particles render differently under dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- Setting the detail strength of a Terrain Material to zero will cause it to render a "hole" (www.torquepowered.com/community/forums/viewthread/90977)
- If the World Editor loses focus while loading it will lock the mouse cursor to the 3D viewport
- Hard crash when the World Editor attempts to create more than 32 terrain files in the same directory
- Need to expose TerrainBlock lightmap size as an editable property (www.torquepowered.com/community/forums/viewthread/110835)
- Physics demo crashes in multiplayer when the host disconnects
- Update include file names to case sensitive systems (www.torquepowered.com/community/forums/viewthread/109563)
- Integrate EditTSCtrl::renderCircle() fixes (www.torquepowered.com/community/forums/viewthread/108265)
- DeathMatchGame::endGame() calls startGame() (www.torquepowered.com/community/forums/viewthread/114643)
- Large performance drop in shape editor (www.torquepowered.com/community/forums/viewthread/119903)
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.
#42
10/29/2010 (7:03 am)
Good to know. Thanks for the update, Matt! =)
#43
T'anks
10/29/2010 (1:31 pm)
If you're throwing in extra fixes for "Binary beta3" can we get a "Beta3a for Pro" or at least the code changes.T'anks
#44
10/29/2010 (4:36 pm)
The Binary 1.1 Beta 3 is the same codebase as the Pro 1.1 Beta 3 so there won't be a discrepancy to worry about between them.
#45
I suppose it wouldn't make much sense to base one on a beta release -- without disclaimers at least ;) -- but it has been more than a year since an official binary and/or demo release and still no cool tech demo on the front page to grab potential interested customers attention.
10/29/2010 (7:26 pm)
Any thoughts as to the possibility of an actual TorquePowered web-demo? Wouldn't that help present Torque 3D to a broader audience? After all, that was one of it's *key* features in advertising.I suppose it wouldn't make much sense to base one on a beta release -- without disclaimers at least ;) -- but it has been more than a year since an official binary and/or demo release and still no cool tech demo on the front page to grab potential interested customers attention.
#47
There has been a month since the last status, can we expect to have one soon?
I mean you are focusing on Binary and Mac version, that's fair, but what about the bugs that have been raised on previous Beta that are still pending review or fix?
I didn't see a lot of bug "confirmed" nor "resolved" during 1 month does the QA process is not working as expecting since the School year started?
you made big effort on communication the past months and the community appreciate it, don't loose your Karma :D
Thanks,
10/30/2010 (11:47 am)
Hi Matt,There has been a month since the last status, can we expect to have one soon?
I mean you are focusing on Binary and Mac version, that's fair, but what about the bugs that have been raised on previous Beta that are still pending review or fix?
I didn't see a lot of bug "confirmed" nor "resolved" during 1 month does the QA process is not working as expecting since the School year started?
you made big effort on communication the past months and the community appreciate it, don't loose your Karma :D
Thanks,
#49
11/12/2010 (7:16 pm)
Still will there be any updates to Torque 3D or development is all stopped?
#50
SANTA?! MY WISH LIST!
Reflections on water don't seem to be working at all on player or some dts objects. (havent tried w/dif) Full Reflections button doesn't do a thing...
Sound is still messed up. When you change control object, the sound stays at a "3D" spot where that change occured...so the farther your player gets away from the source (or point where you changed control), the less sound you can hear... this has been a bug since the first beta.. seen it multiple times since the 1st Beta. Needs fixed.
What happened to the docs from TGEA? TDN has half-arsed docs now too. Like some of them are missing. They were still helpful for T3D... Those need updated for T3D and made available.
Camera needs to beable to do what the docs refer to. Namely this "Tethered Camera." Its been bugging the crap out of me for months on end.... PLEASE A FRIGGEN WORKING EXAMPLE AT LEAST?!
Speaking of Camera is what we have now what we get?
The material editor... it does not correctly assign materals half the time. Reload the level and I get the good ol' Orange NO MATERIAL.
Dynamical Reflections? How do you get them to work without rewritting a whole new shader? For some reason I was thinking this was built in and accessible in the material editor? Maybe I was mistaken... anyways... could we see an example of planar and dynamic reflections on a DTS object? Or even better, get dynamic reflections working on the mat editor (I swear is was in previous versions!)
PathShape to be stock.
PathCamera to be stock (I seen a bit of this in the editor somewhere, was it in the works?)
Melee to be stock. (a real solution like Josh Moores)
GroundCover to be usable on DTS materials instead of just terrain materials. Like the forest editor can be used on any surface.
Make the script editor resource stock and have the ability to cut/copy/paste/undo/save/load etc... and it would be really cool it would work smoothly with the other editors...particle/datablock editors..
Split screen editing possible so you can see various projections. That would be so awesome and helpful for many games.
Mesh based path tool in the editor expanded to use sides (seen a cool resource for this)
Konrad's terrain resource for movement, expanded for such things as quick sand, ice, etc, and put in stock...
You could make about any game you want with those few things.
Itd also be real nice to have the ability to add other functionality like radars and maps and little stuff like that without code changes.
Then I would be rediculiously happy! :)
Hope you guys had a good turkey day!
EDIT:
2 more....
real multi-directional player movement
ability to treat the camera and player as separate objects correctly ...and it works over network...
11/29/2010 (10:28 pm)
Things I'd like to see if there is a final.SANTA?! MY WISH LIST!
Reflections on water don't seem to be working at all on player or some dts objects. (havent tried w/dif) Full Reflections button doesn't do a thing...
Sound is still messed up. When you change control object, the sound stays at a "3D" spot where that change occured...so the farther your player gets away from the source (or point where you changed control), the less sound you can hear... this has been a bug since the first beta.. seen it multiple times since the 1st Beta. Needs fixed.
What happened to the docs from TGEA? TDN has half-arsed docs now too. Like some of them are missing. They were still helpful for T3D... Those need updated for T3D and made available.
Camera needs to beable to do what the docs refer to. Namely this "Tethered Camera." Its been bugging the crap out of me for months on end.... PLEASE A FRIGGEN WORKING EXAMPLE AT LEAST?!
Speaking of Camera is what we have now what we get?
The material editor... it does not correctly assign materals half the time. Reload the level and I get the good ol' Orange NO MATERIAL.
Dynamical Reflections? How do you get them to work without rewritting a whole new shader? For some reason I was thinking this was built in and accessible in the material editor? Maybe I was mistaken... anyways... could we see an example of planar and dynamic reflections on a DTS object? Or even better, get dynamic reflections working on the mat editor (I swear is was in previous versions!)
PathShape to be stock.
PathCamera to be stock (I seen a bit of this in the editor somewhere, was it in the works?)
Melee to be stock. (a real solution like Josh Moores)
GroundCover to be usable on DTS materials instead of just terrain materials. Like the forest editor can be used on any surface.
Make the script editor resource stock and have the ability to cut/copy/paste/undo/save/load etc... and it would be really cool it would work smoothly with the other editors...particle/datablock editors..
Split screen editing possible so you can see various projections. That would be so awesome and helpful for many games.
Mesh based path tool in the editor expanded to use sides (seen a cool resource for this)
Konrad's terrain resource for movement, expanded for such things as quick sand, ice, etc, and put in stock...
You could make about any game you want with those few things.
Itd also be real nice to have the ability to add other functionality like radars and maps and little stuff like that without code changes.
Then I would be rediculiously happy! :)
Hope you guys had a good turkey day!
EDIT:
2 more....
real multi-directional player movement
ability to treat the camera and player as separate objects correctly ...and it works over network...
#51
The water reflections are working correctly. They are the first thing that gets culled from the view so if you're not close enough to the water then they wont be visible.
11/29/2010 (10:47 pm)
@JThe water reflections are working correctly. They are the first thing that gets culled from the view so if you're not close enough to the water then they wont be visible.
#52
Also, my "Galaxy Munching Game" has no need for stock melee. I'll have to code my own custom digestion simulator though ...
11/29/2010 (10:49 pm)
Santa's elves got sacked and are currently huddled around a burning dumpster for warmth ... the grotto is up for sale ... no elves, no toys.Also, my "Galaxy Munching Game" has no need for stock melee. I'll have to code my own custom digestion simulator though ...
#54
01/20/2011 (9:44 am)
1.1 is scheduled in the next few weeks, as one of Eric's blogs mentioned.
#55
03/20/2011 (1:03 am)
but the next few weeks> 1 month++
#57
03/20/2011 (6:23 am)
lol - a couple of days....
#60
Couple - a small indefinite number; "he's coming for a couple of days".
Middle - equally distant from the extremes.
Second - 1/60 of a minute; the basic unit of time adopted under the Systeme International d'Unites.
There are 60 second in 1 mintue.
There are 60 minutes in 1 hour.
There are 86,400 second in a day, that is 24 hours, or 1,440 minutes.
There are 604,800 seconds in a week, that is 168 hours, or 10,080 minutes, or even 7 days.
On average there are 2,629,743 seconds in a month, that is 730 hours, or 43,829 minutes, or an average of 30 days, or even 4 weeks.
Now this one is what you guys might be getting weeks confused with.
There are 31,556,926 secons in a year, that is 8765 hours, or 525,948 minutes, or 365 days, or even 52 weeks.
Someone had to do it, I know you guys are wanting it to be perfect, I've heard too many hints or predictions as to when it will be dropping. You really gotta watch that, as the last thing I read was saying the middle of this month, and this month is coming to a close now.
We've fixed most of the bugs we've found ourselves, so it's not overly important we ever get a final, it would be nice to get it before we get too much further though so we can go ahead and get everything wrenched in before it becomes too much of a process.
03/20/2011 (3:52 pm)
Just so everyone is on the same page here, cause this might be where things are getting mixed up.Couple - a small indefinite number; "he's coming for a couple of days".
Middle - equally distant from the extremes.
Second - 1/60 of a minute; the basic unit of time adopted under the Systeme International d'Unites.
There are 60 second in 1 mintue.
There are 60 minutes in 1 hour.
There are 86,400 second in a day, that is 24 hours, or 1,440 minutes.
There are 604,800 seconds in a week, that is 168 hours, or 10,080 minutes, or even 7 days.
On average there are 2,629,743 seconds in a month, that is 730 hours, or 43,829 minutes, or an average of 30 days, or even 4 weeks.
Now this one is what you guys might be getting weeks confused with.
There are 31,556,926 secons in a year, that is 8765 hours, or 525,948 minutes, or 365 days, or even 52 weeks.
Someone had to do it, I know you guys are wanting it to be perfect, I've heard too many hints or predictions as to when it will be dropping. You really gotta watch that, as the last thing I read was saying the middle of this month, and this month is coming to a close now.
We've fixed most of the bugs we've found ourselves, so it's not overly important we ever get a final, it would be nice to get it before we get too much further though so we can go ahead and get everything wrenched in before it becomes too much of a process.
Associate Matt Fairfax
PopCap
The release of the Final version of Torque 3D 1.1 will depend on the results of those additional Betas.