Game Development Community

1/31/2011 Status Update

by Michael Perry · in Torque 3D Professional · 01/31/2011 (11:43 am) · 36 replies

Welcome!

Hey everyone. First, let me welcome all of our new Torque 3D users. The number of you who have joined our ranks is astounding. To those who have stuck with us through thick and thin, welcome back =)

This status update is to let you know we are getting back into full swing. It took some time to get things going, but I think we may have broken a record for getting a company off the ground. Torque 3D work has been occurring silently during the transition, but most of our long time users already knew about this. I have written a quick summary of what is going into v1.1 final. I wanted to post this to get feedback from you all and gather anything critical that is missing from the list. Most importantly, this post should set help set expectations for the next release. Let's start with fixes and useful additions:

Tracked tasks (logged in Jira)

- THREED-828 GPU locks up when moving camera around Particles
- THREED-873 Zone rendering issues
- THREED-874 Parallax, normal mapping, and side projection should be disabled on Terrain Materials when in SM 2.0
- THREED-921 The light brightness setting no longer has any effect when the representedInLightmaps flag is set on a light
- THREED-992 EULA needs to be the current version and have a click through accept
- THREED-1015 Preview in Material Editor showing confusing preview
- THREED-1087 Waterplane incorrectly rendering zoned geometry
- THREED-1094 CustomMaterial's not correctly passing sampler names and can cause a crash
- THREED-1126 The Material Editor preview renders incorrectly with HDR enabled
- THREED-1140 Crash occuring on 2nd playback of a demo recording in a new project
- THREED-1182 Terrain cleared with Clear Terrain tool continues to cast shadows
- THREED-1183 Anti-Aliasing combined with HDR can cause the World Editor to crash
- THREED-1208 EndGame & Mission Ended never reach for Game Core
- THREED-1210 Pink and Blue lines appearing on screen when using the Terrain Editor or Terrain Painter
- THREED-1221 Sound Emmiter Max distance not clamped causes crash.
- THREED-1236 Script only namespace linking is no longer functioning
- THREED-1257 Undone actions are redone in terrain editor when re-editing the same spot
- THREED-1258 Datablock Library "new" is wiped when assigning a new datablock to an object outside of the scene tree
- THREED-1266 moveMap is the active ActionMap when renaming an object in the scene tree
- THREED-1268 Forest Objects visible through terrain as silhouettes when AdvancedLightmapSupport is enabled.
- THREED-1274 Major lag/crashes in particle editor (particle amount)
- THREED-1280 Modifying a second terrain mirrors the actions on the first terrain
- THREED-1283 Crash when add more than 38 nodes for DecalRoad or MeshRoad
- THREED-1286 Data Editor -> ProjectileData -> Clear ParticleEmitter Causes Script Error
- THREED-1291 Saving a level with a 4096 terrain causes a crash
- THREED-1292 Forest Editor - Cannot Delete Forest Meshes
- THREED-1302 DefaultEmitter Console Spam w/fix
- THREED-1308 Access violation in LangFile::freeTable during compile in VS 2005 Empty Project Template
- THREED-1309 Portals Connecting Zones Fail to Render Objects Correctly
- THREED-1312 TSShapeConstructor and Shape Editor Detail Nodes System rendering failure
- THREED-1314 Web plugin for FireFox fails to compile and load on 64b Windows 7
- THREED-1320 httpObject Get Console Method has bad IF evaluation
- THREED-1321 River surface and groundCover objects render black
- THREED-1323 guiMenuBar click operations not functional for menu or submenu items.
- THREED-1329 guiTooltipProfile causing heap corruption on exit
- THREED-1330 Forest editor objects with two collision meshes do not support player collisions on second collision mesh
- THREED-1331 castRay inconsistencies in generating texture coordinates
- THREED-1333 T3D 1.1 Beta 3 - Player::setActionThread
- THREED-1338 FPS halved during movement when using Basic Lighting.
- THREED-1339 Collision Mesh with Bullet Physics enabled not rendering or calculating collisions correctly
- THREED-1342 overhead cameras draw stuff in wrong order
- THREED-1344 Player doesn't reset from set action thread when unmounting
- THRED-1352 MountImage always returns false
- THREED-1355 Generate up-to-date script reference before release
- THREED-1357 Script callback argument corruption (DECLARE_CALLBACK)
- THREED-1359 Frame rates are very unstable
- THREED-1360 Load times are way too high
- THREED-1365 Material Editor Crash
- THREED-1367 Script callback argument corruption
- THREED-1370 Animation sequence node problem
- THREED-1371 Unable to move DAE import in GUI
- THREED-1373 Bad GUI render on GFX devices without NPOT tex support
- THREED-1375 Release mode tab page controls rendering incorrectly
- THREED-1379 Uninstalling a Package Product corrupts Adobe Photoshop
- THREED-1380 Basic Lighting Incorrect Shadow Transform
- THREED-1391 Ground cover texture missing in Deathball Desert level


Untracked and regression tasks:

- Update docs
- Pacific Demo evaluation
- Potential demo releases for Chinatown and Sector T3D
- Additional zones and portals evaluation

For past work that has gone into 1.1, you can review these change logs:

Beta 1 Release
Beta 2 Changelog
Beta 3 Changelog

Looking forward to your feedback.
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#21
02/01/2011 (11:40 pm)
Will this be fixed in the final ?

TQA-1148

Can`t find it in the list.

http://www.garagegames.com/community/forums/viewthread/120913

Any words on this ?
#22
02/02/2011 (4:10 am)
THREED-1280 Modifying a second terrain mirrors the actions on the first terrain


For this to happen the second terrain must have been copy and pasted from the first one, rather then being generated fresh from either heightmap or a flat new terrain.
Maybe theres some ID conflict between the original and the copied terrain, however on the one i just created, the inspector shows they both have individual ID's.
If you have two separate terrains that have been created the normal way instead of using copy&paste, then they can be edited individually as normal.
#23
02/12/2011 (6:51 am)
THREED-1370 Animation sequence node problem

wow my report is updated really cool :)

but any no mention of T3D 1.1 final release date
could you please say next expect release day?..
#24
02/19/2011 (6:06 am)
SO...When can download T3D 1.1 release in my Account???
#25
02/19/2011 (7:34 am)
@Szzg007 - as soon as it's released? Probably not before....

I'd actually settle for a download of just the updated source files - but I know the poor guys with the binary option are left in the cold with that. Until then I'll just have to keep dinkin and tinkerin....

Fortunately I don't have anything important in the works though.
#26
02/19/2011 (9:48 am)
I'd like the 1.1 release or beta 4 please :-)

Although beta 3 has been doing me quite well here :-)
#27
02/25/2011 (8:41 pm)
I am just happy that Torque 3D 1.1 is going to see release, it looked a little shaky for a while there. I keep seeing folks asking for and talking about the Chinatown demo you mentioned. I was just wondering what that was. Is it some kind of T3D demo level that we could load into the builder and see how its set up as a learning tool?
#28
02/26/2011 (11:05 am)
@Chris
Chinatown was a demo created for GDC 2010 to show off the engine's capabilities on the show floor.
#29
02/26/2011 (4:18 pm)
Thanks for the info Scott, I looked for a youtube video, but couldn't find anything.
#30
02/26/2011 (7:30 pm)
If you look under previous company blogs you'll see some flickr shots of it - or if you go to http://lumaarcade.com and go to their PC/Console section under portfolio you can see some screenshots.
It was a beautiful sample of what could be done with a purely stock T3D engine.
#31
03/03/2011 (6:59 pm)
What's the status on Mac release of 1.1?
#32
03/04/2011 (12:37 pm)
I waiting the T3D 1.1 release very very very very long time...
#33
03/14/2011 (11:30 am)
Long time no news from GG, there is no news, GG enjoying the holidays? or GG stop working?
#34
03/16/2011 (12:22 pm)
Get on the irc channel, some of them are there every day... they're working as hard as they can on this!
#35
03/29/2011 (10:17 pm)
ill be sticking with GG forever i know that. They actually listen to what you need and fix it. Never heard of another company doing that, haha. Cant wait till the release!
p.s. i would pay pretty good money for a good simple melee addon ;)
#36
03/29/2011 (10:54 pm)
@Jordan
There should be 2 Melee addons in the resources section - 1 simple/faked (mine) and 1 complex ... happy hunting!
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