Torque 3D 3.7 release candidate
by Daniel Buckmaster · 03/29/2015 (3:22 am) · 28 comments
We're learning from our mistakes, and this time we've decided to have a pre-release for everyone to try to break, before we officially release version 3.7. Of course, there will be some issues present, especially with our Linux and OpenGL support. These features are both currently considered beta - not fully production ready, but getting there! Some of these issues we will endeavor to fix before 3.7, others we will leave as known issues in 3.8.
So, what is it we'd like you to do? On a basic level, it'd be great if you could pop over to our downloads page and grab the release candidate. Make a project, run it, see if things work okay in your system! If you're feeling adventurous, you could even try our new OpenGL rendering backend.
We're really happy to be able to say that with 3.7, official support for Linux is back on the table! Bear in mind that as I said above, we consider this a beta feature, so there will definitely be some issues. We'd love to hear about them, as increasing support and stability is a top goal for 3.8.
Now, we'll follow this up with an official release blog for 3.7 when we actually make the release, after you've all had a little while to poke at the candidate. But till then, here's a quick list of some of the most exciting things you'll find in the new version:
So, what is it we'd like you to do? On a basic level, it'd be great if you could pop over to our downloads page and grab the release candidate. Make a project, run it, see if things work okay in your system! If you're feeling adventurous, you could even try our new OpenGL rendering backend.
We're really happy to be able to say that with 3.7, official support for Linux is back on the table! Bear in mind that as I said above, we consider this a beta feature, so there will definitely be some issues. We'd love to hear about them, as increasing support and stability is a top goal for 3.8.
Now, we'll follow this up with an official release blog for 3.7 when we actually make the release, after you've all had a little while to poke at the candidate. But till then, here's a quick list of some of the most exciting things you'll find in the new version:
- Linux and OpenGL, obviously!
- Ribbons!
- A navmesh editor!
- Sahara accumulation volumes!
- PhysX 3!
- Faster TorqueScript, and anonymous functions!
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
03/29/2015 (6:45 am)
I don't find a main.cs file in the download. Shouldn't there be one? T3D won't run without it, unless somethings changed...
#3
03/29/2015 (7:31 am)
Getting a "Secure Connection Failed" on downloading source. Zip works fine though.
#4
03/29/2015 (9:14 am)
w00t! Gotta leave the house at the moment, but will definitely test it soon!
#5
Steve: that's GitHub being weird :p.
03/29/2015 (2:32 pm)
Gibby: did the templates ever have main.cs? main.cs.in is renamed when you create a project based on a template.Steve: that's GitHub being weird :p.
#6
Thank you all for your continued work to make t3d better but really I guess that goes for the whole community as well.
So thanks to all who have shared and will share their time and knowledge with the rest of us. But thanks to those willing to step up to the committee we can keep some standardization. So thank you all for your time and efforts.
03/29/2015 (3:41 pm)
@ the steering committeeThank you all for your continued work to make t3d better but really I guess that goes for the whole community as well.
So thanks to all who have shared and will share their time and knowledge with the rest of us. But thanks to those willing to step up to the committee we can keep some standardization. So thank you all for your time and efforts.
#7
03/29/2015 (4:28 pm)
Exciting news, I'll be sure to keep up with things as they move along!
#8
03/29/2015 (5:08 pm)
@Daniel: T3D requires game/main.cs - it's in all the 3 dozen+ I have here but those...
#9
If, on the other hand, the PG isn't doing its job right, that may be a bug I've caused!
EDIT: someone else has reported that yes, the PM isn't doing the rename. So yeah, I'll have a look at that!
03/29/2015 (6:52 pm)
I know, but the Project Manager renames main.cs.in when you create a project, after interpolating some variables. If it's a big issue, creating projects without the PG, then we can put those files back in - they're just a maintenance burden.If, on the other hand, the PG isn't doing its job right, that may be a bug I've caused!
EDIT: someone else has reported that yes, the PM isn't doing the rename. So yeah, I'll have a look at that!
#10
however im missing the main.cs too, wont run???
EDIT****just rename main.cs.in to main.cs easy fix!!
Ya, I did that right after posting, works all the way!!!
03/30/2015 (10:06 pm)
Getting a msvcr110.dll errors when trying to run project manager??? says im missing it.... EDIT: had to download Microsoft Visual C++ Redistributable 2012 however im missing the main.cs too, wont run???
EDIT****just rename main.cs.in to main.cs easy fix!!
Ya, I did that right after posting, works all the way!!!
#11
03/31/2015 (5:36 am)
just rename main.cs.in to main.cs easy fix, I commented that to daniel. The template don't have the main.cs, is not a problem of the PM I think
#12
On the other hand, CMake can't do that currently, so we'll leave the main.cs files in for now.
03/31/2015 (3:44 pm)
The intent is that the Project Manager performs some string replacements in main.cs.in and renames it to main.cs when you create a project. I'll double check that and see if I've broken something in the PM that's stopping that from working.On the other hand, CMake can't do that currently, so we'll leave the main.cs files in for now.
#13
04/01/2015 (1:05 am)
@Daniel: Just wanna say thanks to you and the SC. Despite a couple of very minor issues, it looks/runs great. In fact it works so well, I did this walkthrough in 4.5 hours:
#14
04/05/2015 (12:15 pm)
When up-porting an older project I came across some problems when using a dedicated server that can be duplicated in the Full Template. - Start a dedicated server . Using the console window results in a crash when you hit return.
- Modify any existing mission that has a terrain and save it. When next starting a dedicated server it crashes at stage 2 of the mission loading sequence with some various console warnings about unsupported GFXFormats. Subsequent removal of the terrain from the mission file allows the dedicated server to successfully load.
#15
04/06/2015 (1:25 pm)
@Michael, can you post a copy of the log?
#16
To pastebin, not sure if it's helpful since the console.log is usually truncated from what is seen in the console window, and the formats listed vary as well as having similar warnings appear earlier.
04/06/2015 (8:11 pm)
Fresh copy of the mission dedicated works until you use the console window. This is after making a change, any change, to the mission and saving it:To pastebin, not sure if it's helpful since the console.log is usually truncated from what is seen in the console window, and the formats listed vary as well as having similar warnings appear earlier.
#18
04/07/2015 (6:28 am)
Thanks, for all the work.
#19
Ooo new forums... I'll have to wander over that way eventually.
04/07/2015 (8:24 am)
@Daniel: Win7 and compiling with VS Community, or whatever the distributed executables were built with, and no, no OpenGL yet. For reproduction in the Template I just used those precompiled, 32 and 64 bit. Should note that when using a debug build the dedicated sever doesn't exhibit this behavior or show the GFXFormat warnings in the console.Ooo new forums... I'll have to wander over that way eventually.
#20
04/07/2015 (4:29 pm)
Do come join us :). Oh obviously you were using the distributed exes. Thanks, we'll take a look at it asap. 
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