Torque 3D Development - 1.1 Beta 3!
by Matt Fairfax · 09/20/2010 (7:00 pm) · 60 comments

Torque 3D 1.1 development continues smoothly along. If you are a Torque 3D Professional owner, you can grab the Torque 3D 1.1 Beta 3 from your account page.
This release introduces support for Visual Studio 2010 and includes a prettification of the Deathball Desert level in FPS Example (the Deathball finally makes its appearance!) but this update was definitely focused on fixing bugs.

The Deathball is back! Click image to see more!
QA Process
We've been working hard this year to improve our QA process so that we can deliver a more polished experience to you guys and to make it easier for you to track the progress of development.
Towards that end you may have noticed that we are now starting to add additional notes to the titles of your bug posts. This includes:
- LOGGED - the bug has been logged into our internal bug tracker (you should see a ticket number posted)
- CONFIRMED - the bug has been confirmed by our internal QA team and reproduction steps are submitted to the developers
- RESOLVED - the bug has been fixed by the developers and the fix has been confirmed by the QA team
We would also like to start editing the titles of the bug report threads to more closely match our internal bug titles. These are where we've dug into the bug a bit more and wanted to make them as descriptive as possible for the project managers and the developers who are scanning through the pool of unfixed bugs. Obviously, the better the bug title you post initially, the less likely we will need to change it.
We thought about beginning this process with Torque 3D 1.1 Beta 2 but we wanted to give you all a heads up first before we started changing the name of forum threads in a significant way since that is something we've never done in the past. To be clear, we only intend to edit the title of forum threads when they are a bug report (or violate our TOS).
Status Updates
The loyal followers of the Torque 3D Private forums already know that we have been posting regular updates about the current status of Torque 3D development. These updates come about once a month (give or take extraneous circumstances). If you are interested in the progress of Torque 3D development, I highly recommend keeping an eye out for these updates. You can see the ones we did for Torque 3D 1.1 Beta 3 here:
Resolved Bugs
Here is the full list of bugs that were resolved with Torque 3D 1.1 Beta 3. You can find the full changelog here.
Resolved Bugs:
- Streaming audio crashes with looping sounds (www.torquepowered.com/community/forums/viewthread/118833)
- Terrain Material detail map strength not applying unless the Terrain Material is unselected and reslected (www.torquepowered.com/community/forums/viewthread/118819)
- WaterPlane renders incorrectly when driving a WheeledVehicle (www.torquepowered.com/community/forums/viewthread/118813)
- Script errors in the Templates (www.torquepowered.com/community/forums/viewthread/118787)
- 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
- DTS Objects (some stock) won't calc pixelsize for LOD (www.torquepowered.com/community/forums/viewthread/109109/)
- Explosions render differently when connected to dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- guiListBoxCtrl::AddItem broken and strange behaviour when fixed (www.torquepowered.com/community/forums/viewthread/119605)
- 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)
- New RigidShapes made with Datablock Editor cause a crash (www.torquepowered.com/community/forums/viewthread/116463)
- Adding a sequence via Shape Editor with an out-of-range keyframe causes a crash (www.torquepowered.com/community/forums/viewthread/111553)
- 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)
- AIObjectType missing from the console typemasks (www.torquepowered.com/community/forums/viewthread/110821)
- World Editor doesn't add ".mis" extension to filenames (www.torquepowered.com/community/forums/viewthread/116703)
- Crash occurs in changeMaterial if the specified target in mapTo does not exist (www.torquepowered.com/community/forums/viewthread/117711)
- levelinfo.fogColor not applied when reloading mission (www.torquepowered.com/community/forums/viewthread/118533)
- 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
- Program crashes after scrolling/zooming out while in the bottom ortho camera view
- Orientation issue with player when using F7 key
- Targas Created By Modo load into Torque3D flipped (www.torquepowered.com/community/forums/viewthread/116093)
- Headside animation does not function across the network (www.torquepowered.com/community/forums/viewthread/116165)
- Mouse trigger not called when the cursor is on the screen (www.torquepowered.com/community/forums/viewthread/111587)
- Incredibly dangerous bug in BitStream::readBits() (www.torquepowered.com/community/forums/viewthread/113953)
- Project with a specific name crashes (www.torquepowered.com/community/forums/viewthread/112435)
- 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
- setThreadDir() not working correctly (www.torquepowered.com/community/forums/viewthread/103663)
- 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)
- Camera movement normalized after scaling in overhead mode (www.torquepowered.com/community/forums/viewthread/107491)
- DeathMatchGame::endGame calls startGame (www.torquepowered.com/community/forums/viewthread/114643)
- Crash Bug: deleting terrain textures renders terrain useless (www.torquepowered.com/community/forums/viewthread/115027)
- Is the forest creation tool Collidable and Radius supposed to create a bounding area? (www.torquepowered.com/community/forums/viewthread/115137)
- When the camera is in Overhead mode the forward motion is reversed when the pitch is above the horizon (www.torquepowered.com/community/forums/viewthread/119807)
- setTransform not currently preserving object's rotation (www.torquepowered.com/community/forums/viewthread/119933)
- Ammo and health packs causing a crash after being used and forced to be visible again
- Large performance drop in shape editor (www.torquepowered.com/community/forums/viewthread/119903)
- Adding MissionGroup to another SimGroup causes a crash
- GuiConvexEditorCtrl causes crash when added through the GUI Editor
- Clicking "Edit" in the Cubemap Editor causes duplicate entries to be added
- World Editor panels do not stay "docked" when resolution changes occur (www.torquepowered.com/community/forums/viewthread/120117)
- Changes made to a slider value in the World Editor by mouse wheel do not change the visible value (www.torquepowered.com/community/forums/viewthread/120115)
- Issue in World Cditor collision combo box (www.torquepowered.com/community/forums/viewthread/120113)
- Particle Editor's "Play Effect" button does not function
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.
#2
I'm curious to have a look at that deathball desert to see if its using a single base texture for the zone aswell :)
09/20/2010 (7:35 pm)
Whoo good stuff!I'm curious to have a look at that deathball desert to see if its using a single base texture for the zone aswell :)
#3
09/20/2010 (7:37 pm)
WOW!!! THAT ROCKS ARE MADE WITH THE TERRAIN EDITOR?!?!?!
#4
Great update!
09/20/2010 (7:38 pm)
You guys have really stepped up in regards to everything! Thanks for taking the time, for the updates, and trying hard to work more closely with the community, and for the community:O)Great update!
#5
The buttes you see in there are actually dts shapes. They're a great example of combining terrains and static shapes for a desired look.
09/20/2010 (7:50 pm)
@AlexandreThe buttes you see in there are actually dts shapes. They're a great example of combining terrains and static shapes for a desired look.
#6
I would like to see some sort of blending effect for the terrain and dts object. Though I guess that's not really an important feature =P.
09/20/2010 (9:59 pm)
Quote:@Alexandre
The buttes you see in there are actually dts shapes. They're a great example of combining terrains and static shapes for a desired look.
I would like to see some sort of blending effect for the terrain and dts object. Though I guess that's not really an important feature =P.
#7
Theres so much of what I dreamt on when fisrt diving into GG's engines in T3D. The visions of large maps and crispy fluff worlds when I supported TSE is now brought alive.
And the dream of proper water and SpeedTreeRT alike foilage is now in my hands...
Thank you <hugs team>
09/20/2010 (10:36 pm)
Alrighty. Have to say this; awesome work TP guys ;)Theres so much of what I dreamt on when fisrt diving into GG's engines in T3D. The visions of large maps and crispy fluff worlds when I supported TSE is now brought alive.
And the dream of proper water and SpeedTreeRT alike foilage is now in my hands...
Thank you <hugs team>
#8
09/21/2010 (12:27 am)
Sweet. Things are moving along. I'm just waiting for the full release and those demos. Any beta videos being made by users?
#9
@Glen: What do you WANT to see? ;) Have you looked at the T3D showoff thread? A lot of users on the last couple of pages are using the beta...
www.torquepowered.com/community/forums/viewthread/93301
09/21/2010 (1:53 am)
There are usually like 50 comments per T3D Beta Release blog.... Where are they all at?! :P@Glen: What do you WANT to see? ;) Have you looked at the T3D showoff thread? A lot of users on the last couple of pages are using the beta...
www.torquepowered.com/community/forums/viewthread/93301
#10
09/21/2010 (9:24 am)
Really good work on this TP. Not long now until 1.1 final, B3 the most stable release as far as I can tell yet.
#11
09/21/2010 (10:35 am)
It looks awesome now. I will give a test to implement some elements from my project, like radar, UAISK, and more. Me wonder how this work in the new beta.
#12
09/21/2010 (5:25 pm)
Nice work! Since the initial doc has been completed some weeks ago, what is the plan for GG in this regard? Are you working on more docs? Like little tutorials, maybe just as can be found for unity3d?
#15
I'm sure this is already asked...but how far off of GA is this build?
When can we expect 1.1 final?
--RB
09/21/2010 (6:12 pm)
Very cool indeed...loving the new Deathball! :)I'm sure this is already asked...but how far off of GA is this build?
When can we expect 1.1 final?
--RB
#16
We will continue to post our progress with the bug fixing on the forums but we expect it to take several months to finish what we have slated against Final.
09/21/2010 (6:19 pm)
There are still a number of bugs we'd like to fix for Torque 3D 1.1 Final. We want to make sure that it is a very stable and very productive version for people to build games with.We will continue to post our progress with the bug fixing on the forums but we expect it to take several months to finish what we have slated against Final.
#17
@Matt F: So is Beta 3 planned to be the last beta or will there be more before final? Also is there a planned release for the demos? I think it was mentioned they'd be released at 1.1 final, I'm just not sure.
I'm really waiting for the final, but I also need pro so that I can still look at more of the updates.
09/21/2010 (7:14 pm)
@Ray: I was looking through that thread before. I haven't been as active on Torque Forums recently because we haven't used it much yet. Buuuutt! Since Torque is moving to 1.1 soon then I'm preparing.@Matt F: So is Beta 3 planned to be the last beta or will there be more before final? Also is there a planned release for the demos? I think it was mentioned they'd be released at 1.1 final, I'm just not sure.
I'm really waiting for the final, but I also need pro so that I can still look at more of the updates.
#18
The South Pacific demo is coming along nicely and we hope to release a Beta of it to the Pro users before too much longer as a separate download.
09/21/2010 (7:24 pm)
At this point Beta 3 is intended to be the last beta before Final.The South Pacific demo is coming along nicely and we hope to release a Beta of it to the Pro users before too much longer as a separate download.
#19
09/21/2010 (7:48 pm)
Great Pacific Demo news, i was excited about the demo just saw GDC 2009 presentations, wanna play with it so much !!!
#20
09/22/2010 (1:48 am)
That's great... now what about the Mac version? 
Torque Owner Richard Hebblewhite
RareBit Interactive