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Torque 3D 1.2 - Preliminary Changelog

by Derek Bronson · 10/14/2011 (5:27 pm) · 37 comments

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Welcome back to another Torque 3D 1.2 Friday. Last week I reveled pricing for the Torque 3D 1.2 update. First off I would like to say thank you for all the support we got from you guys. Talking about pricing is never an easy thing but everyone kept it civil and a lot of good discussion occurred. Based on the feedback from the community we’ve decided to release the bug fixes from 1.2 to all current Torque 3D licensees for free. To read more about that please check out Eric’s comment here. We can't always act on everyone's comment or thought but I guarantee that we are listening.

Another major topic is that people wanted to see exactly what Torque 3D 1.2 consists of. In the spirit of that I’ve thrown together a preliminary Changelog based on our repo commit messages. It’s a little quick and dirty and I plan on having something a little more polished for the launch but for those that want to dig into things I present to you the almost final, just about done, nearly there, preliminary Changelog:



For more information on some of the features we have added to 1.2 I would recommend checking out the links at the bottom of this page for other blogs I have written regarding 1.2. Also, this Changelog doesn’t represent well the amount of time and effort that has gone into the artwork for 1.2. While I understand that a few of you don’t make use of pre-constructed art for your projects these assets not only illustrate some cool things you can do with your levels but also help guide artists on how to setup their art to best take advantage of the new 1.2 features.

Another point I want to make is that the development team has gone to great lengths to make sure these features play nicely with pre-existing Torque 3D code. Meaning we are hoping that people with Torque 3D 1.1 projects as well as all you 3rd party vendors out there have a smooth experience upgrading to 1.2.

If anyone has any questions about the changes in 1.2 we'll do our best to answer them.

Next week I’ll be doing a dive into the alien art pack we have developed for Torque 3D 1.2. Just a matter of time before you can have your Humans vs Aliens war that gets invaded by Zombies!


Torque 3D 1.2 Development Blogs:

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#1
10/14/2011 (5:46 pm)
Excellent, thanks.
#2
10/14/2011 (5:52 pm)
Quote:
... Humans ... Aliens ... Zombies ...

Yep, I think that covers all bases ...
#3
10/14/2011 (6:15 pm)
Thanks for posting this.
#4
10/14/2011 (6:50 pm)
That is one hell of a changelog. I was disconnected for a better part of T3D development while trying to launch iTorque 2D v1.5. This is the first chance I've had to read through the revision list and see all the dev notes. WOW!

My deepest admiration to the Torque 3D team. I am thoroughly impressed.
#5
10/14/2011 (7:34 pm)
I enjoy these weekly updates, fantastic job T3D team.
#6
10/14/2011 (8:04 pm)
Wow!
#7
10/14/2011 (9:00 pm)
Interesting and nice change log. Looking forward to this.
#8
10/14/2011 (11:29 pm)
Can't wait to port everything over and see how well it plays with my current setup.

Good job guys!
#9
10/14/2011 (11:34 pm)
so I like...and hope..
#10
10/14/2011 (11:37 pm)
SO I just hope know....when can download T3d 1.2 in my Account..?
#11
10/15/2011 (12:42 am)
Early November, I believe
#12
10/15/2011 (1:52 am)
Looks perfect. I think you nailed the pricing too. I don't need the extra demo's or artwork etc. but I'll certainly be purchasing the full 1.2 upgrade just to support the cause, and it's great to have more examples to pick apart and learn from 8)

Great work GGs !!
#13
10/15/2011 (2:16 am)
AWESOME work on that changelog. :)
#14
10/15/2011 (2:33 am)
Chinese:
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English:
My poor English!I Can understand gg and I am glad to pay money to gg to support gg team develop more exceting production;I think,this money not only pay for gg team ,but also pay for ourselves,no team can take holding if no money to take!
#15
10/15/2011 (7:18 am)
Actually, reference THREED-2262 "Why would we want to collide with a trigger's volume?" It occurs to me that you could implement power dead zones where perhaps that deployed turret wouldn't work, and the easiest way off the top of my head is triggers.

I have to add triggers to my projectile type mask for a game I'm working on....
#16
10/15/2011 (7:47 am)
"Just a matter of time before you can have your Humans vs Aliens war that gets invaded by Zombies!"

I loved seeing the change log, and have to say I'll be picking this up now, but will still have a sour taste in my mouth till the giant robot vs. giant lizard attack pack I've always been dreaming of is implemented. And before anyone criticizes me....no no no...I will not make it myself. A true war always involves giant robots...the lizards are just a bonus.

#17
10/15/2011 (7:56 am)
I'm glad that you work to improve this engine.
1.2 there a release date?
#18
10/15/2011 (8:21 am)
Just... grinning happily. That's a nice looking changelog.
#19
10/15/2011 (1:12 pm)
@Antonio - We are getting ready to send the engine through another round of QA. At this point, we are 99% on polish, marketing, and quality. This usually takes a few weeks.

It's in Scott's hands. It goes out when QA blesses it.
#20
10/15/2011 (2:11 pm)
Silly question, to which I am sure I can guess an answer to but....

Is T3D 1.2 likely to see a mac release? I am holding off making any decision on a 3D engine at the moment, as a majority of my dev time is on OSX

Gavin
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