Torque 3D Open Source Development Branch Update 2013-04-16
by Dave Wyand · 04/16/2013 (3:01 pm) · 16 comments

Torque 3D Open Source Development Branch Update 2013-04-16
On December 19, 2012, we launched T3D v2.0 as the first new release under open source. Then on January 10, 2013, the T3D Steering Committee presented their proposed roadmap for v3.0 to the community for comments. Now that we’ve passed the six month mark since going open source, it is time for another update!We now have five GitHub repositories:
In addition to these repositories, we also have a couple of prepackaged files for you to download if you would prefer to not compile the code yourself:
- Torque 3D 2.0 with updated TorqueScript documentation, the Project Manager, and compiled versions of the templates.
- Torque3D Project Manager v1.1 on its own for use in your T3D forks. This is the same version that was originally in the GitHub downloads section that they have now depreciated.
- Change ShapeBase to only test if available meshes (Issue 236)
- Compile Bullet library under Windows (Issue 237)
- Razer Hydra integration (Issue 234)
- Updates libogg to v1.3.0 (Issue 239)
- Patches the libvorbis update with missed files (Issue 240)
- Update libvorbis (Issue 238)
- Removed hard coded directory paths (Issue 248)
- Updating libpng to v1.5.14 and zlib to v1.2.7 (Issue 250)
- Update squish (Issue 243)
- Update TinyXML to v2.6.2 (Issue 255)
- Tools GuiProfile Separation (Issue 259)
- Remove unused and (partially) unworking UnifiedShell (Issue 260)
- Bug fixes for alternative zip layout and define to toggle it on (Issue 178)
- Relocate game specific GUIs out of the "core" (Issue 264)
- Removing the controlsHelpDlg to reduce maintenance overhead (Issue 266)
- Adding a basic rule-based terrain painting implementation (Issue 272)
- Minor Issues From ParticleData Times Change (Issue 225)
- Particles are not shapes (Issue 275)
- Importing terrain heightmaps flips Y-axis (Issue 268)
- Material Editor Crash- Opening the material editor with a mesh selected doesn't open a custom material. (THREED-3195) (Issue 163)
- Set the Ryder as the default starting weapon instead of the Lurker (Issue 284)
- Gui Editor - Object Treeview refresh issue (THREED-3179) (Issue 193)
- Remove unused OOBSign from PlayGui (Issue 286)
- Move teleporter related particle data out of managed data (Issue 290)
- Remove the old TGE era "Buggy" vehicle (Issue 292)
- Move light related example art and data out of core (Issue 294)
- Move example sky assets out of core (Issue 295)
- Move water assets out of core (Issue 296)
- Move example road and path assets out of core (Issue 297)
- Remove the Armor script class (Issue 305)
- Thumbnails in the Material Selector do not display (Issue 282)
- Cleanup of weapon fx and assets (Issue 312)
- Add missing terrain related materials (Issue 314)
- Add buttons to the MainMenu to access the Editors (Issue 315)
- Fix texture and object console paths (Issue 316)
- zero() method added to all point classes (Issue 317)
- GFX now handles non-default adapters (Issue 318)
- Clean up the cheetah's onLoad() TSShapeConstructor script (Issue 319)
- Fix platforms that don't support PVI_NumAdapters (Issue 320)
- ExtendedMove changes (Issue 321)
- Correct customProfiles.cs execution (Issue 322)
- Use correct dragCoefficient value in TeleportFlash (Issue 323)
- Game cam and eye banking, control schemes (Issue 325)
- Torque 3d crush when you import a heightmap (Issue 288)
- Oculus VR (Rift) support (Issue 326)
- Add a new Terrain brush action: Smooth Slope (Issue 327)
- Remove unused weapon scripts in Full Template (Issue 328)
- Remove unused and duplicate sounds (Issue 329)
- Side by side rendering (Issue 324)
Highlights From This Update
Let’s take a closer look at some of the development branch changes that are a part of this update blog.Template Clean Up
The clean up of the project templates is nearly complete. This involved:
- Moving assets and script out of the core directory and into the appropriate game location.
- Separating the tool GUI profiles from those of the game.
- Removal of unused components.
- Clean up of console spam.
Updating 3rd Party Libraries
Most of the 3rd party libraries have been updated to their latest versions.
New Terrain Tools
Two new terrain tools have been added: rule-based painting and sloped-based smoothing.
Razer Hydra Controller Support
Support for the Razer Hydra controller was added to the development branch on February 22, 2013. This unique game controller can determine your hands’ absolute position and rotation in space, in addition to the usual set of gamepad controls. I wrote a blog all about this that you may want to check out: Torque 3D Now Supports the Razer Hydra Controller.
Oculus Rift HMD Support
Support for the Oculus Rift head mounted display and tracker was added to the development branch on April 11, 2013. The Rift provides a true stereo display with a large field of view. It also allows for Torque 3D to track your head’s rotation and update the in-game camera accordingly. I wrote a blog all about this that you may want to check out: Torque 3D Now Supports the Oculus Rift.
Approaching the v3.0 Release
The Steering Committee is looking to have the v3.0 release of Torque 3D ready for the end of April, where a release is defined as merging all changes into the master branch, and precompiled packages are made available. When that time comes I will post another blog listing all of the changes that have been made since v2.0.In Closing
Mode 7, the makers of the popular Frozen Synapse, have announced their latest game that will be available in 2014: Frozen Endzone. This futuristic, tactical sports game is currently up on Steam Greenlight and the best part is it’s being made with Torque 3D. Here is their announcement trailer:- Dave
About the author
Producer at GarageGames LLC
#2
04/16/2013 (3:09 pm)
Fantastic! The game looks amazing and fun!!!
#3
04/16/2013 (3:15 pm)
So if changes are made that will carry out to the project folder under /My Projects/ how do I get the changes, without touching the rest of my project, that I already generated a project with an earlier version of Torque3D ?
#4
Nothing we do will ever touch the My Projects directory. You will have do a manual comparison and merge of the changes made to the Templates, if desired, in order for them to be reflected in your user created project. Or you can generate a new project from one of the modified templates and move your changes into the newly created project. All engine side changes, as well as the Templates themselves, will merge as normal as per standard git usage.
04/16/2013 (3:29 pm)
@Duion: Nothing we do will ever touch the My Projects directory. You will have do a manual comparison and merge of the changes made to the Templates, if desired, in order for them to be reflected in your user created project. Or you can generate a new project from one of the modified templates and move your changes into the newly created project. All engine side changes, as well as the Templates themselves, will merge as normal as per standard git usage.
#5
04/16/2013 (3:39 pm)
I would buy Mode 7's new game if they make commits back to the git hub repo for the mac and Linux port of the engine specific code. So that the community can have finally a Mac and Linux support for Torque 3d.
#6
There are two Linux solutions currently to provide the basis for improving Linux support. One created by our own Ron O'Hara which was pushed to the linux-rnd branch and one create by community member Dushan. Dushan's is available in his fork I believe.
04/16/2013 (3:45 pm)
@JimmyThere are two Linux solutions currently to provide the basis for improving Linux support. One created by our own Ron O'Hara which was pushed to the linux-rnd branch and one create by community member Dushan. Dushan's is available in his fork I believe.
#7
and what i can say as i tested both
is that Dushans Linux Port is not far away from being done
the editors/ Level editor is working aswell.
its more a question of time
with that being said
@Jimmy R Armes
...Mode 7, the makers of the popular Frozen Synapse, have announced their latest game that will be available in 2014...
i would assume that mode7 is hoping on the community aswell to get this thing Linux/Mac ready
However there is even work on ios/android going on and ofc atm its more of a speculation but that is not really worth to be discussed yet.
04/16/2013 (3:51 pm)
ye thats correct @Scottand what i can say as i tested both
is that Dushans Linux Port is not far away from being done
the editors/ Level editor is working aswell.
its more a question of time
with that being said
@Jimmy R Armes
...Mode 7, the makers of the popular Frozen Synapse, have announced their latest game that will be available in 2014...
i would assume that mode7 is hoping on the community aswell to get this thing Linux/Mac ready
However there is even work on ios/android going on and ofc atm its more of a speculation but that is not really worth to be discussed yet.
#8
Is the 3.0 mentioned part of the GIT or part of the old T3D Pro license?
04/16/2013 (5:43 pm)
Man now i have to definatly update to the GIT version. Is the 3.0 mentioned part of the GIT or part of the old T3D Pro license?
#9
3.0 is part of GIT tehrefore MIT
and might not be compatibel with a T3D 1.2 pro license
as in - u would need to update you Codebase with the Changes from the Git Repo
However i do hope you Port your stuff to the MIT Version
for one your RPG Work looks really promising and it would benefit from being uptodate with the MIT Version
and tbh i hope more ppl/ Developers of Kits/Tools will go this road
it is a shame that things like
Verve and or the GMK are not being updated especially when T3D MIT is evolving more and more
believe me ppl will your purchase your RPG Kit
and not just that, other packs tools whatsoever
i myself got me TAIK/ AVK Drive (i silently hope taht Deepscratch will update it to mit)
and some other stuff.
04/16/2013 (6:04 pm)
@Kevin3.0 is part of GIT tehrefore MIT
and might not be compatibel with a T3D 1.2 pro license
as in - u would need to update you Codebase with the Changes from the Git Repo
However i do hope you Port your stuff to the MIT Version
for one your RPG Work looks really promising and it would benefit from being uptodate with the MIT Version
and tbh i hope more ppl/ Developers of Kits/Tools will go this road
it is a shame that things like
Verve and or the GMK are not being updated especially when T3D MIT is evolving more and more
believe me ppl will your purchase your RPG Kit
and not just that, other packs tools whatsoever
i myself got me TAIK/ AVK Drive (i silently hope taht Deepscratch will update it to mit)
and some other stuff.
#10
04/16/2013 (6:13 pm)
I'm doing all my clean up and paper work for the Kit now. I stopped all other features to make everything clean and understandable. Currently it is compatible with 1.2 but I will immediately jump to making it work with this current version as I want to use these features so bad!
#11
04/17/2013 (11:57 am)
Thanks!
#12
Question, will there ever be a mac version of this engine?
04/17/2013 (1:14 pm)
Awesome as always, thanks guys for all you do =)Question, will there ever be a mac version of this engine?
#14
04/17/2013 (11:20 pm)
Unfortunately no Mac developer has stepped forward from out of the community. The sooner someone contributes, then the sooner that better Mac support can be offered.
#15
but i can't make it in my 64bit ubuntu/mint os.......
Finally I tried that on my 32bit os, i got this when i try to start the game:
*** LOADING MISSION: levels/Empty Terrain.mis
*** Stage 1 load
*** Stage 2 load
Executing levels/Empty Terrain.mis.
Game -> activatePackages
*** Mission loaded
Engine initialized...
Started up in 6.67 seconds...
Bad master server address: 2:master.garagegames.com:28002
No master servers found
Sending heartbeat to master server [IP:198.101.240.242:28002]
Sending heartbeat to master server [IP:198.101.240.242:28002]
I just can't access to master.garagegames.com
~~~T_T~~~~
04/20/2013 (4:32 am)
Great works! but i can't make it in my 64bit ubuntu/mint os.......
Finally I tried that on my 32bit os, i got this when i try to start the game:
*** LOADING MISSION: levels/Empty Terrain.mis
*** Stage 1 load
*** Stage 2 load
Executing levels/Empty Terrain.mis.
Game -> activatePackages
*** Mission loaded
Engine initialized...
Started up in 6.67 seconds...
Bad master server address: 2:master.garagegames.com:28002
No master servers found
Sending heartbeat to master server [IP:198.101.240.242:28002]
Sending heartbeat to master server [IP:198.101.240.242:28002]
I just can't access to master.garagegames.com
~~~T_T~~~~
#16
When I download this version and load torquescript into Torsion,and precompile some wrong info display and terrain editor is not work,please help me!
core/scripts/client/audio.cs Line: 414 - syntax error
>>> Advanced script error report. Line 414.
>>> Some error context, with ## on sides of error halt:
/// string to pause sources on all channels.
/// @param %pauseSet An optional SimSet which is filled with the paused
/// sources. If not specified the global SfxSourceGroup
/// is used.
///
/// @deprecated
///
function sfxPause( %channels, %pauseSet )
{
## ## // Did we get a set to populate?
if ( !isObject( %pauseSet ) )
%pauseSet = SFXPausedSet;
%count = SFXSourceSet.getCount();
for ( %i = 0; %i < %count; %i++ )
{
%source = SFXSourceSet.getObject( %i );
%channel = sfxGroupToOldChannel( %source.getGroup() );
>>> Error report complete.
please help me ,thanks a lot!
-------------------
test about four hours;
I found perhaps this question is Torsion's bug�
sone line end with a "a" ,not "da" will lead Torsion compile torquescript error,if after "\"�I Input a �return� key will solve this question�
---
another way is change "///" to "//"!
Others have encountered the same problem?
04/22/2013 (6:48 pm)
hello,everyone:When I download this version and load torquescript into Torsion,and precompile some wrong info display and terrain editor is not work,please help me!
core/scripts/client/audio.cs Line: 414 - syntax error
>>> Advanced script error report. Line 414.
>>> Some error context, with ## on sides of error halt:
/// string to pause sources on all channels.
/// @param %pauseSet An optional SimSet which is filled with the paused
/// sources. If not specified the global SfxSourceGroup
/// is used.
///
/// @deprecated
///
function sfxPause( %channels, %pauseSet )
{
## ## // Did we get a set to populate?
if ( !isObject( %pauseSet ) )
%pauseSet = SFXPausedSet;
%count = SFXSourceSet.getCount();
for ( %i = 0; %i < %count; %i++ )
{
%source = SFXSourceSet.getObject( %i );
%channel = sfxGroupToOldChannel( %source.getGroup() );
>>> Error report complete.
please help me ,thanks a lot!
-------------------
test about four hours;
I found perhaps this question is Torsion's bug�
sone line end with a "a" ,not "da" will lead Torsion compile torquescript error,if after "\"�I Input a �return� key will solve this question�
---
another way is change "///" to "//"!
Others have encountered the same problem?

J0linar
great News and great lookin Game to (re)present the new Torque3D!