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!
#22
04/10/2015 (12:35 pm)
Any news from the glowing terrain blending bug? I just updated to 3.7 branch and got this bug.
#23
I didn't see an option to use OpenGL, but then realized ... It's in the modules, had to use the project manager and create a new project ... with OpenGL enabled.
Then tried to tackle compiling it as x64 ... had to convert the project to use x64 instead of win32 for the target. But still missing something, as its failing to compile with this error:
>> x64\Debug\mMathAMD_ASM.obj : fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'x64'
04/25/2015 (6:41 pm)
It seems to work good so far, had no issues compiling the release or debug version.I didn't see an option to use OpenGL, but then realized ... It's in the modules, had to use the project manager and create a new project ... with OpenGL enabled.
Then tried to tackle compiling it as x64 ... had to convert the project to use x64 instead of win32 for the target. But still missing something, as its failing to compile with this error:
>> x64\Debug\mMathAMD_ASM.obj : fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'x64'
#24
bool TerrainBlock::_setBaseTexFormat(void *obj, const char *index, const char *data)
{
.
.
.
//terrain->_updateLayerTexture();
//// If the cached base texture is older that the terrain file or
//// it doesn't exist then generate and cache it.
//String baseCachePath = terrain->_getBaseTexCacheFileName();
//if (Platform::compareModifiedTimes(baseCachePath, terrain->mTerrFileName) < 0)
// terrain->_updateBaseTexture(true);
.
.
.
}
06/05/2015 (5:11 am)
dedicated server crash. In Engine/source/terrain/terrData.cpp comment this:bool TerrainBlock::_setBaseTexFormat(void *obj, const char *index, const char *data)
{
.
.
.
//terrain->_updateLayerTexture();
//// If the cached base texture is older that the terrain file or
//// it doesn't exist then generate and cache it.
//String baseCachePath = terrain->_getBaseTexCacheFileName();
//if (Platform::compareModifiedTimes(baseCachePath, terrain->mTerrFileName) < 0)
// terrain->_updateBaseTexture(true);
.
.
.
}
#25
06/05/2015 (7:27 am)
Odd... is that with the TORQUE_DEDICATED compiler option, or the -dedicated command line switch?
#26
06/05/2015 (2:48 pm)
-dedicated command line
#27
06/05/2015 (9:29 pm)
Verify https://github.com/GarageGames/Torque3D/pull/1320 ?
#28
if place your code before terrain->_updateLayerTexture();
then all work.
thanks!
06/06/2015 (10:09 am)
not work. if place your code before terrain->_updateLayerTexture();
then all work.
thanks!

Torque Owner Lukas Joergensen
WinterLeaf Entertainment