Torque 3D Status - 9/11/2010
by Matt Fairfax · in Torque 3D Professional · 09/11/2010 (8:31 am) · 121 replies
Hey all,
I apologize that this update is a little late. I ended up taking off part of last week to show my cousin around Las Vegas (I could post a couple pictures if you guys are interested) and this week has been even crazier and busier than usual. I will do my best to be more punctual in the future.
I am sure many of you have noticed that we've really stepped up on keeping the bugs statuses updated with "LOGGED", "VERIFIED", and "RESOLVED" in the titles. In between these updates from me, that is going to be a really good way to track our progress towards the next release so keep an eye out for them.
So, I have some good news =)
We are planning to release Torque 3D 1.1 Beta 3 next week. I should be sending a release candidate build for Beta 3 into QA on Tuesday and we will release it as soon as they sign off on it (towards the end of the week). I will be sure to let you guys know on this thread if we run into any problems with getting that release out.
For Torque 3D 1.1 Beta 3, we have fixed or resolved close to 100 bugs. QA is busy verifying the bugs we've submitted to them to make sure the fixes are good but here is a preview of the ones that they have already approved:
I apologize that this update is a little late. I ended up taking off part of last week to show my cousin around Las Vegas (I could post a couple pictures if you guys are interested) and this week has been even crazier and busier than usual. I will do my best to be more punctual in the future.
I am sure many of you have noticed that we've really stepped up on keeping the bugs statuses updated with "LOGGED", "VERIFIED", and "RESOLVED" in the titles. In between these updates from me, that is going to be a really good way to track our progress towards the next release so keep an eye out for them.
So, I have some good news =)
We are planning to release Torque 3D 1.1 Beta 3 next week. I should be sending a release candidate build for Beta 3 into QA on Tuesday and we will release it as soon as they sign off on it (towards the end of the week). I will be sure to let you guys know on this thread if we run into any problems with getting that release out.
For Torque 3D 1.1 Beta 3, we have fixed or resolved close to 100 bugs. QA is busy verifying the bugs we've submitted to them to make sure the fixes are good but here is a preview of the ones that they have already approved:
- Hardware mesh instancing causes broken rendering on multi-layer Materials (www.torquepowered.com/community/forums/viewthread/118823)
- Projectile positions are not getting transmitted correctly on the first tick (www.torquepowered.com/community/forums/viewthread/118893)
- Projectiles network their position twice when initially created (www.torquepowered.com/community/forums/viewthread/119201)
- Inconsistent angle types exposed to script (www.torquepowered.com/community/forums/viewthread/119179)
- Particle's animTexTiling property was incorrectly removed (www.torquepowered.com/community/forums/viewthread/118931)
- GroundCover's invertLayer property no longer inverts the layer (www.torquepowered.com/community/forums/viewthread/118801)
- Waypoint Marker does not save its name from the World Editor (www.torquepowered.com/community/forums/viewthread/118923)
- Tansparency rendering differently than it did in Torque 3D 1.1 Beta 1 (www.torquepowered.com/community/forums/viewthread/119063)
- Mesh Road collision doesn't work when loaded from a saved level (www.torquepowered.com/community/forums/viewthread/118389)
- TCPObject send() is commented out (www.torquepowered.com/community/forums/viewthread/118951)
- DOF effect continues after zoom is released in Templates (www.torquepowered.com/community/forums/viewthread/118849)
- Applying impulses to Item's causes the game to freeze (www.torquepowered.com/community/forums/viewthread/118869)
- The first element of GuiStackCtrl is rendering outside of the bounds (www.torquepowered.com/community/forums/viewthread/105819)
- Terrain Material detail map strength not applying unless the Terrain Material is unselected and reselected (www.torquepowered.com/community/forums/viewthread/118819)
- WaterPlane renders incorrectly when driving a WheeledVehicle (www.torquepowered.com/community/forums/viewthread/118813)
- 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
- explosions render differently when connected to dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- 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)
- 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)
- World Editor doesn't add ".mis" extension to filenames (www.torquepowered.com/community/forums/viewthread/116703)
- 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
- Orientation issue with player when using F7 key
- Targas Created By Modo load into Torque3D flipped (www.torquepowered.com/community/forums/viewthread/116093)
- Incredibly dangerous bug in BitStream::readBits() (www.torquepowered.com/community/forums/viewthread/113953)
- 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
- 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)
- DeathMatchGame::endGame() calls startGame() (www.torquepowered.com/community/forums/viewthread/114643)
- Large performance drop in shape editor (www.torquepowered.com/community/forums/viewthread/119903)
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.
#82
<shrug> I'm seeing a lot of progress, so I'm happy for now.
03/21/2011 (9:35 pm)
Yeah, Steve - actually some of that bloodline in my family so it'd be appropriate....<shrug> I'm seeing a lot of progress, so I'm happy for now.
#83
too many times we hear that,
never happens,
half baked apples from the last stew,
just release...a product...soon.
03/22/2011 (12:36 am)
oh man Scott,Quote:I think you'll all find it was worth itplease dont do that,
too many times we hear that,
never happens,
half baked apples from the last stew,
just release...a product...soon.
#84
I think we were just anxious on the lack of update on the forums. The format you used for the initial thread describing your scrum run is really a good way to share the information and give a status. I hope you will continue in this way
thanks
03/22/2011 (12:51 am)
in terms of update can we expect also some information on the survey soon?I think we were just anxious on the lack of update on the forums. The format you used for the initial thread describing your scrum run is really a good way to share the information and give a status. I hope you will continue in this way
thanks
#85
I'll put $10 on June. ..Anyone else in ?
03/22/2011 (11:05 pm)
I don't think we'll be seeing 1.1 until June.I'll put $10 on June. ..Anyone else in ?
#86
I don't mind the date slipping that's how software development goes I just wish it was communicated better, it seems random threads get updated or odd comments on IRC and there is no 1 place I can look for the latest news.
That's what then creates the chinese whispers with everyone having different expectations and causes the confusion and disappointment. If I can suggest just having 1 place to update and giving regular feedback as dates move and alter.
03/23/2011 (7:26 am)
I got March from Michs comment on that ETA thread and had read it as worst case scenario was mid march if it needed 3 QA passes. I don't mind the date slipping that's how software development goes I just wish it was communicated better, it seems random threads get updated or odd comments on IRC and there is no 1 place I can look for the latest news.
That's what then creates the chinese whispers with everyone having different expectations and causes the confusion and disappointment. If I can suggest just having 1 place to update and giving regular feedback as dates move and alter.
#87
03/24/2011 (8:38 am)
I'm thinking that not every announcement needs to be a commentable blog. If anyone has comments they can put them in the appropriate forum. Many of the comments on announcements are extraneous and questions pop up that are best set aside for the forums anyway.
#88
03/24/2011 (3:57 pm)
From what I have read the new product manager was very recently handed over the T3D project(supposedly). The bad joke continues..
#89
03/24/2011 (4:14 pm)
Quote:From what I have read the new product manager was very recently handed over the T3D project(supposedly). The bad joke continues..And who did you hear that from?
#90
[20:32] <[GG]Mich> I hand off T3D project management to the new guy on Monday
..
[20:33] <S....> any news on eta for t3d final?
[20:33] <[GG]Mich> That's up to the new project manager to decide
[20:33] <B....> yup - "eventually"
03/24/2011 (6:52 pm)
[ I looked in my log. ][20:32] <[GG]Mich> I hand off T3D project management to the new guy on Monday
..
[20:33] <S....> any news on eta for t3d final?
[20:33] <[GG]Mich> That's up to the new project manager to decide
[20:33] <B....> yup - "eventually"
#91
03/24/2011 (6:56 pm)
Was it that T3D would be heading to QA after iT2D?
#92
- I have projects on hold and I am leaning more towards the UDK every day that you guys play the "change our words" game.
- I have made tools and apps to make T3D art creation and scripted interaction systems a streamlined breeze and I really dislike leaving that work behind as it will allow me to pump games out in weeks ..but sooner or later I will have no choice but to give up on that focus.
- Personally, I know that you guys understand my POV..
- Professionally; I am sorry I have to kick your shoes so often...I understand you don't like it.
The engine has some major flaws that are supposedly fixed in 1.1.
(I feel like I bought Enron stock the night before the crash.)
Here's my unsolicited My opinion:
release 1.1 and let the new guy work on 1.2.
03/24/2011 (7:29 pm)
I'm simply concerned with how long this wait will be. - I have projects on hold and I am leaning more towards the UDK every day that you guys play the "change our words" game.
- I have made tools and apps to make T3D art creation and scripted interaction systems a streamlined breeze and I really dislike leaving that work behind as it will allow me to pump games out in weeks ..but sooner or later I will have no choice but to give up on that focus.
- Personally, I know that you guys understand my POV..
- Professionally; I am sorry I have to kick your shoes so often...I understand you don't like it.
The engine has some major flaws that are supposedly fixed in 1.1.
(I feel like I bought Enron stock the night before the crash.)
Here's my unsolicited My opinion:
release 1.1 and let the new guy work on 1.2.
#93
03/24/2011 (8:56 pm)
The new project manager will not have a negative effect on when the release happens. He was brought in specifically to take over the project management duties so that the development team can focus on development and not concern themselves with managing the project at the same time.
#94
To be frank, I'd really enjoy if we could all just get on with coding our games (or... engines). If you don't like the engine or the company, fine. It's definitely good for us, the community, to have a voice and speak up when we see things going badly. I'm certainly not advocating we just be sheep and eat whatever GG throws at us. But please, a little understanding and respect for the guys who are working their arses off (coming off the back of being dropped by IA, then snatched from the precipice) so we can make awesome stuff. Give them a little credit... I'm sure they don't need us telling them how they should be doing their jobs.
After second thoughts:
That said, I don't want to belittle the plight of anyone who's actually relying on the games they make with GG engines to support themselves and/or families. I'm not in that situation, so I can afford to be more relaxed about GG's release schedule, and not bank my paycheck for the next few months on the update that may or may not be coming out.
03/24/2011 (9:59 pm)
Initial rant:To be frank, I'd really enjoy if we could all just get on with coding our games (or... engines). If you don't like the engine or the company, fine. It's definitely good for us, the community, to have a voice and speak up when we see things going badly. I'm certainly not advocating we just be sheep and eat whatever GG throws at us. But please, a little understanding and respect for the guys who are working their arses off (coming off the back of being dropped by IA, then snatched from the precipice) so we can make awesome stuff. Give them a little credit... I'm sure they don't need us telling them how they should be doing their jobs.
After second thoughts:
That said, I don't want to belittle the plight of anyone who's actually relying on the games they make with GG engines to support themselves and/or families. I'm not in that situation, so I can afford to be more relaxed about GG's release schedule, and not bank my paycheck for the next few months on the update that may or may not be coming out.
#95
I'll lean-off a bit as our points are clear.
(btw, if I paid $99, I wouldn't be complaining.
- Want me to stop complaining ? ..you can start a refund fund for me. Send me $901 USD and I'll never complain on this site again.)
03/24/2011 (11:37 pm)
..it's a tough situation for all of us right now & they hold the key to it's direct resolution. I'll lean-off a bit as our points are clear.
(btw, if I paid $99, I wouldn't be complaining.
- Want me to stop complaining ? ..you can start a refund fund for me. Send me $901 USD and I'll never complain on this site again.)
#96
03/25/2011 (4:12 am)
Quote:btw, if I paid $99, I wouldn't be complaining.That's another point I should have thought of :P.
#97
As soon as I replied, I had a sinking feeling it's something I said in IRC. I don't often go into much detail in IRC, so allow me to do so. When I say "handing off", that means I'm transitioning what I've been doing for the past few months back into the role I'm better suited for.
I am not an experienced project manager. The new guy is. I didn't just hand him the keys and run out of the building laughing maniacally. I've been walking him through the processes that work, processes that are breaking down, introducing the team and their habits, providing tech reports, walking through our bug lists and generally doing a brain dump.
With him taking over the project management, I can focus more on the tech and docs. Rather than spending hours looking at burn down charts, release projections, people trackers, etc etc etc etc (all that fun project manager stuff), I get to help fix the demos and get more docs in. I also get time to interview potential hires, vet bug reports and other stuff I am better suited for.
The new project manager is not going to slow things down. His job is to make us more efficient and get the product out the door. How many times have people posted something along the lines of: "It's not fair that ___ person at Torque is focusing on ____ and not our ___?"
Let's fill in the blanks: "It's not fair that Mich is focusing on T3D and not iTorque 2D". Guess what, bringing in this guy allows me to focus on T3D docs and iT2D development. Bringing in another guy to work on docs allows me to focus on iT2D development and T3D development. See how that works?
If we have him waiting until 1.2, he's basically doing nothing. We brought him on to get things done now.
Verbosity for the win.
03/25/2011 (8:57 am)
Quote:[20:32] <[GG]Mich> I hand off T3D project management to the new guy on Monday
..
[20:33] <S....> any news on eta for t3d final?
[20:33] <[GG]Mich> That's up to the new project manager to decide
[20:33] <B....> yup - "eventually"
As soon as I replied, I had a sinking feeling it's something I said in IRC. I don't often go into much detail in IRC, so allow me to do so. When I say "handing off", that means I'm transitioning what I've been doing for the past few months back into the role I'm better suited for.
I am not an experienced project manager. The new guy is. I didn't just hand him the keys and run out of the building laughing maniacally. I've been walking him through the processes that work, processes that are breaking down, introducing the team and their habits, providing tech reports, walking through our bug lists and generally doing a brain dump.
With him taking over the project management, I can focus more on the tech and docs. Rather than spending hours looking at burn down charts, release projections, people trackers, etc etc etc etc (all that fun project manager stuff), I get to help fix the demos and get more docs in. I also get time to interview potential hires, vet bug reports and other stuff I am better suited for.
The new project manager is not going to slow things down. His job is to make us more efficient and get the product out the door. How many times have people posted something along the lines of: "It's not fair that ___ person at Torque is focusing on ____ and not our ___?"
Let's fill in the blanks: "It's not fair that Mich is focusing on T3D and not iTorque 2D". Guess what, bringing in this guy allows me to focus on T3D docs and iT2D development. Bringing in another guy to work on docs allows me to focus on iT2D development and T3D development. See how that works?
If we have him waiting until 1.2, he's basically doing nothing. We brought him on to get things done now.
Verbosity for the win.
#98
Seems silly to spend time justifying your internal project management/assignment on the forums rather than just letting people know where things stand with the engine... which is where the real frustration is with this thread.
I've quit bothering voicing my own frustration for the most part - there are plenty of others that do that just fine here (keep 'kicking shoes', eb). Just keep cracking on t3d and tighten down those bolts and I'll be happy.
Again, I'll suggest you guys post updates like this to keep the, erm, 'trolls' like me fed and sedated:
www.udk.com/news-beta-mar2011
As I ported to beta3, I ran into MANY new features that were never advertised or marketed that are right in line with what epic is doing. How would we know? Does marketing talk to the techs? To expect the community to dig up obscure screenshots from sickhead's flickr stream and speculate on what it means is just asking for this kind of conversation.
03/25/2011 (9:29 am)
@Michael:Seems silly to spend time justifying your internal project management/assignment on the forums rather than just letting people know where things stand with the engine... which is where the real frustration is with this thread.
I've quit bothering voicing my own frustration for the most part - there are plenty of others that do that just fine here (keep 'kicking shoes', eb). Just keep cracking on t3d and tighten down those bolts and I'll be happy.
Again, I'll suggest you guys post updates like this to keep the, erm, 'trolls' like me fed and sedated:
www.udk.com/news-beta-mar2011
As I ported to beta3, I ran into MANY new features that were never advertised or marketed that are right in line with what epic is doing. How would we know? Does marketing talk to the techs? To expect the community to dig up obscure screenshots from sickhead's flickr stream and speculate on what it means is just asking for this kind of conversation.
#99
What? No one else check them daily?
;)
03/25/2011 (10:50 am)
Quote:
To expect the community to dig up obscure screenshots from sickhead's flickr stream ...
What? No one else check them daily?
;)
#100
Ha! Believe me, I'm right there with you... :)
03/25/2011 (11:10 am)
Quote:What? No one else check them daily?
Ha! Believe me, I'm right there with you... :)
Torque Owner TheGasMan
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