Next Release: Feedback
by Phillip O'Shea · in Verve · 10/18/2010 (11:33 pm) · 17 replies
Hey guys, before I start working on the next release of Verve I'd like to compile a list of pending issues or requests that must make it. I've scoured this forum for your ideas and got this list together:
TODO
Torque 3D 1.1 Final Compatibility
Cinematic Playback on the Client
Tutorials
Camera Management
Bugs
Verve Editor Toolbar
Issue with vsf files
Pathing object out of sync
Path Rendering
Requests
Keyboard Shortcuts
If there is anything that I've missed, or you'd like added just drop it below and I'll update this post.
TODO
Torque 3D 1.1 Final Compatibility
Cinematic Playback on the Client
Tutorials
Camera Management
Bugs
Verve Editor Toolbar
Issue with vsf files
Pathing object out of sync
Path Rendering
Requests
Keyboard Shortcuts
If there is anything that I've missed, or you'd like added just drop it below and I'll update this post.
About the author
Head of Violent Tulip, a small independent software development company working in Wollongong, Australia. Go to http://www.violent-tulip.com/ to see our latest offerings.
#2
And perhaps a manual/min&max turn speed when using interpolation between nodes.
10/25/2010 (1:39 pm)
A visible look point (if one exists) when selecting a node.And perhaps a manual/min&max turn speed when using interpolation between nodes.
#3
10/31/2010 (6:46 pm)
to help new users, maybe a few examples with documents explaining how they work, not many but a few would do the trick :)
#6
11/20/2010 (3:26 am)
Will there be any chance that Torque 3D binary having support in the next update?(fingers cross on a yes) If so I will be picking me a copy up.
#7
I could offer a download link here for everyone, but its a public forum and it'd be inviting unlicensed users to take advantage of the situation.
Thoughts?
Ps: To anyone interested in purchasing Verve: Since the TP store is offline there is no alternate way for me to legally distribute Verve (or any of my other products). Sorry guys :(
11/23/2010 (1:17 am)
Hey guys, I've got a build of Verve for T3D 1.1b3 nearly ready. How do you think I should distribute it? Since IA isn't functioning correctly, I am unable to upload it to the TP site.I could offer a download link here for everyone, but its a public forum and it'd be inviting unlicensed users to take advantage of the situation.
Thoughts?
Ps: To anyone interested in purchasing Verve: Since the TP store is offline there is no alternate way for me to legally distribute Verve (or any of my other products). Sorry guys :(
#8
A full download would damage your future sales when Torque gets back up. As long as this earns you money, I know we'll have updates, so it makes sense that your financial success is in our best interest. :)
Additionally, would the TP site go missing one unlucky day, you'd still have your - also public - website to fall back to with any other plans you might have, which all your customers know of.
11/23/2010 (2:29 am)
Phillip, perhaps a differential patch would work if you don't have (too many) new files. But - as much as I'd like to see a new version - I don't think it would be good for anyone if you offered a full download. Instead, I think you should just wait a bit longer.A full download would damage your future sales when Torque gets back up. As long as this earns you money, I know we'll have updates, so it makes sense that your financial success is in our best interest. :)
Additionally, would the TP site go missing one unlucky day, you'd still have your - also public - website to fall back to with any other plans you might have, which all your customers know of.
#9
11/23/2010 (7:12 pm)
the other option is for people who have Verve to send you specific files that you request from the version they have in an email. This way you can verify they have the source. However if they have a bootleg copy then I doubt it would prevent them from getting the updated version either way, it really does depend how they got it in the first place.
#10
11/23/2010 (7:15 pm)
you would then also retain their email for future sales
#12
11/23/2010 (7:42 pm)
Hey Derek - you're a star! :)
#13
12/01/2010 (8:27 pm)
I can also host builds at my sites hngamers.com and will dedicate sections to things like this. I would of course need user information so that I can properly provide the downloads to users. thevisad ( at ) gmail ( dot ) com
#14
You can all download it from your accounts here. Let me know if you have any problems.
I'll try to throw up a blog about the release soon. Thanks guys!
12/01/2010 (8:56 pm)
Thanks Sean, but Derek just uploaded the build to the site.You can all download it from your accounts here. Let me know if you have any problems.
I'll try to throw up a blog about the release soon. Thanks guys!
#15
12/03/2010 (4:24 pm)
nice work Phillip - much appreciated.
#16
12/08/2010 (12:02 pm)
great thanks Phillip.
#17
12/09/2010 (12:09 pm)
ken we spucung a rusian
Torque 3D Owner Ming-Yang Yu
Hypaa
An artist in my studio found it's difficult to create path for a player, because it's hard to tell whether the path node is right on the terrain.
I add gServerContainer.castRay() in VPathEditor::getPointOnPath to place newly created on the terrain.
2. Allow to create node other than between path nodes.
In most situations, artists may wish to create new node not between previous nodes. For example, when we plan to create a path with topology A-->B-->C-->D-->E, the original method is
1. A-------------->E
2. A-->B---------->E
3. A-->B-->C------>E
4. A-->B-->C-->D-->E
However, the more intuitive way especially for complex path is to allow
1. A-->B
2. A-->B-->C
3. A-->B-->C-->D
4. A-->B-->C-->D-->E