Game Development Community

1/31/2011 Status Update

by Michael Perry · in Torque 3D Professional · 01/31/2011 (11:43 am) · 36 replies

Welcome!

Hey everyone. First, let me welcome all of our new Torque 3D users. The number of you who have joined our ranks is astounding. To those who have stuck with us through thick and thin, welcome back =)

This status update is to let you know we are getting back into full swing. It took some time to get things going, but I think we may have broken a record for getting a company off the ground. Torque 3D work has been occurring silently during the transition, but most of our long time users already knew about this. I have written a quick summary of what is going into v1.1 final. I wanted to post this to get feedback from you all and gather anything critical that is missing from the list. Most importantly, this post should set help set expectations for the next release. Let's start with fixes and useful additions:

Tracked tasks (logged in Jira)

- THREED-828 GPU locks up when moving camera around Particles
- THREED-873 Zone rendering issues
- THREED-874 Parallax, normal mapping, and side projection should be disabled on Terrain Materials when in SM 2.0
- THREED-921 The light brightness setting no longer has any effect when the representedInLightmaps flag is set on a light
- THREED-992 EULA needs to be the current version and have a click through accept
- THREED-1015 Preview in Material Editor showing confusing preview
- THREED-1087 Waterplane incorrectly rendering zoned geometry
- THREED-1094 CustomMaterial's not correctly passing sampler names and can cause a crash
- THREED-1126 The Material Editor preview renders incorrectly with HDR enabled
- THREED-1140 Crash occuring on 2nd playback of a demo recording in a new project
- THREED-1182 Terrain cleared with Clear Terrain tool continues to cast shadows
- THREED-1183 Anti-Aliasing combined with HDR can cause the World Editor to crash
- THREED-1208 EndGame & Mission Ended never reach for Game Core
- THREED-1210 Pink and Blue lines appearing on screen when using the Terrain Editor or Terrain Painter
- THREED-1221 Sound Emmiter Max distance not clamped causes crash.
- THREED-1236 Script only namespace linking is no longer functioning
- THREED-1257 Undone actions are redone in terrain editor when re-editing the same spot
- THREED-1258 Datablock Library "new" is wiped when assigning a new datablock to an object outside of the scene tree
- THREED-1266 moveMap is the active ActionMap when renaming an object in the scene tree
- THREED-1268 Forest Objects visible through terrain as silhouettes when AdvancedLightmapSupport is enabled.
- THREED-1274 Major lag/crashes in particle editor (particle amount)
- THREED-1280 Modifying a second terrain mirrors the actions on the first terrain
- THREED-1283 Crash when add more than 38 nodes for DecalRoad or MeshRoad
- THREED-1286 Data Editor -> ProjectileData -> Clear ParticleEmitter Causes Script Error
- THREED-1291 Saving a level with a 4096 terrain causes a crash
- THREED-1292 Forest Editor - Cannot Delete Forest Meshes
- THREED-1302 DefaultEmitter Console Spam w/fix
- THREED-1308 Access violation in LangFile::freeTable during compile in VS 2005 Empty Project Template
- THREED-1309 Portals Connecting Zones Fail to Render Objects Correctly
- THREED-1312 TSShapeConstructor and Shape Editor Detail Nodes System rendering failure
- THREED-1314 Web plugin for FireFox fails to compile and load on 64b Windows 7
- THREED-1320 httpObject Get Console Method has bad IF evaluation
- THREED-1321 River surface and groundCover objects render black
- THREED-1323 guiMenuBar click operations not functional for menu or submenu items.
- THREED-1329 guiTooltipProfile causing heap corruption on exit
- THREED-1330 Forest editor objects with two collision meshes do not support player collisions on second collision mesh
- THREED-1331 castRay inconsistencies in generating texture coordinates
- THREED-1333 T3D 1.1 Beta 3 - Player::setActionThread
- THREED-1338 FPS halved during movement when using Basic Lighting.
- THREED-1339 Collision Mesh with Bullet Physics enabled not rendering or calculating collisions correctly
- THREED-1342 overhead cameras draw stuff in wrong order
- THREED-1344 Player doesn't reset from set action thread when unmounting
- THRED-1352 MountImage always returns false
- THREED-1355 Generate up-to-date script reference before release
- THREED-1357 Script callback argument corruption (DECLARE_CALLBACK)
- THREED-1359 Frame rates are very unstable
- THREED-1360 Load times are way too high
- THREED-1365 Material Editor Crash
- THREED-1367 Script callback argument corruption
- THREED-1370 Animation sequence node problem
- THREED-1371 Unable to move DAE import in GUI
- THREED-1373 Bad GUI render on GFX devices without NPOT tex support
- THREED-1375 Release mode tab page controls rendering incorrectly
- THREED-1379 Uninstalling a Package Product corrupts Adobe Photoshop
- THREED-1380 Basic Lighting Incorrect Shadow Transform
- THREED-1391 Ground cover texture missing in Deathball Desert level


Untracked and regression tasks:

- Update docs
- Pacific Demo evaluation
- Potential demo releases for Chinatown and Sector T3D
- Additional zones and portals evaluation

For past work that has gone into 1.1, you can review these change logs:

Beta 1 Release
Beta 2 Changelog
Beta 3 Changelog

Looking forward to your feedback.
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#1
01/31/2011 (11:46 am)
If you see something in the list you want more details on, I can start adding links to the original bug report. Kind of a time consuming task, so I will link as requests are made.
#2
01/31/2011 (12:49 pm)
Hey Michael,

I wrote a bug awhile back about vehicles that never got resovled (http://www.garagegames.com/community/forums/viewthread/120679). I definitely think fully functional vehicles would be awesome for a final release of 1.1 (of course I understand if that's not possible).

Thanks for the update!
#3
01/31/2011 (1:03 pm)
@Jason - So it looks like the bug portion from your thread is fixed. The rest of it appears to be feature add-on/request and most likely is not addressed.
#4
01/31/2011 (3:25 pm)
Sweet! the bug portion is plenty, the feature part is really easy to enable.

Thanks again.
#5
01/31/2011 (5:08 pm)
Mich - with regards to the potential demo releases for China Town, just what would that include? I'd love to have a look at how that demo was put together and how to get an environment looking that smart it would be a huge bonus from a learning perspective.

#6
02/01/2011 (12:03 am)
Nice to see this update.

Is it the final list?
We are now talking about a final release, I see some logged thread that should be treated in 1.1:
www.garagegames.com/community/forums/viewthread/121229
www.garagegames.com/community/forums/viewthread/123831
www.garagegames.com/community/forums/viewthread/120045
www.garagegames.com/community/forums/viewthread/112149
www.garagegames.com/community/forums/viewthread/116539

I sent a request during the "bad" period: www.garagegames.com/community/forums/viewthread/121713
Is it something you can look at? it's a question of consistency between all GUI components.

Is it possible to include the linux patch that has been release as a resource by Bank?
Is it possible to fix the "virtual" file system (zip file)? there is a fix from Bank also on this topic.

Thanks & Good job by the way
#7
02/01/2011 (6:19 am)
Changes look great and I'd love to see those demos :)
#8
02/01/2011 (6:45 am)
If possible please add threed 1299 referenced in this post: www.garagegames.com/community/forums/viewthread/122309

Also, please link to post referencing Threed 1365 .

Thanks!
#9
02/01/2011 (8:23 am)
Cool stuff! Can you explain further these two items?

- THREED-1359 Frame rates are very unstable
- THREED-1360 Load times are way too high

Thanks!
#10
02/01/2011 (8:35 am)
@elvince - I'll look into those when I get to the office.

@Andy - The demo stuff is happening on the side and I only have a small amount of info to give. If you are interested in more, I can talk about it in IRC

@Steve - Sorry, 1299 should be on that list. It's on our sprint tasks, so we are addressing it.

I will post more info on 1365, 1359, and 1360 when I get into the office. Thanks for the feedback everyone.
#11
02/01/2011 (9:14 am)
- THREED-1359: Frame rates on more realistically sized levels (see Deathball) are very unstable and exhibit lots of sudden drops and spikes.

This is most likely the generation of terrain shaders which often are much larger than most other shaders as well as sometimes failing 1 or 2 times before a correct shader is generated.

Two approaches here to solve this...

1. Fix the shader cache so that we can save precompiled binary shaders which will load quickly. There were difficulties with the cache and terrain in particular, but if this is fixed its a win for all materials and shader generation.

2. Have all the terrain shaders be allocated during the level loading process instead of runtime.

And we might want to do both in the end.
#12
02/01/2011 (9:14 am)
- THREED-1360: There's something fishy going on with level loading. A load of the Deathball mission, for example, will take prohibitively longer than the level size and complexity justifies. In a certain part of the load operation, the client will go into a frenzy accessing the hard drive which seems to indicate that, for one, something seems to be screwed with asset (probably textures) loading.
#13
02/01/2011 (9:15 am)
- THREED-1365: Opening the material editor from the world editor throws a runtime error. The forum seems to have some trouble reproducing the issue. Original Report Thread
#14
02/01/2011 (9:16 am)
@Steve - Turns out that 1299 was turned into 1365 when we transferred our Jira system to a new server. So the Material Editor crash originally logged as 1299 is now 1365.
#15
02/01/2011 (9:27 am)
@eb - The following are fixed for 1.1 final. I'll update the original list to reflect that

- THREED-1344 Player doesn't reset from set action thread when unmounting
- THRED-1352 MountImage always returns false

Of the remaining three, 1 appears to be missing and the other two have to be reviewed for priority. As for the last link, that was never logged so we will have to go through the process of doing so. This includes logging, assigning, prioritizing and then slating for a sprint.
#16
02/01/2011 (9:29 am)
@eb -
Quote:Is it possible to include the linux patch that has been release as a resource by Bank?
Is it possible to fix the "virtual" file system (zip file)? there is a fix from Bank also on this topic.

I need links to both of those, please. I won't rule anything out, but I also cannot commit to anything not logged.
#18
02/01/2011 (11:00 am)
@Nicolas - Thanks for the links. Well, those mainly look like features additions and not necessarily bugs. I'll have to review the code further and see if any of it lines up with the current sprint.
#19
02/01/2011 (11:55 am)
@Michael,

Thanks for the update on this. Great job for this run!
Quote:1 appears to be missing
What does that means?

ps: by the way my name elvince aka el (shorter) not eb (which is a famous community member ^^)
#20
02/01/2011 (11:58 am)
@elvince - Sorry about the name confusion. What I meant was that for some reason that bug got deleted during the transfer from our old Jira server to the new one. I brought it to QA's attention and we will get it re-logged properly.
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