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Reminder: T3D 3.6 issue freeze TOMORROW (19/5/2014)

by Daniel Buckmaster · in Torque 3D Professional · 05/17/2014 (8:29 pm) · 8 replies

May I remind y'all that as per our last blog, Monday the 19th of May is the last date on which we will be targeting issues to be fixed in engine version 3.6. That's tomorrow, or nearly tomorrow if you live on the wrong side of the IDL. To be absolutely clear, this is an issue freeze. After today, we'll still accept new pull requests that fix issues we've put in the 3.6 milestone. And of course, we'll still give attention to new issues and PRs - we just won't make them a priority, and they won't be included in the 3.6 release unless they're absolutely critical.

From tomorrow, the Committee will spend effort clearing out the list of remaining issues targeted for 3.6, then finally testing and releasing it!

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#2
05/18/2014 (10:33 am)
Posted a couple of issues ;)
#3
05/18/2014 (4:50 pm)
Hi Daniel Buckmaster,

Maybe try to add a fix for the problem shown in the video below (see the link), in the next compiled version of Torque 3D might be a good idea.

youtu.be/C1Vt3r4h1ns

Cheers,



#4
05/18/2014 (6:46 pm)
@Joao: tracked down the physics error, and rolled the two lines back (or at least slapped the two relevant lines I had this end into the trouble spot).

The decal bit is a miss-reference in the
\game\art\datablocks\weapons
datablock ProjectileData(GrenadeLauncherProjectile)
{...
   decal = ExpBlastDecal;
...}
(doesn't exist)
Folks prefer ScorchBigDecal, or ScorchRXDecal?
#5
05/18/2014 (8:53 pm)
Thanks James, Joao and Az! I should have made this more clear in the first post, but this is an issue freeze. After today, we'll still accept new PRs that fix issues we've put in the 3.6 milestone. And of course, we'll still give attention to new issues and PRs - we just won't make them a priority, and they won't be included in the 3.6 release unless they're absolutely critical.
#6
05/19/2014 (12:42 am)
@ Azaezel and Daniel,

Thank you so much for responding and to point me how to fix the problem or clarify some questions.

Quote:@Joao: tracked down the physics error, and rolled the two lines back (or at least slapped the two relevant lines I had this end into the trouble spot)

I'm sorry Azaezel, but I did not understand your interpretation mentioned on the quote above, would you mind explaining it better, if it be possible?

Regarding the decal on ground after the grenade explosion, in fact, the problem has been fixed after replace one decal that does not exist to one that exists.

Thank you for your help.

Before the fix it: in game art datablocks weapons grenadefx.cs

decal = ExpBlastDecal ; //This decal does not exist still.

After the fix it : in game art datablocks weapons grenadefx.cs

decal = ScorchRXDecal;

Furthermore, the projectile bouncing issue still remains.


I cannot understand why someone replaces a decal name which already exists in Torque 3D, called " ScorchRXDecal " to one that did not even exist, called " ExpBlastDecal "

That make no sense to me. May anyone call this try to improve the product?

- The idea is good that certain materials may result the projectile jump more or less, or not bouncing at all; that is, making a projectile to jump as according to the kind of material used ( texture) in the game level.

Besides, no offense, but if the people who made this modification did not know how to program correctly the projectile behavior, based on the kind of texture of the materials used this person should go back to the original or initial programming model before the changes.

The main point is: these negligible little errors will gradually be added to other small issues who will appear in future versions, and when people suddenly realize, the original program which worked before with some problems, but it worked fine, it will be already fully ruined.

I may understand that programming is difficult, takes a long time, it's boring and fix bugs it's a nightmare sometimes; I know as well people do their best to doing right, but people also need to have some humility and recognize that when a determined programming model is not working correctly, and it is best to return to its previous model, which was working fine, avoiding a larger disaster ahead.

I have ever seen an image-editing software that after an update no longer could open .tga files, a task which might be made without problems with its earlier versions.

Greetings,
#7
05/19/2014 (7:43 am)
Quote:I'm sorry Azaezel, but I did not understand your interpretation mentioned on the quote above, would you mind explaining it better, if it be possible?

Furthermore, the projectile bouncing issue still remains.

this is after trying: github.com/GarageGames/Torque3D/pull/659? (They do not automatically get included. They need to be applied manually to verify first. Then they get authorized and merged. If it's still an issue, please comment there.)

Quote:- The idea is good that certain materials may result the projectile jump more or less, or not bouncing at all; that is, making a projectile to jump as according to the kind of material used ( texture) in the game level.
Stop reading my to-do list. Haven't completed or uploaded any of that yet. :)
#8
06/14/2014 (8:34 pm)
Joao, your video seems to have disappeared and we couldn't reproduce the issue using the latest development branch and stock art. Does the issue still persist for you?