Game Development Community

Torque 3D 3.6.1 preview build testing

by Daniel Buckmaster · in Torque 3D Professional · 10/03/2014 (9:48 pm) · 56 replies

Updated 13:00 7/10/2014 AEST

Hey everyone,

As you might have noticed, we think 3.6 is pretty much ready to go. However, we've had some trouble with our build-and-deploy process, so we'd really appreciate having some brave testers help out to check our binaries.

You can download the Full template with binaries here (140MB), or just binaries with a unit-testing script here (22MB). Note that the unit test script will just produce a momentary console window - unless you run it from the console you won't see anything happen. If you choose to download one of them, what we'd like is for you to test one or two runs with the different binaries included. There are two binaries:

  • Torque 3D CMake.exe is a 32-bit executable compiled with CMake, so it's all-in-one (no separate DLL).
  • Torque 3D CMake x64.exe is a 64-bit executable also compiled with CMake all-in-one.
We'd really appreciate it if you'd run the engine with these binaries (if you're not on a 64-bit OS then of course don't try to run the x64 one!) and report the results. Any crashes? Could you load missions and play them? Any unit tests failed? EDIT: With reports, could you please include your operating system and video card details?

The most common crash report we've had is trying the Outpost mission with the 64-bit binary in Windows 8 - but the issue should now be fixed. If you can give us that combination we'd appreciate it.

With love,
your Steering Committee

About the author

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

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#1
10/03/2014 (10:03 pm)
All 3 levels in all 3 exes and I didn't really note any problems.
#2
10/03/2014 (11:13 pm)
fatal errors on outpost until removing the following entries: gist.github.com/Azaezel/6242678f4de6cf78969c looks to be forest, tsstatic, and wheeledvehicle. attempting to place a tsstatic from a dae crashed as well.

O/S: windows 8.1
binary: downloaded Torque 3D CMake x64.exe.
The 32 bit ones functioned fine.
#3
10/03/2014 (11:13 pm)
From my first test runs:

Torque 3D
This binary gave the most problems. What I noticed right away using this standard build was something odd with the lighting:
  • The desert was waaaaay darker than usual, as if it were dusk.
  • The Empty Room level suffered from the lighting problem even more. Lighting was terribly dark. Additionally, if I was in 3rd person view and looked upwards some weird bloom effect made the soldier look like he was glowing. If I panned the view downwards, the soldier went almost pitch black.

  • Torque 3D CMake
    I am pleased to report I found no issues at all so far with this binary.

    Torque 3D CMake x64
    This build, performance-wise, was fantastic! I only ran into one problem:
  • When I loaded up the new 'Outpost' level the program crashed. I tried this a couple times with the same results. Here's where my console log ended:
  • *** LOADING MISSION: levels/Outpost.mis
    *** Stage 1 load
    *** Stage 2 load
    [MaterialList::mapMaterials] Unable to find material for texture: grass1-dry
    setWheelSpring: invalid spring datablock or wheel index, vehicle has 4 hubs
    setWheelSpring: invalid spring datablock or wheel index, vehicle has 4 hubs
    setWheelSpring: invalid spring datablock or wheel index, vehicle has 4 hubs
    Looks like some problem with the vehicle. Anyways, good work and I'm excited to mess around a bit more with it!

    Test PC Specs:
    Windows 8.1
    ASUS motherboard
    8-core CPU
    8GB RAM
    NVidia 660ti graphics card

    I'll do some additional testing on the other PC soon!

    #4
    10/03/2014 (11:16 pm)
    Oooooh. So windows 8 doesn't like our x64 executable. Thanks for the tests so far. Jesse, that darkness effect sounds like this.
    #5
    10/03/2014 (11:19 pm)
    Yep, that looks like it Danny. I'm about to run this on the Win7 machine and I'll report back.
    #6
    10/03/2014 (11:41 pm)
    Should note, everything works fine for me under Windows 7 x64 with Intel HD 4000 integrated graphics.
    #7
    10/03/2014 (11:48 pm)
    Alright, here's what I got from the Win7 run:

  • First off, the good news is the Outpost level didn't crash on load :)
  • Next, the lighting problem I was able to replicate. It seems to be only linked to the new Outpost level. If you launch Outpost, quit, and launch another level right after you'll get the light problem. However, if you launch up Desert or EmptyRoom and quit you can swap between those 2 levels without issue(gosh, I hope it's not linked to the TimeofDay - I rather like to use that one).

  • 2nd Test PC Specs:
    Windows 7 SP1
    ASUS Motherboard
    6-Core CPU
    8GB RAM
    AMD Radeon HD6770

    Edit: It's not the TimeOfDay(whew!). I yanked it from the .mis file but the problem persists.
    Also note that the lighting problem doesn't occur even on the Win8 PC if the Outpost level is never launched.
    #8
    10/03/2014 (11:59 pm)
    Quote:gosh, I hope it's not linked to the TimeofDay - I rather like to use that one

    Nah, outpost flips on all of the postfx for acid-testing, and from the linked report above, they aren't letting go when you change missions. that'd be what you're seeing there.
    #9
    10/04/2014 (12:01 am)
    Ah, thanks for the clarity Az. Much appreciated, good sir.
    #10
    10/04/2014 (1:02 am)
    Ok, so built it this end straight from dev-head using cmake with vs2012 x64 converting up to vs2013 express.

    result: spawning a wheeledvehicle and bouncing boulder function.
    spwaning a tsstatic using the gameartshapesrocksboulder.dts (which is the same model as the boulder) dies off at

    >     TestDev.exe!Opcode::AABBTreeNode::Subdivide(Opcode::AABBTreeBuilder * builder) Line 318     C++
    #11
    10/04/2014 (2:35 am)
    Fixed OPCODE issue with x64... Azazel your level are great for test :D

    Anyone can test PR github.com/GarageGames/Torque3D/pull/810 ?
    #12
    10/04/2014 (2:52 am)
    tested in debug. works. getting black spots on the blend portions of the terrain though. tracking.
    might be related to:
    Warning 35 warning C4334: '<<' : result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?) <> Development/Engine/source/terrain/terrFile.cpp 117 1 TestDev
    #13
    10/04/2014 (6:32 am)
    Okay. We have a new version, 3.6.1, with the collision apparently fixed and the black spots most definitely fixed. Twice. The zips above now contain only two EXE files, one for 32 bit and one for 64 bit. Would appreciate more testing. Thanks everyone for the work you've put in so far!
    #14
    10/04/2014 (6:41 am)
    OS: Windows 8.1 x64
    GPU: AMD 7850 2gb

    I get the exact same results that jesse mentioned above.

    *Edit:

    I will retest with the new 3.6.1 binaries as the above is with the original ones
    #15
    10/04/2014 (7:19 am)
    Ok testing that latest revised download:

    If you want to see something trippy (no drugs needed) open outpost and jump in the water. Than exit the level and load the familiar desert level :-P

    Other than that both x86 and x64 run ok for me, no crashing now. Just the dark thing when loading levels after outpost.
    #16
    10/04/2014 (7:29 am)
    With 3.6.1:

  • Outpost doesn't crash when launching on Windows 8.
  • Also related to water:
  • I noticed that if you jump into a water plane you get sucked to the bottom. You can't swim! Apparently this has been around for awhile, since my current dev branch suffers from this as well. The issue isn't there in 3.5.1.

    These tests were on the Windows 8 machine.
    #17
    10/04/2014 (7:32 am)
    x2 for the water sinking
    #18
    10/04/2014 (8:13 am)
    Quote:I noticed that if you jump into a water plane you get sucked to the bottom. You can't swim! Apparently this has been around for awhile, since my current dev branch suffers from this as well. The issue isn't there in 3.5.1

    It has been disabled. Look for "Container buoyancy & drag" in player.cpp If you uncomment the code, the player will be able to swim and float but has some problems with it while not moving.
    #19
    10/04/2014 (8:27 am)
    Interesting. Thanks for the heads up Nils! I'm curious as to why it was disabled but hey, can't expect everything to go completely seamless with all the updating :)
    #20
    10/04/2014 (6:44 pm)
    I hadn't been able to replicate it yet Danny, so it could have just been the weather...

    But I had a crash in the Editor earlier using the x64 build. I was in the Empty Terrain level and I added a WaterPlane, and as soon as I hit the 'Play' button a crash. I'm sorry I can't be more helpful, because instead of taking a snip from the console log I immediately fired it back up again to try to replicate it...and thus far hadn't been able to :/ This was on Windows 8.1.
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