Game Development Community

TGB RC2 is Here

by Justin DuJardin · in Torque Game Builder · 06/08/2006 (12:02 pm) · 32 replies

For more details, see my .PLAN Here.

I've gone ahead and decided to post our changelog here (slightly trimmed down and slightly edited) for a more complete coverage of what we've addressed. If you know of an issue that's not resolved here, please feel free to post about it in this thread. Odds are that it's in our bugtracker, but hey, it's good to be sure!

Happy Gamin'!

-Justin
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#1
06/08/2006 (12:02 pm)
TGB RC2 Changelist


- Updated VC7 Debug build to enable TORQUE_DEBUG_GUARD by default.
- Added sanity check to SimObject::assignFrom to make sure we don't trash memory.
- Made window center properly vertically on odd sized windows taskbars.
- Resolved SimObject Notify crash.
- Resolved Clone object bug.
- Removed unreferenced logo images.
- Modified Resources dialog to simulate button clicks on double click in list.
- Modified newEffect.eff to have a default emitter.
- Modified particle editor to always enforce having atleast one emitter.
- Resolved issue in particle effect creation code that lead to quickedit breaking in particle ed..
- Resolved issue where trying to remove a first graph key would mess things up big time.
- Resolved issue where effects wouldn't refresh their graph points properly.
- Optimized Graphics for file size
- Updated Class Reference
- Updated Debug Banner Reference
- Made the background and border color settings in the Image Builder persistent
- Packaging now works with resources in projects
- Added a preference to set either Light, Medium, or Dark for the object Library backgrounds
- Added Resource.h which defines the icon to be used in the application window system menu on windows.
- Resoloved alxListener argument count logic error.
- Modified guiControlListPopup.cc to not enumerate GuiCanvas derived and GuiInputCtrl derived classes.
- Upped precision on Point2F and Point2FVector types to address concave polygon concerns.
- Resolved Squished Key Sprites issue.
- Resolved SetFlip mouse events error.
- Reduced max-texture-size (lower-bound) clamping to 256.
- Adding reporting of max-texture-size to platform-video
- Added Creating a Resource tutorial.
- Removed Obsolete Mac OS9 OpenAL Library
- Resolved Block Comment Parser Error
- Resolved Windows Timer Issue that was causing 'hitches' in the physics because of rounding.
- Resolved Stack corruption error in dispatchMouseEvent when dealing with massive numbers.
- Resolved Modulus by Zero crash in OP_MOD.
- Particle Effect/Emitter graphs now persist their graph scale for a field when it is set.
- This will NOT persist across sessions currently.
- Fixed Particle Editor point dragging.
- Updated Particle Editor to support Undo/Redo of actions.
- Resolved issue where scripts would NOT ALWAYS be re-executed when you run your game.
- Resolved issue where t2dShape3D::getShapeRotation was returning improper current values.
- Fixed key mode image maps aspect ratio in object library.
- Added an exitDemo function to all demo exit screens that checks $runWithEditors.
- if its true it will toggle the LevelBuilder, if it's not then it will quit();
- Updated the pickRect documentation.
- AnimationBuilder - Listed available images on the left side are now in proper ratio
- AnimationBuilder - Storyboard images on the right side are now in proper ratio
- AnimationBuilder - Preview Animations are now in proper ratio
- Fixed Metrics GUI Issue.
- Resolved bad image in Wackamole endScreen GUI
- Fixed Console Spam in guiFormMessageManager.ed.cs
- Fixed Console spam in levelManagement.ed.cs
- Resolved signup for announcements issue.
- Added level builder keybind for run game.
- Fixed fish demo world limit problem.
- Fixed part of the quick edit mask field problem. All values can be unchecked now.
- Updated Camera tool to update quick edit properly.
- Updated Quick edit to properly update the camera tool.
- Fixed pickPoint bug with ignorePhysics.
- Fixed linkPoint saving bug when moving link points.
- Particle graph text edits no longer steal or hold first responder.
- Fixed trigger bug where objects colliding with triggers wouldn't respond to other collisions.
- Fixed problem with cross platform parser compilation.
- Added restartInstance function to allow TGB to shut itself down and ressurect itself.
- Updated Load/EndProject functions to properly restart TGB and check more thoroughly to make sure it's not nuking datablock files.
- Added isFile check to exec of LevelBuilder scripts
- Converted the Config Datablocks Tutorial to .pdf
- Converted many of the Fish Game and Fish Demo tutorials to PDF with proper graphics settings (so they come out clear, they were very fuzzy in some)
- Added Configuration datablock tutorial
- Updated mac platform to always create the dummy AGL context. This allows us to issue opengl commands before initializing openGL, w/out crashing.
- Added Storyboard numbers and frame numbers to the Animation Builder
- Resolved yet another physics hitch bug in the canvas by moving glFinish below the point where objects are integrated.
- Resolved (Destroying Imagemap with X references) console spam by making it conditional upon a DEBUG build.
- Reverted Window Sizing code on Windows temporarily until some fundamental issues are addressed with sizing.
#2
06/08/2006 (12:22 pm)
Thanks for all the hard work you guys have been doing. It's also nice to see a change log again. :)

One issue (or non-issue - no idea if this is a me error or Torque core error) was regarding using .bind or .bindCmd with the mouse.

Bug post is here:
www.garagegames.com/mg/forums/result.thread.php?qt=45119
#3
06/08/2006 (12:27 pm)
Did the collision maker get modified so it can be used to make custom Tile collisions?
#4
06/08/2006 (12:43 pm)
Any idea of when the Mac version of RC2 will be put up?
#5
06/08/2006 (12:53 pm)
Wow that's a mind blowing list. :)
#6
06/08/2006 (1:09 pm)
Nooooooooooooooooooooooooooooo! Where's the maximize button gone on the window :(
#7
06/08/2006 (1:09 pm)
Outstanding job, but did something change none of the shooter tutorial i did from RC1 work any more. I notice the scroller shooter came with RC1 work now but did not work with RC1. When I load one of the shooter i did in RC1 I get a black screen with a bunch of white arrows.
#8
06/08/2006 (1:28 pm)
I'm getting some trouble also (apart from the lack of a maximize button), i can't seem to run my main creation? just blank white screen, pwah :(, installing again to see if it will work!

EDIT: nope still no joy, gonna try some other projects, not looking good though, thank God i didn't delete RC1

EDIT 2: In the console it still has a whole bunch of nonsense in it and a new one (missing file: tools/levelEditor/scripts/forms/quickEditFields' then end with various filenames such as 'ed.cs.edso'

EDIT 3: I think i pin-pointed the problem, tiles don't seem to process anymore (my game and the tilemap tut project don't work)
#9
06/08/2006 (2:05 pm)
All the others I did work find, like the Fish Demo and my helico game I did work find which is funny because it has part of the code from shooter tutorial.
#10
06/08/2006 (2:24 pm)
I don't tend to use the editors much and one of the first things generally I to do is rip out a lot of the extra stuff they put in, so with my current project I just replaced the .exe and everything continued to run fine.
#11
06/08/2006 (2:31 pm)
Has any1 been able to run a project that contains tiles with RC2?
#12
06/08/2006 (2:54 pm)
As I said, I've just replaced the .exe and everything runs (inlcuding my tile layer) but I don't use the Level Builder.
#13
06/08/2006 (3:04 pm)
Awesome work as always, I'm glad to see such progress continue.
#14
06/08/2006 (3:30 pm)
Any idea when Mac RC2 is supposed to be released ?
#15
06/08/2006 (3:32 pm)
I think the removal of the maximize button is a good thing.
#16
06/08/2006 (3:41 pm)
*ditto on good job removing the Maximize button..
#17
06/08/2006 (4:42 pm)
I like the Maximize button ,hoping there is a option to enable or disable this fuction .
#18
06/08/2006 (4:45 pm)
I don't understand, why is working with less space on the screen in the level edior a good thing? (unless you have a massive 21inch screen in which case you won't notice the difference)

It's like running 3ds max with a reduced window size or editing a script using smaller window and having all the function and explorer windows getting in the way.

I also don't understand (as Rodney said in another post) how the level editor having a maximize button slows down the game run? Aren't the screen res for the 2 two seperate settings (or can be changed at run time)?

@Philip Mansfield: That's great for you Philip, but i do (use the level editor) as i find it saves a lot of time and is a good way of seeing how a design/effect will shape up before commiting to it. It also in turn helps me learn other scripting elements (by looking at the level files) ;)!

Forgive me if i'm being ignorant or missing the point in any of my statements :)

EDIT:

@Lion Jin: Alas, I thought I was totally crazy for favouring using all my screen space (or at least having the option to) when using the level editor as well as all the other editors in it! :)
#19
06/08/2006 (5:24 pm)
Well I did this quick change which added all the buttons, but if you maximize it the screen still draws in the same area...so maybe thats why it's not supposed to be there :/

Anyway if you want to add these in yourself make the following change:
in winWindow.cc, line 1000 ish (I'm still using the Beta4 code, not sure if it's any different in the RC's )
HWND CreateOpenGLWindow( U32 width, U32 height, bool fullScreen )
{
   S32 windowStyle = WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
   S32 exWindowStyle = 0;

   if ( fullScreen )
      windowStyle |= ( WS_POPUP | WS_MAXIMIZE );
   else
      //windowStyle |= ( WS_OVERLAPPED | WS_CAPTION );  //////////////////////////////Comment me
     windowStyle |=   ( WS_OVERLAPPED | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX );/////////  Add me instead
#20
06/08/2006 (5:43 pm)
It's happy to see the frame number in the Animation Builder, but the frame number seems not displayed correctly.
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