Game Development Community

Tge 1.4.2 Eta?

by Kevin Rogers · in Torque Game Engine · 07/12/2006 (1:57 pm) · 36 replies

Quote:Matt Fairfax (Mar 10, 2006 at 18:00)
I just wanted to thank Ron for all of his hardwork. If it hadn't been for him leading the charge (and nagging us from time to time), we would be a lot further behind on supporting Linux.

As far as getting Linux versions of the TGE 1.4 demo and SDK installers up on the site, we are in the middle of testing them and if everything is solid it should go up *really* soon.

As a special treat for the patience of the Linux community, we are launching TGE 1.4.2 on Linux first with the Windows and Mac versions to follow in a few weeks (give or take GDC ;). So enjoy!
According to this post from Matt, TGE 1.4.2 should be available "in a few weeks." Well, I think it's been a few weeks! =)

Any word on when we can expect to see this?

Thanks,
Kevin
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#21
07/22/2006 (2:25 am)
Yes, it will be
#22
07/22/2006 (9:02 pm)
It's not on CVS, so your only chance is to port the Linux version. Dunno how difficult that would be to do.
#23
07/26/2006 (6:07 pm)
*bump*

Well, so far the response has pretty much been: Get the Linux version and start the merging. Not that I'm entirely opposed to trying that, but it's not exactly the optimal solution and I'd rather know if it's worth it before I try it.

So, if we're not going to get an official response re: the Windows/Mac release, perhaps someone can provide a change log or other info regarding what has been upgraded in 1.4.2. Thanks!
#24
07/26/2006 (6:09 pm)
*bump*

Well, so far the response has pretty much been: Get the Linux version and start the merging. Not that I'm entirely opposed to trying that, but it's not exactly the optimal solution and I'd rather know if it's worth it before I try it.

So, if we're not going to get an official response re: the Windows/Mac release, perhaps someone can provide a change log or other info regarding what has been upgraded in 1.4.2. Thanks!
#25
07/27/2006 (8:52 am)
I'm guessing this may be on the back burner atm. A lot of resources are going into constructor and TSE from what I understand. I would suggest keep working on what you are working on and merge when the time comes.
#26
07/27/2006 (9:44 am)
I'd personally rather see Constructor ship first! One more weekend with QuArk and I'm going to tear out what little hair I have left!!
#27
07/27/2006 (10:11 am)
Fixing crash bugs > New products
#28
07/27/2006 (10:31 am)
Fixing bugs period > New products. Especially when all products are derived from TGE.

Constructor looks great but wouldn't it be better to fix the source of the problem. I.e. fix the dif format once and for all instead of a band aid fix in the form of a new editor?
#29
07/27/2006 (11:34 am)
The work load seems to go in cycles. I would guess that soon enough resources will be put back to TGE. I know that Ben and Brian want to get some things squared away with TSE after it's milestone 3.5 release and feedback. Note that since all products derive from TGE it's safe to assume that fixes from TSE will go to TGE and vice-versa. Constructor is what many people in the community say is a badly needed tool so don't expect it to be dropped from focus.

All I can say is patience. If you have the know how you can probably fix bugs you encounter. If not, then waiting is the price you have to pay. Again games have shipped using TGE of previous incarnations so there is no reason you couldn't as well.
#30
07/27/2006 (7:44 pm)
Thanks for the replies, guys. However, I wasn't looking for speculations, reassurances or otherwise. =)

At this point, I only want to know two things -- When is 1.4.2 coming for Win/Mac and what's changing?
#31
07/27/2006 (7:59 pm)
Then the answer is: when it is ready and subpoint feature-tested.
#32
07/27/2006 (10:15 pm)
Gosh, thanks David, so informative. =P
#33
07/27/2006 (10:27 pm)
I know, but it's the truth. You would get a similar answer from most engines, especially "professional" engines. You may have better support (if you have paid for it) to point your contract programmers in the right direction, but you also might not.

I wish I could say: August 12th, changelog here, but I can't.
#34
07/27/2006 (10:36 pm)
Are you windows guys really that dependant on an installer? Just grab cvs head and go - it's the same stuff.
#35
07/27/2006 (10:45 pm)
That was my thought too, except for production code and then there would a diff process to debug. And, of course, competant programmers who knew the production segments of the code. But that is actually a rather large assumption. I know I don't have that knowledge since I'm a tinkerer who plays left and right with a lot of prototypes which don't really fall into the "traditional" vein (or they fall into the antiquated vein).
#36
07/28/2006 (1:32 am)
@David Blake, I guess my point is: Why are people posting when 1) They don't know anything and 2) They don't work for GarageGames, so how COULD they know =P

@David Bunt: Yes, if it make you leet Linux guys feel superior. =P

Well, we're getting nowhere fast, so peace out all.
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