Game Development Community

Torque 1.5 Downloads Temporarily Down (due to High Demand)

by Kyle Carter · in Torque Game Engine · 10/25/2006 (9:03 am) · 48 replies

Hey guys,

The download system for 1.5 is temporarily down for maintenance. The level of demand for the 1.5 SDK was higher than expected, leading to some problems we are now in-process to correct.

We will be posting updates to this thread as the situation develops.

Once the system is back up, Torque 1.5 downloads will resume.

Thanks for your patience!
Ben Garney
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#1
10/25/2006 (9:05 am)
Now NOw Now NOw Now NOw Now NOw Now NOw!


lol (jk) Glad your all over it.
#2
10/25/2006 (10:01 am)
Internet....slowing...to...a....crawl.
#3
10/25/2006 (10:01 am)
Torrent ? edit: n/m. that's absurd obviously for the SDK. might be cool for the demo, tho..
#4
10/25/2006 (10:03 am)
Must.... get....... s....d......k......
#5
10/25/2006 (10:31 am)
Just wait until Constructor gets released. That download will probably cripple the server in under 5 minutes.
#6
10/25/2006 (11:06 am)
Lol TGE is getting bigger (and better) :)
Now I have to sit and Wait ... :P
#7
10/25/2006 (11:30 am)
Akamai.
#8
10/25/2006 (11:38 am)
Is it back yet?
#9
10/25/2006 (1:07 pm)
I vote for Amazon S3 -- relatively cheap and easy to integrate.
#10
10/25/2006 (2:12 pm)
I hope its up and running before i finish eating my wings or im gonna ... im gonna ... have to wait longer.
#11
10/25/2006 (2:45 pm)
We just trimmed a good chunk off the file size (woops redundancy) so the smaller build (around 70 megs I hear) should be up soon enough. No different at all except we removed some redundant files which were shared between demo/starter.fps or weren't being used (and weren't new content of course!)

Tim A
#12
10/25/2006 (3:09 pm)
I kind of figured this would happen.... wait til the Constructor comes out!
#13
10/25/2006 (5:41 pm)
Any word on when the download will be enabled? I'm still getting download offline for 6-8 hours.
#14
10/25/2006 (5:59 pm)
I get somewhere around 15fps with this new TGE 1.5.

Specs
P4 HT 2.8ghz, 512mb ddr, ATI X550

Also problem is. There is only D3D mode allowed in the demo. Even in TGE/TLK 1.4, there is horrible fps in D3D mode. I really hope you guys arent planning on removing the OpenGL Support for 1.5

Edit:
Okay, openGL is still there. just for some reason the Demo itself is stuck on D3D
#15
10/25/2006 (6:06 pm)
@T Squared, no intention of removing OpenGL support from 1.5 :)

Not sure why your demo would initially be stuck on D3D mode, but OpenGL should run great.
#16
10/25/2006 (6:15 pm)
GL mode works great here - is the option missing from the options dialog or not working?

Are you getting 15fps in your game, the stronghold mission, or the new demo? Also release or debug? (I get 20fps in the new demo when in debug mode on an ATI 9600TX)
#17
10/25/2006 (6:23 pm)
I just reposting this here incase it gets missed

The envmap on Kork's armor does not seem visable and the armor appears to just grey out when in a dark interior.

When using TLK 1.4 setting '$pref::OpenGL::sgDynamicDTSVectorLighting' to '1' would use a nice directional sunlight for characters/players when outdoors. This setting dont work in TGE 1.5 and the outdoor lighting of the player DTS looks so very bland and old without it :( Is there a new setting I am missing that will bring back the directional sunlight ?
#18
10/25/2006 (6:29 pm)
The overall performance of TGE 1.5 seems slugish compared to TLK 1.4, I loaded up the same mission in both and 1.5 seems to drop around 50/60fps compared to TLK 1.4

Operating System: Windows XP Professional x64 Edition
Processor: AMD Athlon 64 Processor 3500+, ~2.2GHz
Memory: 2048MB RAM
Video Card: NVIDIA GeForce 7800 GT (256.0 MB)
Display Mode: 1280 x 1024 (32 bit) (85Hz)
DirectX Version: DirectX 9.0c
#19
10/25/2006 (6:42 pm)
Reposting a bug from the IotD, at Ben's suggestion:

"I opened up the level editor during the walkthrough and clicked on the first fxShapeReplicator in the list. This causes a lockup for me. The shape replicator has always seemed a little crashy to me (they tend to crash the editor when I delete them and cut them). I was hoping they might be a little more stable in 1.5. I guess not?"
#20
10/25/2006 (6:47 pm)
Ando,

I just answered that question in the other two threads you posted (cross-posting is bad!). ;)


Are you sure both are running in release mode? Try disabling blended dynamic terrain lighting ($pref::LightManager::sgBlendedTerrainDynamicLighting) and see if that is some of the performance hit. Also try running the profiler in both to see where the respective performance hits are.
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