Game Development Community

TGEA MS 4.2 Release

by Brian Ramage · in Torque Game Engine Advanced · 01/23/2007 (4:17 pm) · 119 replies

Hey guys,

MS 4.2 should be up now. Like I said in my blog post, no new features, it was mostly work fixing
memory leaks, fixing bugs, cleaning up some areas, etc. Here's a list of some of the fixes:


- Fixed a bunch of memory leaks. Pretty much everything major should be fixed now, although
I don't believe the Atlas memory leak fixes made it into 4.2, so that will be in RC1.

- setTexture() optimization - reduces redundant texture states
- Xinput controller connected query fix
- Atlas dynamic lighting enabled
- Fixed Load/SaveGuiDlg support.
- Killed "newMission" loading from main menu.
- Fixed project files for VC2003 and VC2005
- Double sided Material fix
- Misc lighting fixes and updates
- Detail maps work on legacy terrain


Here is a list of known major and intermediate issues with this build:

- terrain painting error - causes crash when painting with "set empty" brush
- crash when editing camera spline path
- deleting SimGroup "environment" causes crash
- occasional crash when changing resolutions
- going into mission editor in walkthrough drops camera inside waypoint marker
- legacy terrain issues with tops of peaks missing in editor mode
- lighting messed up when switching between fullscreen and windowed

If you are seeing bugs that are not on this list, please go ahead and post them in the "Bugs" area on the forums. If they are significant and reproducable, we'll get to them for RC1 which we're hoping we can get to you in a week or two. That release will include a "default material" feature so you don't have to create a Material for every single texture in your game.

In addition to the bug fixing, we're working on fleshing out the docs more. If you have any requests for areas of the engine that you'd like to see more documentation on, go ahead and post them and we'll try and hit as many as we can.

December 2006 DirectX SDK - I just wanted to let you all know that there are issues between TGEA and that DXSDK. Those issues won't be resolved until after TGEA goes 1.0. Please use the October 2006 SDK until then.

About the author

I have over 16 years of professional game development experience at both AAA studios like Dynamix, to indie studios like GarageGames and my own Black Jacket Games. I worked for 5 years at GarageGames as the lead developer on TGEA (precursor to T3D).

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#1
01/23/2007 (4:18 pm)
I saw this first! Downloading!
#2
01/23/2007 (4:24 pm)
Me second :P
#3
01/23/2007 (4:30 pm)
"we'll get to them for RC1 which we're hoping we can get to you in a week or two"

Promise??? :)

Guimo
#4
01/23/2007 (4:33 pm)
Me after them lol
Thanks for this, so much, my MS4.0 build was starting to get a bit rusty and the polysoup collision didn't work properly with it (It was an old MS4.0 build).
As for documentation, the two things I'd appreciate the most are more detailed explanations and examples of all the material functions and, although probably not the TGEA documentations area, an in-depth HLSL shader starters tutorial.

Again, thanks.
#5
01/23/2007 (4:45 pm)
Stablized build ...I'll take THAT!!. You just keep working on that next build and better be ready in 2 weeks. J/K :)

Thanks!
#6
01/23/2007 (5:53 pm)
I'm getting a build error on line 430 of tsMesh.cpp
coreRI->backBuffTex = GFX->getSfxBackBuffer();
error C2440: '=' : cannot convert from 'GFXTexHandle *' to 'GFXTextureObject *'
Thats the only error though, anyone else getting this? I think I might have messed something up adding the polysoup code if noboy else is.
#7
01/23/2007 (6:36 pm)
Thank - You
#8
01/23/2007 (9:46 pm)
Awesome...
#9
01/23/2007 (11:31 pm)
I've grabbed it and i've got the starter.fps port running, and i'm noticing that the legacy terrain is flickering brown. This wasnt there on the 4.0 build, and it's a single frame of flicker as i move around, so i cant even get a good picture of it.
Ideas?
Also, i apaprently can no longer run a debug build, it's crashing on start. Is there a rogue define somewhere i'm supposed to kill?
#10
01/24/2007 (7:41 am)
Great it was no problem to compile !
But i got some problem with detail maps on legacy terrain, i can see the details for a short while
if i move the camera.
Tried a lot of settings but haven't found a solution yet.
Its close to what Jeff have here above.
Any hints ?
#11
01/24/2007 (9:01 am)
Debug build should work, Jeff. There also are no compile errors out-of-the-box, Mincetro.
#12
01/24/2007 (9:38 am)
I'd like as much documentation and examples on the Material system as possible. For instance, I don't understand multiple rendering passes. When should I use them? What benefits and drawbacks do they have? Also, some basic definitions of graphical terms like: specular, and cubemap. Any info on HLSL that you can give, even if it's a set of external links. I'd especially like a fully functional, and fully documented Terrain geometry and texture editor.
#13
01/24/2007 (11:15 am)
Well, it looks like TGEA is choking and dying on my dll in debug(which is odd because it runs fine on release)

And yes, the detail maps flickering is what i was describing Billy.
Is anyone else seeing this or is it more of an isolated case?
#14
01/24/2007 (12:23 pm)
For those of you getting detail flickering, what are your system specs? Video card in particular.
#15
01/24/2007 (12:35 pm)
I have 2 old cards 128 mb's Gforce Fx5200 and fx5700 where i mostly test my game.
Have the same problem on both and i use the latest drivers.
Everything else is working really good, like water, shaders on interiors and more.
I really tried to change everything i can think off.
No luck yet !
#16
01/24/2007 (12:37 pm)
That openal volume still too low. I think it's in there DLL not in the engine.

Just will irritate customers that have to crank up volume then get blasted when they exit the game.
#17
01/24/2007 (1:10 pm)
I'm getting short visibility on maps. Right now I'm using Atlas2 and even though I have removed the fog and increased visibility to 1000, it still renders short distances. Shorter distances than version 4.0 and 4.1.

-Andy
#18
01/24/2007 (2:27 pm)
Hmmm - would one have to re-convert Atlas2 terrains? I get ugly white textures ingame while flying around.

Unsure if I missed merging a few lines, or if I just need to re-convert - or found a bug. Could also be lighting?!?!

airaceonline.arcadersplanet.com/screenshots/bugs/ms42-terrain1.png
airaceonline.arcadersplanet.com/screenshots/bugs/ms42-terrain2.png
#19
01/24/2007 (2:48 pm)
I am getting the same white textures, but I thought it was a problem with "visibility", or rendering the textures at a certain distance.
#20
01/24/2007 (2:59 pm)
Ok I recompiled the source and booted it up and soon as I take a couple steps getting


"Fatal: (c:\torquesdks\tgea_ms4_2\tse\engine\math\mplane.h @ 249) Error, no plane possible!"

If I use the precompile that came with 4.2 nothing happens.
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