Tgea Rc1 Release
by Brian Ramage · in Torque Game Engine Advanced · 02/08/2007 (6:28 pm) · 37 replies
It's up. Remaining issues are gui/text related to the "demo" mission. Here's the changelog (sorry for the formatting, it's pretty raw from SVN:
-----------------------------------------------------
GFX device destroy fix.
-checking in fonts for the main screen, and slight adjustments to the GUI
- Upped the font version.
- Rearranged main menu dialog to remove the products tab.
Atlas rendering fix - fixed missing chunks in reflection.
Another Spilman telnet debugger fix.
- Added a bunch of assets from TGE 1.5
- Merged TGE 1.5 demo GUI over.
Fixed V8 broken project dependencies.
Fixed sky init problem.
Material loading change - puts off loading textures until level load.
- Changed assert to a fail-out Con::warn since this seems to happen in the GUI editor.
- Fix for #2543; changed inspector to use setDatablock when setting a datablock field called datablock.
- Also fixed some network mask weirdness with lights.
- Made lightobject datablock check more robust.
- Fixed GuiStackCtrl that wasn't getting registered by the inspector.
- Tweaked accelerator key compare that was broken.
- Updated paths to point to art present in demo directory, as fix to bug #2573.
Fix for bug #1172; confirmed that cloud layers work.
Fixed openWebBrowser (merged with TGE 1.5).
Added "isFullscreen()" console function.
- Fix for #2542, added special case for numpad (as ToAscii can't seem to detect it).
- Some code cleanup.
- Re-enabled the sky on/sky texture enable flags.
Replaced MS Lobby cubemap with our own Garage cubemap.
- Updated VC8 solution file for bug #2570.
Fixed coordinate mismatch for texture locks.
- Made the window manager only be destroyed after GFXDevie shutdown - no special behavior on WM_CLOSE now.
Fixed texture problem when switching to fullscreen.
Fixed issues with VC7 & VC8 project files:
Fixed remaining TSE->TGEA renaming.
Fixed broken VC7 compiling.
Fixed VC8 debug/release project configurations
Fixed map2dif / map2dif plus projects in vc7/map2dif
- Fix for #2571, libqslim.lib needs to be checked as dependency in SDK
- Removed broken DIF to fix bug #2550.
- Converted newlines to be appropriate.
- Some cleanups for nicer builds.
- Updated build system to produce a nice zip (hopefully).
-----------------------------------------------------
GFX device destroy fix.
-checking in fonts for the main screen, and slight adjustments to the GUI
- Upped the font version.
- Rearranged main menu dialog to remove the products tab.
Atlas rendering fix - fixed missing chunks in reflection.
Another Spilman telnet debugger fix.
- Added a bunch of assets from TGE 1.5
- Merged TGE 1.5 demo GUI over.
Fixed V8 broken project dependencies.
Fixed sky init problem.
Material loading change - puts off loading textures until level load.
- Changed assert to a fail-out Con::warn since this seems to happen in the GUI editor.
- Fix for #2543; changed inspector to use setDatablock when setting a datablock field called datablock.
- Also fixed some network mask weirdness with lights.
- Made lightobject datablock check more robust.
- Fixed GuiStackCtrl that wasn't getting registered by the inspector.
- Tweaked accelerator key compare that was broken.
- Updated paths to point to art present in demo directory, as fix to bug #2573.
Fix for bug #1172; confirmed that cloud layers work.
Fixed openWebBrowser (merged with TGE 1.5).
Added "isFullscreen()" console function.
- Fix for #2542, added special case for numpad (as ToAscii can't seem to detect it).
- Some code cleanup.
- Re-enabled the sky on/sky texture enable flags.
Replaced MS Lobby cubemap with our own Garage cubemap.
- Updated VC8 solution file for bug #2570.
Fixed coordinate mismatch for texture locks.
- Made the window manager only be destroyed after GFXDevie shutdown - no special behavior on WM_CLOSE now.
Fixed texture problem when switching to fullscreen.
Fixed issues with VC7 & VC8 project files:
Fixed remaining TSE->TGEA renaming.
Fixed broken VC7 compiling.
Fixed VC8 debug/release project configurations
Fixed map2dif / map2dif plus projects in vc7/map2dif
- Fix for #2571, libqslim.lib needs to be checked as dependency in SDK
- Removed broken DIF to fix bug #2550.
- Converted newlines to be appropriate.
- Some cleanups for nicer builds.
- Updated build system to produce a nice zip (hopefully).
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).
#23
02/11/2007 (1:38 am)
Damn - got to see if I even remember how to convert terrains with the correct parameters.....
#24
In my Opinion MS4.2 is more stable than actual RC1.
02/11/2007 (2:23 am)
It seems most of bug reports have been ignored. I stop to check every bugs.In my Opinion MS4.2 is more stable than actual RC1.
#25
We're getting the same thing with our unique terrain. Everything worked fine under 4.2. We get the error with our build and the stock demo, using our terrain.
02/11/2007 (4:48 pm)
Quote:Air Ace is crashing also when entering the mission. In debug I get 2-3 frames of gfx before it dies. In release it goes straight to hell.
Its crashing in atlasClipMapUniqueCache.cpp in line 341:
while(curIn < endIn) { *curOut = (*(U32*)curIn) & 0x00FFFFFF; <---- here curIn+=3; curOut++; }I suspect that its due to us using 2 atlas terrains in the same level. Will investigate later today. Aren't you using the same setup addiktive with 2 terrains?
We're getting the same thing with our unique terrain. Everything worked fine under 4.2. We get the error with our build and the stock demo, using our terrain.
#26
And by issues I mean :
02/12/2007 (2:07 pm)
Personally I can get this to compile with the Feb07 DirectX SDK but in game a whole slew of things go wrong. I am about to revert back to December and see if that fixes these issues.And by issues I mean :
shaders/legacyTerrain/terrainDynamicLightingMaskV.hlsl(2,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! error X3539: ps_1_x is not supported in this version of the compiler shaders/legacyTerrain/terrainDynamicLightingV.hlsl(2,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! error X3539: ps_1_x is not supported in this version of the compiler shaders/atlas/atlasSurfaceDynamicLightingV.hlsl(2,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! error X3539: ps_1_x is not supported in this version of the compiler shaders/lightingSystem/ShadowShaderV_1_1.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/ShadowBuilderShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/ShadowShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/ShadowShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/ShadowBuilderShaderV_1_1.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! error X3539: ps_1_x is not supported in this version of the compiler shaders/lightingSystem/ShadowShaderV_1_1.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! error X3539: ps_1_x is not supported in this version of the compiler shaders/lightingSystem/AlphaBloomShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/DownSample8x4ShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/DownSample8x4ShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/DownSample4x4BloomClampShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/BloomBlurShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/DRLShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/DRLShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! error X3539: ps_1_x is not supported in this version of the compiler
#27
02/12/2007 (2:13 pm)
@Kyle - I believe that the official word is to continue to use the DX9.0 October 2006 SDK until they deal with some changes done in the December SDK.
#28
Luck!
Guimo
02/12/2007 (2:25 pm)
I really hope GG reconsider the launch date (Feb 15) and sticks to solve bugs and moving into RC2 RC3 and so on... I prefer to wait one month more (has been a long time anyway) and get a better product.Luck!
Guimo
#29
02/12/2007 (2:53 pm)
@Tom - Thanks, I reverted from Feb07 to Dec06 and still had the same issues. I will go ahead and revert back another step, thanks for the word.
#30
02/12/2007 (2:54 pm)
Tom is correct - please use the Oct SDK only for now.
#31
I hope with all the pressure of the TGEA release there's still room for humor over there. :)
Not to hijack the thread, but I have the utmost confidence that simply stating the release date comes with the implied commitment to dedicate the resources necessary to come as close as possible. Being an EA developer for nearly 2 years, just having a release date in sight makes me giddy.
02/12/2007 (3:05 pm)
@Guimo: It's a new internal contest at GG: RCID - Release Candidate In a Day!I hope with all the pressure of the TGEA release there's still room for humor over there. :)
Not to hijack the thread, but I have the utmost confidence that simply stating the release date comes with the implied commitment to dedicate the resources necessary to come as close as possible. Being an EA developer for nearly 2 years, just having a release date in sight makes me giddy.
#32
IMO we're looking OK on the bugs, most things reported are minor with the exception of the Atlas problems in RC1 (Ben is on it).
Most of the problems I'm seeing are install related:
Vista - remember to install DirectX!
Don't use a DXSDK after October 2006.
After unzipping - mark shaders directory as non-readonly (our installer should negate this problem for 1.0)
Other:
GuiPlayerView and fxObjectReplicator - these aren't bugs, they are features that we aren't supporting for 1.0.
Misc other problems - we're looking at everything, even if we don't respond. Thanks much for recent reports!
02/12/2007 (6:57 pm)
@Guimo - 1.0 isn't the end of the road, we're going to continue to update, add features and bug fixes as we do on all of our products.IMO we're looking OK on the bugs, most things reported are minor with the exception of the Atlas problems in RC1 (Ben is on it).
Most of the problems I'm seeing are install related:
Vista - remember to install DirectX!
Don't use a DXSDK after October 2006.
After unzipping - mark shaders directory as non-readonly (our installer should negate this problem for 1.0)
Other:
GuiPlayerView and fxObjectReplicator - these aren't bugs, they are features that we aren't supporting for 1.0.
Misc other problems - we're looking at everything, even if we don't respond. Thanks much for recent reports!
#33
This will fix the upload crash.
02/12/2007 (9:07 pm)
For the atlas crash, go to line 87 of gfxD3DTextureObject.cpp and change the if(inRect) block to read:if(inRect)
{
r.top = inRect->point.x;
r.left = inRect->point.y;
r.bottom = inRect->point.x + inRect->extent.x;
r.right = inRect->point.y + inRect->extent.y;
}This will fix the upload crash.
#34
Im naming my first-born after you ;)
You da man!
Thanks GG....
addikt
02/13/2007 (12:41 am)
Ben,Im naming my first-born after you ;)
You da man!
Thanks GG....
addikt
#35
02/13/2007 (8:45 am)
Hey GG guys, just a suggestion to avoid some frustration all around: for objects that aren't intended to be used in this release, could you make this more obvious somehow? Like removing them from the Creator UI, putting a ** GREAT BIG CONSOLE WARNING ** or some other such? That way people aren't THINKING that they are supposed to work?
#36
02/13/2007 (9:23 am)
Awesome... 2 days 2 launch.. exciting!
#37
02/14/2007 (12:40 pm)
@Mark, ya, I just removed some to help with that.
addiktive
I've even removed all the terrain, only put one of our terrains (regenerated), and still crash (after 2 or 3 frames, like you Thomas).