Torque 3D Beta 1 Known Issues
by Matthew Langley · in Torque 3D Professional · 04/30/2009 (7:05 pm) · 26 replies
Beta 2 is the latest, you can find the release info here
Torque 3D Beta 1 has been released, you can download it from your My Account->My Products page. So noting that today, being April 30th, is the last day of April you can probably guess that we have been working around the clock to get this out. There are a lot of new features, systems, and tools in Torque and getting them all working together is definitely a lot of work. The first thing to keep in mind this is a beta (not a final release), and on top of that our first beta. That means there are issues (plenty of them, some of them we know, some we don't), there are some things that need to be improved, worked on, added to, and work flows re-worked. We wanted to get this in your hand as soon as possible though to have a more collaborative process of development. At this point you can share what's most important to you and we can factor your input into our priorities. On top of this being a beta (which in itself implies there are issues to be expected) we do realize this is the first time most of you have gotten your hands on this, we really hope you have fun and enjoy a lot of the new features, but while doing this just keep in mind that there is a lot of performance optimization to come, a lot of interfaces we are reworking to be smoother, and a couple of tools didn't make it in here (though the majority and the largest of them are). So be honest with your feedback (that will help us improve this to be the best product it can be) while realizing this is the first beta which means it's the first time so many people will be pushing it to it's limits in such a variety of ways. One of the advantages of starting this process at this phase is we can get feedback while applying a lot of the polish and finalizing of work flows, which means your voice gets heard and incorporated more. Personally, having taken part in a lot of the large MMO betas I'm very proud at the state of our first beta (even with the issues we have), everyone involved put a lot of work into it and we are continuing to put a lot of work into it. We also look forward to releasing more beta builds as development progresses.
With all that said we really look forward to the feedback.
Beta 1 Released!
Torque 3D Beta 1 has been released, you can download it from your My Account->My Products page. So noting that today, being April 30th, is the last day of April you can probably guess that we have been working around the clock to get this out. There are a lot of new features, systems, and tools in Torque and getting them all working together is definitely a lot of work. The first thing to keep in mind this is a beta (not a final release), and on top of that our first beta. That means there are issues (plenty of them, some of them we know, some we don't), there are some things that need to be improved, worked on, added to, and work flows re-worked. We wanted to get this in your hand as soon as possible though to have a more collaborative process of development. At this point you can share what's most important to you and we can factor your input into our priorities. On top of this being a beta (which in itself implies there are issues to be expected) we do realize this is the first time most of you have gotten your hands on this, we really hope you have fun and enjoy a lot of the new features, but while doing this just keep in mind that there is a lot of performance optimization to come, a lot of interfaces we are reworking to be smoother, and a couple of tools didn't make it in here (though the majority and the largest of them are). So be honest with your feedback (that will help us improve this to be the best product it can be) while realizing this is the first beta which means it's the first time so many people will be pushing it to it's limits in such a variety of ways. One of the advantages of starting this process at this phase is we can get feedback while applying a lot of the polish and finalizing of work flows, which means your voice gets heard and incorporated more. Personally, having taken part in a lot of the large MMO betas I'm very proud at the state of our first beta (even with the issues we have), everyone involved put a lot of work into it and we are continuing to put a lot of work into it. We also look forward to releasing more beta builds as development progresses.
Notes:
- You need the March 2009 DirectX
- You need the PhysX System Software and PhysX SDK to compile the PhysX integration
- The ActiveX plugin will not compile under Express versions of Visual Studios (has to do with files not included in Express)
Known Issues:
- Advanced Lighting Performance, plenty of performance optimizations to come.
- Resizing in the mission editor, in the Den and MBU levels - does not resize properly.
- Switching from Advanced lighting, to basic, then back - shadows are glitchy.
- Some seams in terrain detail textures reported on an ATI HD 2600M.
- Initializing Torque in Basic Lighting, then switching to Advanced Lighting; causes particle effects (noticeable when firing either of the stock guns) to lose their textures (the textures are replaced with white blocks).
- The player's gun doesn't render while pointing it at some angles.
- PhysX demo - the gun's projectile and explosion sometimes doesn't render.
- PhysX demo - won't play a web browser.
- Toolbox - When you click on a link to open torsion/visual studios you get a popup that notifies you it's loading, if you don't click "ok" before the app opens it will stay there (it should instead be set on a timer or some other method of removing it when the app loads).
- Toolbox - The comment system isn't fully implemented, no way to currently add, edit, or remove them.
- Toolbox - Web deployment requires the Torque Toolbox to be run as administrator under Vista with UAC enabled.
- Web Deployment - Keyboard accelerators being eaten under IE (Tab key and some others).
- Created decal roads have some z fighting display issues with the terrain.
- GuiEditor - Moving the camera in the EditorGui gui causes created decal roads to wander off their created points. Going back to the missionEditor fixes the decal roads positions.
- Material Editor - There is not currently a way to access the materials via an object (will be added in later betas).
- Water doesn't always reflect.
- Opening up the editor in the PhysX Demo causes the room to reset prior to destruction.
- Terrains appear without textures (therefore it renders black) inside of the PhysX Demo.
- Terrain Editor and Painters "Selected Info" shadow and main text are separated a great distance away from each other in some cases.
- Post FX shrink the screen down cumulatively due to a GUI docking issue (a bug in the system that is being resolved), with Edge AA this produces an offset smoothed edge render visual effect.
- FPS Genre Kit - Warrior Camp - Some of the hut/overhang model's textures aren't mapping or aren't mapped correctly.
- FPS Genre Kit - Warrior Camp - Most of the fxFoliageReplicators need to be set to not be placed on static objects.
- World Editor - Currently the fxFoliageReplicator is not listed under objects to add.
- Create new from template doesn't currently list new mission like it should.
- World Editor - If you set an object to be locked in the Tree View it won't immediately update the dynamic field to reflect this.
- Road/River Editor - Inserting and deleting nodes in the River and Decal Road editor can cause either anomalies inserting/deleting between the incorrect points; or crash the editor.
- Gizmo handles are incredibly hard to grab, and you cannot grab them by the arrows on some machines.
- Switching to an editor that requires a check (ex: terrain check),even if you create the terrain, the editor switches back to the object editor.
- Status bar text controls overlap eachother at certain extents.
- There are different icons for creating new materials in the MaterialEditor. They are both supposed to be the (paper/page) logo.
With all that said we really look forward to the feedback.
About the author
Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.
#2
I launched the toolbox and selected PhysX.exe
clicked play game and get error.
After that, tried the other demo. Same results with this error.
PhysX.exe has stopped working ( or any project.exe )
a problem caused the program to stop working correctly. Please close the program.
I also created a new project. That worked fine and the project was created. That project stops working on load also.
I'm running windows vista.
Has anyone else had this error? I'm going to install on a XP and see if I have the same problems.
edit: I'm not sure if this is where I should post my problem. If not I'm sorry. Please move it to the right place.
04/30/2009 (7:54 pm)
Well......... for me.. The download went fine along with the install.I launched the toolbox and selected PhysX.exe
clicked play game and get error.
After that, tried the other demo. Same results with this error.
PhysX.exe has stopped working ( or any project.exe )
a problem caused the program to stop working correctly. Please close the program.
I also created a new project. That worked fine and the project was created. That project stops working on load also.
I'm running windows vista.
Has anyone else had this error? I'm going to install on a XP and see if I have the same problems.
edit: I'm not sure if this is where I should post my problem. If not I'm sorry. Please move it to the right place.
#3
Recived the same error on the two compters I tried to load it onto.
Did a search in google and found x3dAudio1_6.dll placed it in the game folder for FPS kit and physx and after that it launched with out problem.
04/30/2009 (8:07 pm)
I have recived a "This application failed to start because x3dAudio1_6.dll was not found. Re-installing the application may fix this problem"Recived the same error on the two compters I tried to load it onto.
Did a search in google and found x3dAudio1_6.dll placed it in the game folder for FPS kit and physx and after that it launched with out problem.
#4
1. Get the http://www.nvidia.com/object/physx_9.09.0408_whql.html and install it in the default location.
2. Get the http://developer.nvidia.com/object/physx_downloads.html and install it in its default location as well." From Brett's blog
The x3dAudio1_6.dll has specifically to do your DirectXRuntimes. Update them.
Updating your driver's won't hurt anything as well.
04/30/2009 (8:12 pm)
"For PhysX, don't forget to...1. Get the http://www.nvidia.com/object/physx_9.09.0408_whql.html and install it in the default location.
2. Get the http://developer.nvidia.com/object/physx_downloads.html and install it in its default location as well." From Brett's blog
The x3dAudio1_6.dll has specifically to do your DirectXRuntimes. Update them.
Updating your driver's won't hurt anything as well.
#5
Means DX SDK is not installed, not installed correctly or outdated.
Vanishes with the march 2009 DX SDK for sure
04/30/2009 (8:30 pm)
Quote:I have recived a "This application failed to start because x3dAudio1_6.dll was not found. Re-installing the application may fix this problem"
Means DX SDK is not installed, not installed correctly or outdated.
Vanishes with the march 2009 DX SDK for sure
#6
04/30/2009 (8:40 pm)
@Caylo: Why isn't that animal wearing a T3D t-shirt?
#7
In stdafx.h => #include <atlbase.h> not found
In NPWebGamePlugin.rc => #include "afxres.h" not found
Did a search for these 2 files on my hard drive, but not found.
=====
Compiled & ran PhysX demo without any problems.
Any Ideas?
04/30/2009 (8:53 pm)
When I compile...FPS Genre Kit...get 2 fatal errors:In stdafx.h => #include <atlbase.h> not found
In NPWebGamePlugin.rc => #include "afxres.h" not found
Did a search for these 2 files on my hard drive, but not found.
=====
Compiled & ran PhysX demo without any problems.
Any Ideas?
#8
I updated directx, physx, video card drivers and after that I had to reinstall T3D but as of right now it is running smooth.
04/30/2009 (9:00 pm)
Thanks SteveI updated directx, physx, video card drivers and after that I had to reinstall T3D but as of right now it is running smooth.
#9
04/30/2009 (9:20 pm)
@Joy Melton: My computer gremlin have not checked the Post Office Box for two weeks.
#10
04/30/2009 (9:30 pm)
Added some Notes to my original post that may help
#11
Open source/web/npplugin/NPWebGamePlugin.rc in a text editor and change:
#include "afxres.h"
to
#include "windows.h"
Regarding the other issue, you can compile the engine, standalone, and plugin for Firefox/Chrome with Express. The IE Plugin requires VS Standard or Pro to compile... VS Express does not compile ActiveX plugins. So, if you're using Express I would disable the IE plugin project from the solution.
04/30/2009 (10:24 pm)
@Jim: That's a problem under VS Express. Thanks for posting about it:Open source/web/npplugin/NPWebGamePlugin.rc in a text editor and change:
#include "afxres.h"
to
#include "windows.h"
Regarding the other issue, you can compile the engine, standalone, and plugin for Firefox/Chrome with Express. The IE Plugin requires VS Standard or Pro to compile... VS Express does not compile ActiveX plugins. So, if you're using Express I would disable the IE plugin project from the solution.
#12
04/30/2009 (10:39 pm)
Thanks Josh! That saved me a lot of time. *wiping my forehead*
#13
System
Intel Core 2 Quad @ 3.5 Ghz
4 Gig RAM (OC).
GForce GTX 295
If i run Warrior Camp (or any other) fullscreen it has like 1 FPS (1920x1200), runs fine at and below 1440x900.
Could it be that in fullscreen mode i can only choose 60hz and not 59 as my monitor req ?
If i run it in a window at and below 1440x900 then it run fine, if over, i get high performance drain.
Btw, can we get a "v-sync enable" option ? :) (EDIT: Already in, its ok)
Love messing around with the engine though :))
EDIT : Tryed 59hz, doubted it was the problem, and it wasnt :)
However, the performance drain baffles me, as its 100% fast in 1440x900, but 1 option above that it drops FPS like insane.
05/01/2009 (3:09 am)
I find wierness, and i dont know if its a bug, or just optimizationSystem
Intel Core 2 Quad @ 3.5 Ghz
4 Gig RAM (OC).
GForce GTX 295
If i run Warrior Camp (or any other) fullscreen it has like 1 FPS (1920x1200), runs fine at and below 1440x900.
Could it be that in fullscreen mode i can only choose 60hz and not 59 as my monitor req ?
If i run it in a window at and below 1440x900 then it run fine, if over, i get high performance drain.
Btw, can we get a "v-sync enable" option ? :) (EDIT: Already in, its ok)
Love messing around with the engine though :))
EDIT : Tryed 59hz, doubted it was the problem, and it wasnt :)
However, the performance drain baffles me, as its 100% fast in 1440x900, but 1 option above that it drops FPS like insane.
#14
playing with the resolution selection will suddenly show a flickering
(windowed and full screen).
Also in high resolution the framerate will suddenly drop to about 4 fps.
Using GTX 8800
4 Gig RAM
XP
05/01/2009 (4:23 am)
Same here,playing with the resolution selection will suddenly show a flickering
(windowed and full screen).
Also in high resolution the framerate will suddenly drop to about 4 fps.
Using GTX 8800
4 Gig RAM
XP
#16
I myself swiched to Avira not that long ago because of those "false" virus problems AVG had.
@Holger
Great (sorry lol) i know, not "great" for us, but great that im not the only one who seem to have that issue.
05/01/2009 (4:47 am)
AVG is a bad virus when it comes to false detections, sadly it happens too often.I myself swiched to Avira not that long ago because of those "false" virus problems AVG had.
@Holger
Great (sorry lol) i know, not "great" for us, but great that im not the only one who seem to have that issue.
#17
05/01/2009 (5:20 am)
I switch from AVG to Avast. Avast Anti virus Home Edition works well, too. Had no problems and been using It for a year or so.
#18
How did you do your avatar? I love how it feels like a TV spot. Any chance you might be able to make me one? :-) I love the style of it man, looks cool.
Will
05/01/2009 (5:51 am)
Hey Jay:How did you do your avatar? I love how it feels like a TV spot. Any chance you might be able to make me one? :-) I love the style of it man, looks cool.
Will
#19
Way to go guys!! Thanks for getting it up and out the door... can't wait to use it.
Will
05/01/2009 (5:52 am)
@ GG:Way to go guys!! Thanks for getting it up and out the door... can't wait to use it.
Will
Torque 3D Owner Caylo Gypsyblood