Game Development Community

Torque X 3.1.0.1 Available for Download

by John Kanalakis · in Torque X 3D · 08/19/2009 (6:33 pm) · 34 replies

If you are experiencing assembly incompatibility problems with Torque X 3.1, please try the latest version. It's now available for download as version 3.1.0.1 and should resolve the problems being reported regarding new projects.

John K.

About the author

John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.

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#1
08/19/2009 (10:01 pm)
Cool it works! The editor even works. Thanks.
#2
08/20/2009 (9:36 am)
I'll give it a go when I get home tonight to see if it solves the issues I've been having.

Cheers!
#3
08/20/2009 (10:26 am)
Exercising 3.1.0.1 this morning...

Just opening the editor and opening a brand new starter project works... but adding a stock blank object (visible, very close to the origin), saving the project, closing and reopening the editor, not so much. The blank is listed in scene explorer and the XML, but not visible anywhere in the world view of the editor. The "to object" toolbar button refuses to take me to the blank.

Double-clicking on a terrain entry in the asset browser kills the process... along with lots of other landmines that kill the editor process (without saving). Autosave/persist on edit ought to be the order of the day.

Opening the same project in VS while the editor has it open also results in the death of the editor process. [Mouse scroll wheel doesn't work in the XML/Scene Level Data view? Er?]

Running the game in the VS debugger (completely default start project with the one blank added to the scene) works for a bit (20 seconds of flying around?), and then dumps inside the debugger. My favorite! A null reference!!

System.NullReferenceException was unhandled
Message="Object reference not set to an instance of an object."
Source="GarageGames.TorqueX.Framework"
StackTrace:
at GarageGames.Torque.RenderManager.SceneRenderer.AddInstance(RenderInstance instance)
at GarageGames.Torque.T3D.T3DSimpleMeshBase.Render(SceneRenderState srs, RenderMaterial material, Matrix& rotationOnly)
at GarageGames.Torque.T3D.T3DBoxMesh.Render(SceneRenderState srs, RenderMaterial material, Matrix& rotationOnly)
at GarageGames.Torque.T3D.T3DPrimitiveRenderComponent.Render(SceneRenderState sceneRenderState)
at GarageGames.Torque.T3D.T3DSceneComponent.Render(SceneRenderState sceneRenderState)
at GarageGames.Torque.T3D.T3DSceneGraph._RenderObjects(TorqueObjectType renderMask, Single aspectRatio)
at GarageGames.Torque.SceneGraph.BaseSceneGraph.PreRender(GFXDevice gfx, TorqueObjectType renderMask, TorqueObjectType noRenderMask, Single aspectRatio)
at GarageGames.Torque.GUI.GUISceneview.OnRender(Vector2 offset, RectangleF updateRect)
at GarageGames.Torque.GUI.GUICanvas.OnRender(Vector2 offset, RectangleF updateRect)
at GarageGames.Torque.GUI.GUICanvas.RenderFrame()
at GarageGames.Torque.XNA.TorqueEngineComponent.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Draw(GameTime gameTime)
at GarageGames.Torque.GameUtil.TorqueGame.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at StarterGame3D.Game.Main() in C:\Users\DarthReed\Documents\Visual Studio 2008\Projects\Starter Game 3D (3.1)1\Starter Game 3D (3.1)1\Game\Game.cs:line 43
InnerException:

Obviously, the framework and editor aren't to a maturity yet that we can bet a project on them...
#4
08/20/2009 (1:32 pm)
Obviously this should not be happening, can you please describe your environment a little?

1. Which version of Windows are you running?
2. If Vista, is UAC enabled?
3. Which version of Visual Studio are you running? Pro/Express/etc 2005/2008
4. Which version(s) of XNA do you have? 3.0, 3.1, both installed together?
5. Which video card do you have?

Your answers can help narrow down the source of the problem. Although this is the very first release of the 3D Builder, a solid update is already in the works and coming soon.

Thank you,

John K.
#5
08/20/2009 (1:50 pm)
In windows 7 I get the little warning Do you want to allow this application to change your computer every time it's run. Sometimes when try to debug what is open in the editor, the editor will crash.

Lighting materials still have to be added by hand, they are in the DTS, I have also tried adding a light component, a T3Dlight componenet. When I do and try to save scene the editor crashes.

I cannot scale an object in the editor.

I am not b**** I am probably telling you what you already know ;)

If you guys could give us an assessment of the state of the tool I know I for one would be much happier. I was under the impression and I never saw GG say otherwise, that the 3D editor was up and viable, to me that was in state similar to TX2D editor. I believe most of us think of ourselves as your partners, let us know where stuff is and we can find workarounds until they are fixed or implemented. Thanks and good job.
#6
08/20/2009 (2:07 pm)
Thanks for the quick reply, John.

1. Win7 Ultimate x86 (7127 is a very solid post-RC build, I work for the borg during the day, so I haven't made time to upgrade @ home yet -- maybe this weekend if I can't distract myself with Torque 3D-ness :o)

2. UAC is enabled (as it should be). The Torque 3D editor prompts for elevation every time I run it; VS 2008 Express does not.

3. Visual Studio 2008 C# Express with SP1

4. I did have 3.0 installed previously, but all of it's bits were uninstalled (required by the 3.1 installer).

5. The video card is Nvidia GeForce 8800M GTS using the signed WDDM 1.1 drivers dropped from Microsoft Update. Blender likes my video card a lot, and even Gears of War and Shadowrun are playable on it.

The PC is a 32-bit Gateway Core2 Duo 1.66GHz notebook with 3GB RAM that weighs a ton and has a battery life measured in minutes, not hours, on the balanced power profile. ;-)
#7
08/20/2009 (2:24 pm)
Very interesting. I have not run any tests on Windows 7. I was not able to get a VMWare session up to run it. Otherwise, it sounds like a great laptop.

Hmmm... just looking through your stack trace... Could you possibly create a temporary XNA game project off the root folder, like C:\TestGame and try again with that? I wonder if the combination of parenthesis & periods along the full path name may be tripping something up. This should not be a problem, yet I wonder.

John K.
#8
08/20/2009 (2:33 pm)
Will create a new project and follow the same steps first thing after I get back to the fort from the gym this evening.
#9
08/20/2009 (2:59 pm)
Good points, Henry. The 3D editor is undergoing a lot of improvements for the next release of Torque X. The main goal for the 1.0 release of the 3D Builder was to help remove the burden of hand-writing level files in XML. The next version of Torque X 3D will add new engine features, performance & bug fixes, and further improve the 3D editor.

John K.
#10
08/20/2009 (7:29 pm)
I still get the error "Unable to open this project. Make sure the project has already been compiled" after downloading and freshly installing the update. Could it be caused by me having extended components in the xml ?

Edit: Nevermind, I upgraded my project to XNA 3.1 and it works. I was hoping the fix would allow us to put our own Component tags in the xml like in the demo. The builder still got rid of all my components when i saved, and my camera was back to Free Camera LoL. I was hoping at least some of the worst bugs would be fixed. Glad to see there will be a bigger update soon John.

Best Regards,
T.
#11
08/21/2009 (1:05 am)
What is the next version you're referring to? Is it a point release a full version update? Is there somewhere we can get a WIP version like an SVN like we can with TGE/A ?
#12
08/21/2009 (12:16 pm)
It would be good if we can get a WIP version and/or svn access to this. It would be better if we can just fix the problems as the come up instead of being held back even longer. Right now our scene consists of a bunch of files i.e baselevel.txscene, weapons, inventory etc (makes it easier to debug). I would like to load multiple files for a single scene in the builder, but i doubt that's feasible.

Best Regards,
Tilan.
#13
08/21/2009 (6:28 pm)
Don't know if is the correct thread but any way here it goes...

After installing Torque X 3.1 I chcked that the TXB code isn't c# any special reason for that ? or I'm missing something ?
#14
08/23/2009 (6:53 pm)
SVN is always a nice way to stay connected, but I'm pretty sure that GarageGames does not do that anymore. It was available years ago when I first started with Torque, but has since gone away for some valid reasons. So, I don't think it's likely that it will be back for Torque X. But there is some great news for Torque X. Looking over the product roadmap for the next couple years shows a lot of great features on the way, a focus on performance and stabiility, and a improvements to the 3D editor. We're a couple of months from the next release of Torque X, so we should start to see some cool things soon.

Joao, I don't understand your question. It is true that the 2D Builder is not coded in C#, whereas the 3D Builder is. There's no specific reason for that other than the production schedule. It was faster to release a 2D editor based on TGB for Torque X 2D. And the 3D editor wanted to achieve a true WYSIWYG match for running Torque X games, so it was coded as a layer on top of Torque X.

John K.
www.envygames.com
#15
08/29/2009 (8:11 pm)
Where do I download Torque X 3.1? I can follow "Torque X 3.0 Creators Club" link under "My Account" and download Torque X 3.0 from Microsoft but I don't see anything about Torque X 3.1. Am I supposed to download "Torque X 3D 3.1 Trial" from http://www.garagegames.com/products/download/351? If so, how will the trial know I'm a registered user?

phong.
#16
09/03/2009 (11:31 am)
As Sangwoo Hong I have the same questions, and frankly I got XNA CC membership because I thought I can access to TorqueX 3D and 2D (without source code) which I did but this kind of support which I didn't expect. As a partner who is responsible to deploy latest versions of TorqueX, but existing version on community has a lot of bugs, and I was expecting GG supports for it (like the release XNA CC version as soon as possible). If you can tell me this is the way GG will support XNA CC version. I will consider my other options.

Thanks,
#17
09/03/2009 (2:50 pm)
Is Torque X 3.1 not available through the creator's club site yet because the 3.1 update is for Torque X pro customers at the time?
#18
09/03/2009 (9:30 pm)
Not available for CC members yet, we are hoping soon.
#19
09/04/2009 (3:17 am)
Awesome!
#20
09/11/2009 (9:03 pm)
I'm confused. I downloaded Torque X 3D from the website as "torquex3DFull-3.1.0.1.msi", but it defaults to installing to "Torque X 3D Pro 3.1\v3.1.0.0", and all the AssemblyVersions are for 3.1.0.0. Which version did I get?
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