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Plan for Tim Gift
Plan for Tim Gift
| Name: | Tim Gift | ![]() |
|---|---|---|
| Date Posted: | Apr 18, 2003 | |
| Rating: | 4.2 out of 5 | |
| Public: | NO | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Tim Gift |
Blog post
I'm going to be out of town starting this afternoon, and I'll be back in the office on the 30th.. but since I haven't posted in a while I thought I would update the status of the tasks I listed on my last post (a little outdated). As always, I ended up working on a number of things not on the task list... but of the ones listed, these are finished:
- Fixed Marble Blast bugs
- Misc. updates (and fixes) to the Ignition system
- Finish up a number of misc. web site tasks
Tasks still on the list:
- Integrate Torque Marble Blast changes. I rolled in the MilkShape changes, but haven't merged in the changes to the Torque material properties.
- Misc. Torque updates.. I integrated the vehicle physics and collision changes I mentioned, but it sounds like there are some issues with the new code.
- Integrate Torque patches. This is a never ending task, but I've merged all the easy ones anyway :) I have a few more outstanding, but some of these have issues which need to be worked out with the authors. The terrain bump-mapping patch just needs a closer look to see how it's going to affect future work.
Pending Patches:
- Terrain bump-mapping
- Upgrade d3d wrapper to DX9
- Application window resizing / minimizing, etc. (Win32 only)
- Projectile water interaction
- Map2dif changes for QuArk
When I get back I'd like to discuss changing the patch submission process. I've talked to several developers before about it, but I'd like to broaden the discussion. Sometimes I sit on patches because I don't have the time to evaluate them and/or because there's no set way for me to get community feedback on them. I'd like find some solution. The approach I'm leaning towards now involves having the patches submitted as some sort of "patch" code resource so that they can be download, tested and commented on by the comminuty before they are merged in to cvs (this is actually a feature we have considered adding to the project manager). Small bug fixes would probably be exempt from this process. Some patches are already posted as resources first, but I'd like to formalize this process or come up with some other way we can improve patch handling.
Unless something changes while I'm gone... when I get back I'll be working with Rick to wrap up the Torque 1.2 release, which will include a new demo application.
- Fixed Marble Blast bugs
- Misc. updates (and fixes) to the Ignition system
- Finish up a number of misc. web site tasks
Tasks still on the list:
- Integrate Torque Marble Blast changes. I rolled in the MilkShape changes, but haven't merged in the changes to the Torque material properties.
- Misc. Torque updates.. I integrated the vehicle physics and collision changes I mentioned, but it sounds like there are some issues with the new code.
- Integrate Torque patches. This is a never ending task, but I've merged all the easy ones anyway :) I have a few more outstanding, but some of these have issues which need to be worked out with the authors. The terrain bump-mapping patch just needs a closer look to see how it's going to affect future work.
Pending Patches:
- Terrain bump-mapping
- Upgrade d3d wrapper to DX9
- Application window resizing / minimizing, etc. (Win32 only)
- Projectile water interaction
- Map2dif changes for QuArk
When I get back I'd like to discuss changing the patch submission process. I've talked to several developers before about it, but I'd like to broaden the discussion. Sometimes I sit on patches because I don't have the time to evaluate them and/or because there's no set way for me to get community feedback on them. I'd like find some solution. The approach I'm leaning towards now involves having the patches submitted as some sort of "patch" code resource so that they can be download, tested and commented on by the comminuty before they are merged in to cvs (this is actually a feature we have considered adding to the project manager). Small bug fixes would probably be exempt from this process. Some patches are already posted as resources first, but I'd like to formalize this process or come up with some other way we can improve patch handling.
Unless something changes while I'm gone... when I get back I'll be working with Rick to wrap up the Torque 1.2 release, which will include a new demo application.
Recent Blog Posts
| List: | 01/14/05 - Plan for Tim Gift 12/16/03 - Plan for Tim Gift 11/24/03 - Plan for Tim Gift 09/19/03 - Plan for Tim Gift 05/05/03 - Plan for Tim Gift 04/18/03 - Plan for Tim Gift 12/30/02 - Plan for Tim Gift 10/11/02 - Plan for Tim Gift |
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Submit your own resources!| Michael Cozzolino (Apr 18, 2003 at 19:40 GMT) Resource Rating: 5 |
| Tim Gift (Apr 18, 2003 at 23:01 GMT) |
| Christopher Dapo (Apr 18, 2003 at 23:11 GMT) Resource Rating: 5 |
Unless something changes while I
| Ben Swanson (Apr 19, 2003 at 00:26 GMT) Resource Rating: 5 |
| Rick Overman (Apr 20, 2003 at 04:08 GMT) Resource Rating: 5 |
We had debated making some radical changes, like renaming .cc
| Chris \"Hobbiticus\" Weiland (Apr 20, 2003 at 04:36 GMT) |
Anyway, on another note, it's really nice to see what you GG peeps are up to. Keep up the good work, guys.
| Rick Overman (Apr 20, 2003 at 17:42 GMT) Resource Rating: 5 |
Are there any other "out of box" gotcha
| Robert Blanchet Jr. (Apr 20, 2003 at 18:51 GMT) |
I can't speak for others but I've formatted my computer a number of times and the *.cc extension has always worked just fine for me, without any changes to the registery or to Visual Studio.
| Ben Swanson (Apr 20, 2003 at 20:56 GMT) Resource Rating: 5 |
Edited on Apr 20, 2003 20:58 GMT
| James Margaris (Apr 20, 2003 at 22:25 GMT) |
As far as script organization goes, as Realm Wars is growing we are going to do a pretty massive script/content re-org soon. For example having all the content and scripts for the client ui in one folder isn't working too well anymore, I'm trying to break it down by screen. Similarly server/scripts is going to have a LOT of stuff in it by the time it is done, it should probably be broken in scripts/weapons, scripts/spells (in our case), scripts/inventory, etc etc. It depends a lot on the content, but in general having one scripts folder does not scale well.
The patches sound cool!
| Josh Goldshlag (Apr 21, 2003 at 18:09 GMT) |
| Marco Meier (Apr 22, 2003 at 07:32 GMT) |
| Luc Jordan (Apr 24, 2003 at 13:49 GMT) |
Ah, the glory of nerd puns.
Even though I have nary the the time and nary the skills to pursue game design seriously as yet (although, compared to some projects . . . heh), I love reading updates like this, and occasionally integrating a resource or two every now and then into my build of Torque.
I look at it like the wilderness or something. Lonely Planet-reading ecofreaks and yuppie backpackers aside, most of us aren't going to be able to take full advantage of the bountiful wilderness areas the world has. And most people don't have the stomach for it, anyways -- they'd rather go to a massively overpriced resort in Grand Cayman, which offers the same amenities and carefully designed experience of any other expensive resort in the world.
But the wilderness is there if you need it. My one-and-a-half weeks per year in the Bighorns give me an amazing amount of strength that I draw on all throughout the year . . . it's good to be still be able to be awed, to be able to have limitless opportunities and complete freedom.
Note: I am not comparing TGE devs to yuppie backpackers. Not really. ;)
| Badguy (Apr 25, 2003 at 23:08 GMT) |
| Xavier "eXoDuS" Amado (Apr 26, 2003 at 17:28 GMT) |
.cpp is a Microsoft invention for their compiler, which doesn't really comply with the ANSI standards.
| Tim Gift (Apr 30, 2003 at 16:26 GMT) |
| Michael Heining (Nov 18, 2003 at 02:53 GMT) |
MadWizard
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4.2 out of 5


