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Follow Through - TGEA 1.7.1 Released

Follow Through - TGEA 1.7.1 Released
Name:Matt Fairfax
Date Posted:Jun 13, 2008
Rating:4.9 out of 5
Public:YES
Comments:YES
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Blog post

TGEA 1.7.1 is now available!



One of the many gorgeous scenes from the upcoming Barricade demo - click to see the video


I've talked about follow through before and I meant it =) For the last couple of months we have been quietly toiling away on a nice solid bug fix release for TGEA and I happy to announce that you can now grab this free upgrade from your account pages! We really do want our products to shine and we think we are right on track to keep making that happen.

In the video above you will see the Barricade demo that we have also been working on. It still needs a little more polish but we should be releasing it any day now. Be sure to check back often so you don't miss its release!

Rockstars


This update definitely would not have been possible without the help of our community! Please keep the bug reports and bug fixes coming. We are keeping an eye on them!

There are a few people who really stood out above the rest. As always the unstoppable Jeff Faust was on hand to catch and fix many a bug for us. The ever impressive Rene Damm tackled one of the toughest systems in Torque and made it give up its secrets (Atlas). As if that wasn't enough, Rene also put in some long hours tracking down and wacking a ton of the bugs you guys posted on our forums! Our stalwart "BobTheCBuilder" Kabus continued to move the meter forward with his sweet lighting system. Mr. Torque Coding Machine himself, Tom Spilman, managed bring SFX up to the next level (check the list below). Our Documentation black belt, Michael Perry, wrestled a few new docs into place. And last but definitely not least, we have a newly intrepid intern, Robert (with a hand from the indomitable Matt Langley), to thank for the New Project Generator and the revived Terraformer Tool.


Hydraulic erosion is a snap with the Terraformer


So What Changed?


Atlas
  • Fixed a hard crash in atlasGenerateTextureTOCFromLargeJPEG()
  • Added a throttle to threaded part of Atlas I/O pipeline to avoid congestion
  • Fixed some memory leaks in Atlas
  • The Player's lightmap sampling code now supports Atlas lightmap files (when they are generated by the Lighting Kit)
  • Fixed multiple miplevel shifting bugs in Atlas
  • Modified older Atlas CHU mesher to prevent collision meshes from exceeding internal limits
  • Added a GUI control for monitoring the performance of Atlas instances
  • Atlas better handles scenarios where the clipmap size is less than the base tile size of the texture TOC
  • Separated the Atlas and TerrainBlock blended terrain shaders so that the Atlas blended lightmaps wouldn't be oversaturated by the X2 multiplier needed by TerrainBlock
  • Split Atlas out into its own separate Project Generator code module so that platforms that don't support everything in Atlas can generate clean projects without it (or if someone doesn't need Atlas). Note the TORQUE_ATLAS define that allows Atlas files to register with the ResourceManager.


You can achieve truly beautiful vistas with Atlas


SFX
  • Added the beginnings of an XAudio2 SFX layer. Microsoft is depreciating DirectSound in favor of the much better XAudio sound system which is cross-compatible with Windows and Xbox. In the near future it will be Torque's default audio layer on Windows and we wanted to allow you guys to start getting comfotable with it. There are still a few issues that need to be worked through but we will be providing directions on how to enable it if you are brave and want to start poking at it. Note: To properly compile TGEA 1.7.1 with XAudio2 support you will need to update to the latest Microsoft DirectX SDK (March 2008).
  • Added is3D parameter to SFXDevice::createVoice() for XAudio2 implementation.
  • The XAudio2 system now has basic 3D positioning support
  • Big cleanup of misnamed, missing, and misued sound assets
  • Removed a bunch of script references to alx functions (now handled by SFX)
  • Added more docs for SFXDescription and SFXProfile
  • Added some tips from Robert Blanchet for SFXProfile and SFXDescription to the docs
  • SFXProfile::getResource() properly handles resource that haven't been preloaded
  • Merged latest stable release FMOD Ex 4.14.06 (Mac includes not updated yet!)
  • Replaced the depreciated MOD_System_GetDriverName() with FMOD_System_GetDriverInfo()
  • Fix for SFX FMod stereo sounds playing too fast
  • Fixed voice cleanup in SFXNullDevice that was causing shutdown assertions
  • Fixed incorrect "hasHardware" flag in SFXFMODDevice
  • We no longer initialize 3D parameters on non-3D sounds.
  • Removed unused parameter from SFXSystem::_updateSources().
  • SFXSystem::_update() now uses proper TickMs constant.
  • Fixed channel setting in AudioGui and AudioMessage SFXDescriptions
  • Removed duplicate audio type globals in audioProfiles.cs
  • Fixed OptAudioUpdateMasterVolume() to play test sound again
  • Fixed OptAudioUpdateChannelVolume() to take a description and not a channel
  • Disabled "Use Hardware" toggle in options screen and now force $pref::SFX::useHardware to false in sfxAutodetect(). Software audio has largely exceeded hardware in all aspects and we no longer recommend using hardware audio with Torque (Vista doesn't support any hardware audio). You can easily re-enable hardware audio if your project requires it.
  • Added sfxMetricsCallback() to allow metrics( sfx ) to bring up audio metrics
  • Added cone support to SFX and all existing devices
  • Fixed bug in SFXEmitter that caused sound resource to not reload when changed
  • Fixed old cone support in SFXEmitter
  • Fixed crashes in sfxPlayOnce() and sfxCreateSource()
  • We now apply any deferred commits before playing a SFXDSVoice (might solve dsound glitches)
  • Removed old AudioEmitter code
  • Fixed bug in OptionsDlg that caused providers with the same output devices to not switch when selected
  • Major cleanup of SFXEmitter removing broken features and large sections of commented out code
  • Added 'playOnAdd' option to SFXEmitter to control initial playback state
  • Added play() and stop() console methods to SFXEmitter for controlling the playback state over the network
  • Fixed Mission Editor to support new SFXEmitter changes
  • Added more docs to SFXEmitter



New Project Generator
  • Creating a new Torque project has always been a bit of a hassle (I documented 11 steps just to get everything named correctly) so we have added the New Project Generator. It takes most of the pain out of setting up you new project and should let you get on your way in no time!



Docs
  • Added a Migration Guide to the official docs that should greatly help when bringing TGEA 1.0.3 and TGE projects over into the new directory structure and methodologies of TGEA 1.7
  • Further refined the Getting Started section of the docs (including coverage of the New Project Generator)



General Fixes and Improvements





Heads Down


We've really cranked to bring all these changed into TGEA this quickly. As you can see, it's an immense list for a point update and we're really proud of the improvments. The entire team including the awesome associates we work with are shifting our efforts to the next big feature additions to TGEA. Remember some of that stuff we talked about in deep R&D? Yeah...big changes coming. Expect to be shocked, we're aiming very high. Even though we'll be a little less active smashing bugs this round, we still want to hear from all of you. Grab this release, tell us what you love. Tell us where it hurts. We're listening and we're applying all your feedback in this and future releases.

Big thanks to everyone involved in helping with this. Getting this much done would be impossible without you!

Recent Blog Posts
List:09/20/08 - TGEA 1.8 on a Mac
06/20/08 - Barricade Demo
06/13/08 - Follow Through - TGEA 1.7.1 Released
04/05/08 - TGEA 1.7 is Officially Released!
03/29/08 - Torque Game Engine Advanced Open Beta 2
03/19/08 - Torque Game Engine Advanced Open Beta
01/18/08 - Big Update to TGEA on the way!
09/15/07 - A Week in Oregon

Submit ResourceSubmit your own resources!

Brett Seyler   (Jun 13, 2008 at 19:22 GMT)   Resource Rating: 5
w00t! Nice job Matt & Co. :)

Deborah Marshall   (Jun 13, 2008 at 19:32 GMT)
Just for the record, Matt has been wrestling with the last few hiccups to get this released. You should see him in the office right now...he looks the happiest he's been ALL WEEK. ^_^

Gary "ChunkyKs" Briggs   (Jun 13, 2008 at 19:34 GMT)
That looks awesome, watching that promo video.

What's the deal with TGEA being "tried and tested on several of today's hottest consoles, including [...] Wii and PS3"? I didn't know there was a TGEA port to either of those. Should we read into this that there's actually a non-directx flavor of GFX actually in the works?

There's also a comment in SFX:
"Merged latest stable release FMOD Ex 4.14.06 (Mac includes not updated yet!)"

Is this something new and exciting that everyone's been waiting for?

Gary (-;

Josh Engebretson   (Jun 13, 2008 at 19:34 GMT)   Resource Rating: 5
Great work Matt, Tom, Jeff, Rene, and everyone else!!!

Quote:

next big feature additions to TGEA


Wooooooooooooooooooooooot!!! :)

Novack   (Jun 13, 2008 at 19:36 GMT)
Awesome!

Rene Damm   (Jun 13, 2008 at 19:41 GMT)
What a write-up!! That's some awesome work you did with 1.7.1, Matt. Love to see such progress on all fronts. Great times.
Edited on Jun 13, 2008 19:45 GMT

Todd Pickens   (Jun 13, 2008 at 19:44 GMT)
Freaking Awesome! Congrats to everyone involved.

Matt Fairfax   (Jun 13, 2008 at 19:47 GMT)
"tried and tested on several of today's hottest consoles, including [...] Wii and PS3"

Just a bit of future proofing of the demo based on some projects that we have in the works ;)

Matt Fairfax   (Jun 13, 2008 at 19:52 GMT)
Oh...and "no comment" on the Mac =P

Mark Dynna   (Jun 13, 2008 at 20:24 GMT)
Quote:

Changed the WaterBlock and shaders to be able to detect the depth of the water at the shore (improves the look of the shorelines) and to detect when it is being occluded from the sun (improves the look of the specular on the water)


Finally! This was always won of those "little things" in TGEA for me. I know awhile back Ben Garney said that "shore line rendering was a game-specific thing" but I had always thought, "Can't you at least do a little alpha blending?" It was just very jarring to have water, water, water, LAND and the edge was like a razor.

Excellent job here guys. I'll be getting all over this in the next month or so, so hopefully I can flush out some more bugs for you.

Mike Rowley   (Jun 13, 2008 at 20:55 GMT)
Holy Cow!!! Those are some fixes there. Great job to all who worked on it. :-)

Steve YorkshireRifles Acaster   (Jun 13, 2008 at 21:06 GMT)
I love GG.

Michael Perry   (Jun 13, 2008 at 21:13 GMT)
Wooooooooooo! =)

Very happy to see this release make it out the door! Congrats and great job!

Can we get a pic of Matt's beaming face???

hmmm...Documentation black belt....I love it =)

Steve YorkshireRifles Acaster   (Jun 13, 2008 at 22:19 GMT)
Just had a quick play with map2dif_plus_tgea. On a busy, multiple dif scene my FPS count has gone from 65 to over 300. That's quite a performance boost!

Christian S   (Jun 13, 2008 at 23:01 GMT)
This is - Impressive ;)

Don Hogan   (Jun 13, 2008 at 23:46 GMT)
Wow... I mean *really*, wow. Nicely done and thanks a ton!

metalliandy   (Jun 14, 2008 at 01:41 GMT)   Resource Rating: 5
Great stuff guys :)

Keep up the good work GG!

Danni   (Jun 14, 2008 at 01:52 GMT)   Resource Rating: 5
Now? :D

Taylor Petrick   (Jun 14, 2008 at 03:36 GMT)
Shuweet! Nice work Matt, and everyone else that put time into 1.7.1.

Steven Chiu   (Jun 14, 2008 at 03:51 GMT)
Just the update what I looking for! Next for the AFX update!

Aun Arinyasak   (Jun 14, 2008 at 04:41 GMT)
Quote:



Changed the WaterBlock and shaders to be able to detect the depth of the water at the shore




Does this mean that TGEA would come with a scene depth map ?

Great work guys !

Syn   (Jun 14, 2008 at 07:15 GMT)
Very cool, but you need to release that demo *wink*

-Syn

Scott Warren   (Jun 14, 2008 at 19:21 GMT)
Quote:

it's an immense list for a point update


Still an understatement. OMG ! Do you people ever sleep?
Proud of all those that contributed .. from bug reporters on up to programmers fixes.
Reading all those fixes made my eyeballs all bugged out though, fortunatly my fix is Visine.

Great work!

Danni   (Jun 15, 2008 at 13:54 GMT)   Resource Rating: 5
I noticed TORQUE_DISABLE_MEMORY_MANAGER is enabled by default. Will this persist as in we can safely use STL and other such broken tools?

Benjamin L. Grauer   (Jun 15, 2008 at 18:54 GMT)
Quote:

Remember some of that stuff we talked about in deep R&D? Yeah...big changes coming. Expect to be shocked, we're aiming very high.

So... TGEA is finally becoming Torque 2? If so I would buy it right away.

Tom Eastman (Eastbeast314)   (Jun 15, 2008 at 19:18 GMT)
!EMOSEWA

This is really great to see.

Quinton Delpeche   (Jun 15, 2008 at 21:58 GMT)
You guys at GG rock ... I love you all ... ok that just didn't come out right. :( Thanks for the new release guys and gals and anyone else I may have missed. :)

Mquaker   (Jun 16, 2008 at 05:25 GMT)
Barricade demo is realesed yet?

Eikon Games   (Jun 16, 2008 at 09:58 GMT)
Another huge update! Well done and thankyou to all at GarageGames!

One question though - the freelook bug which I posted here doesn't look like it has been addressed. Is that something that might make it into the next release?

Edinson Mejia   (Jun 16, 2008 at 19:28 GMT)
Congratulations this is nice update, i'm nearly to adquire TGEA and this motivate me to hurry about it ;)
Edited on Jun 16, 2008 19:29 GMT

Josh Moore   (Jun 17, 2008 at 02:24 GMT)
Couldn't wait. I hope it compiles on VC.net now!

SETTIMO TUDOR EUGEN CRISTIAN   (Jun 17, 2008 at 17:04 GMT)
very very good work....!!

Bill Vee   (Jun 17, 2008 at 18:07 GMT)
@Eikon Games - I just posted a bug fix for the freelook bug in the thread you posted.
Edited on Jun 17, 2008 18:07 GMT

Eikon Games   (Jun 18, 2008 at 13:38 GMT)
I saw that Bill - thanks so much!

Szzg007   (Jun 27, 2008 at 08:00 GMT)
HI.Matt Fairfax. I have copy T3d.exe (form TGEA1.71) to Barricade Demo run...but ... I find T3d.exe can not romance Pixel shader.30(your http://www.rustycode.com/matt/plan_06_12_08/pixel_3.0.jpg show Effect) in Barricade Demo...
can you tell me what is?
thanks very much...

I am chinese...Engish learning...hehe....

I need do what? so my T3D (form TGEA 1.71 ) can show this effect(shader 3.0)?
Edited on Jun 27, 2008 08:07 GMT

Jan Resaland   (Jul 31, 2008 at 11:40 GMT)
Just ported my project from 1.0.3 to 1.7.1. Got a 50% increase in framerate! Me like GG :D

A   (Sep 26, 2008 at 16:30 GMT)
Where is the source code for the 3DSMax and Maya exporters? (I also sent an email to support about this)

I just upgraded my license from TGE to TGEA, downloaded the 1.7.1 installer, installed it and I don't see the exporter code anywhere! Does the exporter code come with the latest TGEA?

Let me know if it doesn't because the engine is not useful for me if I don't have that.

Thanks.

Matt Fairfax   (Sep 26, 2008 at 17:15 GMT)
Since the DTS file format and features haven't changed, we are just using the exporters created for TGE.

You can find the exporter source code in your TGE SDK =)

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