Game Development Community

Follow Through - TGEA 1.7.1 Released

by Matt Fairfax · 06/13/2008 (12:07 pm) · 38 comments

TGEA 1.7.1 is now available!

www.rustycode.com/matt/plan_06_12_08/barricade.jpg
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.

www.rustycode.com/matt/plan_06_12_08/terraformer.jpg
Hydraulic erosion is a snap with the Terraformer

So What Changed?

Atlas
  • www.rustycode.com/matt/bp.jpg Fixed a hard crash in atlasGenerateTextureTOCFromLargeJPEG()
  • www.rustycode.com/matt/bp.jpg Added a throttle to threaded part of Atlas I/O pipeline to avoid congestion
  • www.rustycode.com/matt/bp.jpg Fixed some memory leaks in Atlas
  • www.rustycode.com/matt/bp.jpg The Player's lightmap sampling code now supports Atlas lightmap files (when they are generated by the Lighting Kit)
  • www.rustycode.com/matt/bp.jpg Fixed multiple miplevel shifting bugs in Atlas
  • www.rustycode.com/matt/bp.jpg Modified older Atlas CHU mesher to prevent collision meshes from exceeding internal limits
  • www.rustycode.com/matt/bp.jpg Added a GUI control for monitoring the performance of Atlas instances
  • www.rustycode.com/matt/bp.jpg Atlas better handles scenarios where the clipmap size is less than the base tile size of the texture TOC
  • www.rustycode.com/matt/bp.jpg 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
  • www.rustycode.com/matt/bp.jpg 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.
www.rustycode.com/matt/plan_06_12_08/atlas.jpg
You can achieve truly beautiful vistas with Atlas

SFX
  • www.rustycode.com/matt/bp.jpg 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).
  • www.rustycode.com/matt/bp.jpg Added is3D parameter to SFXDevice::createVoice() for XAudio2 implementation.
  • www.rustycode.com/matt/bp.jpg The XAudio2 system now has basic 3D positioning support
  • www.rustycode.com/matt/bp.jpg Big cleanup of misnamed, missing, and misued sound assets
  • www.rustycode.com/matt/bp.jpg Removed a bunch of script references to alx functions (now handled by SFX)
  • www.rustycode.com/matt/bp.jpg Added more docs for SFXDescription and SFXProfile
  • www.rustycode.com/matt/bp.jpg Added some tips from Robert Blanchet for SFXProfile and SFXDescription to the docs
  • www.rustycode.com/matt/bp.jpg SFXProfile::getResource() properly handles resource that haven't been preloaded
  • www.rustycode.com/matt/bp.jpg Merged latest stable release FMOD Ex 4.14.06 (Mac includes not updated yet!)
  • www.rustycode.com/matt/bp.jpg Replaced the depreciated MOD_System_GetDriverName() with FMOD_System_GetDriverInfo()
  • www.rustycode.com/matt/bp.jpg Fix for SFX FMod stereo sounds playing too fast
  • www.rustycode.com/matt/bp.jpg Fixed voice cleanup in SFXNullDevice that was causing shutdown assertions
  • www.rustycode.com/matt/bp.jpg Fixed incorrect "hasHardware" flag in SFXFMODDevice
  • www.rustycode.com/matt/bp.jpg We no longer initialize 3D parameters on non-3D sounds.
  • www.rustycode.com/matt/bp.jpg Removed unused parameter from SFXSystem::_updateSources().
  • www.rustycode.com/matt/bp.jpg SFXSystem::_update() now uses proper TickMs constant.
  • www.rustycode.com/matt/bp.jpg Fixed channel setting in AudioGui and AudioMessage SFXDescriptions
  • www.rustycode.com/matt/bp.jpg Removed duplicate audio type globals in audioProfiles.cs
  • www.rustycode.com/matt/bp.jpg Fixed OptAudioUpdateMasterVolume() to play test sound again
  • www.rustycode.com/matt/bp.jpg Fixed OptAudioUpdateChannelVolume() to take a description and not a channel
  • www.rustycode.com/matt/bp.jpg 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.
  • www.rustycode.com/matt/bp.jpg Added sfxMetricsCallback() to allow metrics( sfx ) to bring up audio metrics
  • www.rustycode.com/matt/bp.jpg Added cone support to SFX and all existing devices
  • www.rustycode.com/matt/bp.jpg Fixed bug in SFXEmitter that caused sound resource to not reload when changed
  • www.rustycode.com/matt/bp.jpg Fixed old cone support in SFXEmitter
  • www.rustycode.com/matt/bp.jpg Fixed crashes in sfxPlayOnce() and sfxCreateSource()
  • www.rustycode.com/matt/bp.jpg We now apply any deferred commits before playing a SFXDSVoice (might solve dsound glitches)
  • www.rustycode.com/matt/bp.jpg Removed old AudioEmitter code
  • www.rustycode.com/matt/bp.jpg Fixed bug in OptionsDlg that caused providers with the same output devices to not switch when selected
  • www.rustycode.com/matt/bp.jpg Major cleanup of SFXEmitter removing broken features and large sections of commented out code
  • www.rustycode.com/matt/bp.jpg Added 'playOnAdd' option to SFXEmitter to control initial playback state
  • www.rustycode.com/matt/bp.jpg Added play() and stop() console methods to SFXEmitter for controlling the playback state over the network
  • www.rustycode.com/matt/bp.jpg Fixed Mission Editor to support new SFXEmitter changes
  • www.rustycode.com/matt/bp.jpg Added more docs to SFXEmitter
www.rustycode.com/matt/plan_06_12_08/licensing.jpg

New Project Generator
  • www.rustycode.com/matt/bp.jpg 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!
www.rustycode.com/matt/plan_06_12_08/new_project_generator.jpg

Docs
  • www.rustycode.com/matt/bp.jpg 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
  • www.rustycode.com/matt/bp.jpg Further refined the Getting Started section of the docs (including coverage of the New Project Generator)
www.rustycode.com/matt/plan_06_12_08/pixel_3.0.jpg

General Fixes and Improvements
www.rustycode.com/matt/plan_06_12_08/refraction.jpg
www.rustycode.com/matt/plan_06_12_08/reflection.jpg

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!

About the author

By day, I am a senior programmer at The Playforge, makers of the popular iPhone game Zombie Farm. By night, I work on my own games as Night Heron Games. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

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#21
06/13/2008 (9:41 pm)
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 !
#22
06/14/2008 (12:15 am)
Very cool, but you need to release that demo *wink*

-Syn
#23
06/14/2008 (12:21 pm)
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!
#24
06/15/2008 (6:54 am)
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?
#25
06/15/2008 (11:54 am)
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.
#26
06/15/2008 (12:18 pm)
!EMOSEWA

This is really great to see.
#27
06/15/2008 (2:58 pm)
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. :)
#28
06/15/2008 (10:25 pm)
Barricade demo is realesed yet?
#29
06/16/2008 (2:58 am)
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?
#30
06/16/2008 (12:28 pm)
Congratulations this is nice update, i'm nearly to adquire TGEA and this motivate me to hurry about it ;)
#31
06/16/2008 (7:24 pm)
Couldn't wait. I hope it compiles on VC.net now!
#32
06/17/2008 (10:04 am)
very very good work....!!
#33
06/17/2008 (11:07 am)
@Eikon Games - I just posted a bug fix for the freelook bug in the thread you posted.
#34
06/18/2008 (6:38 am)
I saw that Bill - thanks so much!
#35
06/27/2008 (1:00 am)
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)?
#36
07/31/2008 (4:40 am)
Just ported my project from 1.0.3 to 1.7.1. Got a 50% increase in framerate! Me like GG :D
#37
09/26/2008 (9:30 am)
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.
#38
09/26/2008 (10:15 am)
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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