TGEA 1.8.1 in Development
by Alex Scarborough · 01/26/2009 (11:51 am) · 41 comments
Hey everyone! It's been a while since I posted a blog...hopefully some of you remember me. Busy as I've been on the R&D side of the Torque equation, I've paid close attention to the new OS X compatible TGEA 1.8 as you all have begun to use it. Adding something this big is never perfect the first time, but you *really* need to know what you're doing with OS X / OpenGL to start making improvements. I've notice some concern that TGEA 1.8 might not get any attention now that all the internal focus here is on Torque 3D. This is unwarranted though. There are actually a number of improvements on Torque 3D that can be applied immediately to TGEA.
So, I'm in the midst of doing a polish and performance pass on TGEA 1.8 This will be more than just window treatments of course. I'm looking directly at your feedback from the beta that didn't make it into 1.8, and the post-launch feedback we've prioritized high in the overall stack.
I'll be looking first and foremost at:
- Fullscreen support on OS X
- Fix terrain heightfield loading
- Fix lockup with OS X and X1600
- Legacy terrain performance improvements
- Fix glow buffer blurring
- Fix for incorrect terrain texture paths
- Fix bad sun color on legacy terrain in OS X
- Fix audio bug in Projectile
- Fix lighting preferences
- Fix for ShapeBase::getCameraTransform
- Fix so changing datablock in mission editor actually changes the object datablock
- Update OpenAL dll
- Remove need for DDS mipmaps
- Render bitmap gui controls with linear texture filtering
- Fix FontRenderBatcher::render assert
- Fix scrolling with touchpad on OS X
- Fix for WMIVideoInfo init
- Fix LightManager initialization
- Fix fullscreen in Vista
- Disable fences by default
- Implement/Fix waterFind function in ShapeBase
- Fix mismatched method signatures in GameBase
- Fix for Splash emitters and explosions
- Color Picker support on OS X
More from Jan, 26
- Mac: Fix sound volume issues post mission start
- Fix issue where cursor is offset after drag operations
- Fix billboard meshes
- Reimplement/fix BillboardZ meshes
- Dedicated server should not open window
- Mac: Key events processed by action map while GuiTextEditCtrl is active
- Mac: Modifier keys incorrect
More from Jan, 27
- Fix getScheduleDuration, getTimeSinceStart
- DSQ import crashes/has incorrect orientation
- Mac: Bumpmaps rendering incorrectly
- World editor defaults overwriting world editor prefs
- Win32: Cursor offset after resizing window
- Fix IFLs
- Pink lines in gui
- MegaTerrain match up problem
This is an incomplete list though. What's missing are your bug reports. Have you found a bug in TGEA 1.8? Post a thread in the TGEA forums. We'll be keeping an eye out for bug reports and will post a reply if we think we'll try to address it in TGEA 1.8.1. Already posted a thread that isn't listed here? Post a link in the comments, and we'll take a look at it. I'll keep the list here up to date, and I'll be back later this week with an update on how work is progressing. In the meantime, go find bugs and stay tuned for updates!
About the author
#22
do you still need an example of the sound problem I described ?
My mission shows different other problems noted here :
Nicolas Buquet
www.buquet-net.com/cv/
PS : I think it would be a good idea to reopen a "BUG" section in the forums.
01/27/2009 (12:51 am)
Hi Alex,do you still need an example of the sound problem I described ?
My mission shows different other problems noted here :
- billboard problem (on Mac but not on Windows) : some billboards seems to not be lightened
- modifier keys problem (SHIFT not detected)
- gui bitmap filtering problem when scaled
Nicolas Buquet
www.buquet-net.com/cv/
PS : I think it would be a good idea to reopen a "BUG" section in the forums.
#23
And the other issues you mention are already in the list. Well, except for billboard lighting, but seeing as billboards aren't working in 1.8.0 anyways...
01/27/2009 (1:00 am)
@Nicolas: No, I can definitely reproduce it in Stronghold.And the other issues you mention are already in the list. Well, except for billboard lighting, but seeing as billboards aren't working in 1.8.0 anyways...
#25
01/27/2009 (2:01 am)
@Michael: Posted in your thread. I'm trying to keep the discussions with the original threads, it makes tracking easier.
#26
01/27/2009 (2:02 am)
@Matthew: Whoops, sorry, I seem to have missed you earlier. Antialiasing should work out of the box, what issues are you running into?
#27
http://www.garagegames.com/community/forums/viewthread/82027
http://www.garagegames.com/community/blogs/view/15871
http://www.garagegames.com/community/forums/viewthread/82425
http://www.garagegames.com/community/blogs/view/15494
http://www.garagegames.com/community/forums/viewthread/83555
http://www.garagegames.com/community/forums/viewthread/83659
http://www.garagegames.com/community/forums/viewthread/82857
http://www.garagegames.com/community/forums/viewthread/81742
http://www.garagegames.com/community/resources/view/15871
http://www.garagegames.com/community/forums/viewthread/82721
http://www.garagegames.com/community/forums/viewthread/83617
Here is a list of community forum post bugs and a few code improvements. I only post the ones that had no official reply to them.
01/27/2009 (3:05 am)
http://www.garagegames.com/community/forums/viewthread/74471/http://www.garagegames.com/community/forums/viewthread/82027
http://www.garagegames.com/community/blogs/view/15871
http://www.garagegames.com/community/forums/viewthread/82425
http://www.garagegames.com/community/blogs/view/15494
http://www.garagegames.com/community/forums/viewthread/83555
http://www.garagegames.com/community/forums/viewthread/83659
http://www.garagegames.com/community/forums/viewthread/82857
http://www.garagegames.com/community/forums/viewthread/81742
http://www.garagegames.com/community/resources/view/15871
http://www.garagegames.com/community/forums/viewthread/82721
http://www.garagegames.com/community/forums/viewthread/83617
Here is a list of community forum post bugs and a few code improvements. I only post the ones that had no official reply to them.
#28
01/27/2009 (3:46 am)
IFL textures...
#29
shouldn't the magic happen both ways? :)
Mac:
$pref::Video::displayDevice = "OpenGL";
$pref::Video::mode = "1024 768 false 24 60 0";
Windows:
$pref::Video::displayDevice = "D3D9";
$pref::Video::mode = "1024 768 false 32 60 0";
01/27/2009 (8:28 am)
i am currently using the same code base on both Windows and Mac. when i switch from Win to Mac there are two settings in client/prefs.cs that are automagically updated for me and the program runs fine. when i switch back to Win, the program crashes. i have to manually change the first setting before it runs correctly.shouldn't the magic happen both ways? :)
Mac:
$pref::Video::displayDevice = "OpenGL";
$pref::Video::mode = "1024 768 false 24 60 0";
Windows:
$pref::Video::displayDevice = "D3D9";
$pref::Video::mode = "1024 768 false 32 60 0";
#30
01/27/2009 (9:20 am)
Quote:http://www.garagegames.com/community/resources/view/15871These are all new code and thus are not in the scope of 1.8.1
http://www.garagegames.com/community/blogs/view/15494
http://www.garagegames.com/community/forums/viewthread/83659
Quote:http://www.garagegames.com/community/forums/viewthread/82425These are not an issue in TGEA, unless you can clearly demonstrate otherwise.
http://www.garagegames.com/community/forums/viewthread/74471/
Quote:http://www.garagegames.com/community/forums/viewthread/82857This is already in the list.
Quote:http://www.garagegames.com/community/forums/viewthread/83555These will be investigated.
http://www.garagegames.com/community/forums/viewthread/81742
http://www.garagegames.com/community/forums/viewthread/82721
http://www.garagegames.com/community/forums/viewthread/83617
#31
@Alex
We have fixed at least one issue that can cause this in our sickhead repo. Contact me for details.
Actually, it was pretty simple once I tracked it down so I'll just outline it for you here.
All ColorI fields in GuiControlProfile default to that fuscia/pink color and GuiDefaultProfile had a few color fields there were never changed from those initial values.
I believe it was bevelColor and bevelColorHL, which are used with some but not all of the border types.
01/27/2009 (12:09 pm)
Quote:and fix the weird gui problem were pink lines appear.
@Alex
We have fixed at least one issue that can cause this in our sickhead repo. Contact me for details.
Actually, it was pretty simple once I tracked it down so I'll just outline it for you here.
All ColorI fields in GuiControlProfile default to that fuscia/pink color and GuiDefaultProfile had a few color fields there were never changed from those initial values.
I believe it was bevelColor and bevelColorHL, which are used with some but not all of the border types.
#32
01/27/2009 (12:10 pm)
@James: Got better defaults? We're clearly fans of hot pink here, but maybe a more professional color would be in order.
#33
I seem to recall finding more than just these two colors that were uninitialized so I'll paste my whole GuiDefaultProfile. Note that 'singleton' and 'fillColorSEL' do not exist in 1.8.
01/27/2009 (12:15 pm)
I am currently using white for the highlights and black for the lowlights.I seem to recall finding more than just these two colors that were uninitialized so I'll paste my whole GuiDefaultProfile. Note that 'singleton' and 'fillColorSEL' do not exist in 1.8.
singleton GuiControlProfile (GuiDefaultProfile)
{
tab = false;
canKeyFocus = false;
hasBitmapArray = false;
mouseOverSelected = false;
// fill color
opaque = false;
fillColor = "127 136 153";
fillColorHL = "197 202 211";
fillColorNA = "144 154 171";
fillColorSEL = "197 202 211";
// border color
border = 0;
borderColor = "0 0 0";
borderColorHL = "197 202 211";
borderColorNA = "91 101 119";
[b]bevelColorHL = "255 255 255";
bevelColorLL = "0 0 0";[/b]
// font
fontType = "Arial";
fontSize = 14;
fontCharset = ANSI;
fontColor = "0 0 0";
fontColorHL = "23 32 47";
fontColorNA = "0 0 0";
fontColorSEL= "126 137 155";
// bitmap information
bitmap = "";
bitmapBase = "";
textOffset = "0 0";
// used by guiTextControl
modal = true;
justify = "left";
autoSizeWidth = false;
autoSizeHeight = false;
returnTab = false;
numbersOnly = false;
cursorColor = "0 0 0 255";
// sounds
soundButtonDown = "";
soundButtonOver = "";
};
#34
Ha! Isn't hot pink a shader colour or soemthing? I notice it in split-second flashes between loads in-game (I'm thinking COD4) if I've got my PC plugged into (my folks') big old flatscreen digital TV.
01/27/2009 (12:49 pm)
Quote:We're clearly fans of hot pink here
Ha! Isn't hot pink a shader colour or soemthing? I notice it in split-second flashes between loads in-game (I'm thinking COD4) if I've got my PC plugged into (my folks') big old flatscreen digital TV.
#35
01/27/2009 (1:02 pm)
Please fix the broken GetScheduleDuration and GetTimeSinceStart functions: http://www.garagegames.com/community/forums/viewthread/72096
#36
That color in torque is explicitly drawn as a debug color. Notice this line in GuiCanvas::renderFrame...
This color is also used as a frame divider in gui skin bitmaps. And I have seen cases where the bitmap frames get offset and these lines become visible.
01/27/2009 (1:08 pm)
In my experience when you render an uninitialized texture or nothing at all you either get garbage or overdraw.That color in torque is explicitly drawn as a debug color. Notice this line in GuiCanvas::renderFrame...
GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, gCanvasClearColor, 1.0f, 0 );Where...
ColorI gCanvasClearColor( 255, 0, 255 );
This color is also used as a frame divider in gui skin bitmaps. And I have seen cases where the bitmap frames get offset and these lines become visible.
#37
01/27/2009 (1:33 pm)
@Robert: Already fixed actually. I only update the list at the end of the day, which is why it's not listed.
#38
01/27/2009 (6:34 pm)
List updated again.
#39
might not be exactly a bug; but a oversight. TGEA waterblocks right now are nothing more then a pretty graphic FX; they dont place a physics zone of any type. Water in a game that acts like water is quite standard now days.
01/27/2009 (10:00 pm)
http://www.garagegames.com/community/forums/viewthread/83659might not be exactly a bug; but a oversight. TGEA waterblocks right now are nothing more then a pretty graphic FX; they dont place a physics zone of any type. Water in a game that acts like water is quite standard now days.
#40
http://www.garagegames.com/community/forums/viewthread/75367
Basically, I'd have 2 polysoup objects overlapping, simple boxy shapes with the planes fairly aligned so you walk from one flat surface to the other. However, trying to walk from one surface to the next resulted in me falling through the second object like it had no collision.
01/30/2009 (12:41 am)
Hmmm, I need to test TGEA 1.8 to see if this is already fixed, but if not, please look into this :http://www.garagegames.com/community/forums/viewthread/75367
Basically, I'd have 2 polysoup objects overlapping, simple boxy shapes with the planes fairly aligned so you walk from one flat surface to the other. However, trying to walk from one surface to the next resulted in me falling through the second object like it had no collision.

Torque Owner Redacted
Sorry, I didn't get what you were saying earlier regarding the billboards in TGEA 1.8.0 :-) They are, as you said, completely broken (thought you were talking about the camera rotation issue) :-)