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TGEA 1.8.1 in Development

by Alex Scarborough · 01/26/2009 (11:51 am) · 41 comments

68.233.5.139/~transfer/brett/polish-smaller-rounded.pngHey 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:
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

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!
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#41
01/30/2009 (12:45 am)
@Gareth: If you can supply a mission and appropriate art assets that demonstrates the issue I may be able to at least look at it, but unfortunately the chances of it getting fixed for 1.8.1 are quite slim at this point.
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