Game Development Community

Sticks & Twigs for T3D 1.0.1 Released...Finally!

by Alan James · 10/24/2009 (12:02 pm) · 64 comments

Hey Everyone! As mentioned The long anticipated wait is over...the Sticks & Twigs Environment Pack updated for T3D! Yeah!!!


www.monsterpacks.com/contentpacks/sticks&twigs/ST_T3D_PROMO_v2CS.png

This plan will be brief as I'm about to leave for work, but I wanted those who had been waiting patiently to get a chance to get started messing with this release.

Some quick notes:

* It's big. A lot of assents and textures here so be aware that it's a big download.

* There is a Demo version and an Assets Only verion. PLEASE read the install instructions. It's very basic, but if you are working on an existing build there are about five script changes that you may want to diff against your build to make sure it doesn't change anything you don't want it to.

* Only a portion of the models are animated. Most of the ones represented in the Demo Missions are, the rest will be addressed in a point update down the road. Again, wanted to get the basic, functioning pack out there so people could start working with it.

********IMPORTANT UPDATE****************************************************************************

* *IMPORTANT* THE PC SELF-EXTRACTING PC DEMO FILE IS DAMAGED. UNTIL IT IS RE-UPPED, JUST DOWNLOAD THE "MAC" ZIPPED VERSION...THEY'RE IDENTICAL, JUST ONE IS A ZIP AND THE OTHER IS A SELF-EXTRACTING EXE...

********IMPORTANT UPDATE****************************************************************************

I'm sure there are a ton of things I've missed and I'm sure you'll have a zillion questions, I'll be incommunicado for about eight hours, so bare with me and I'll be back...

I'll leave you with a video that you may or may not have seen in the forums:



Thanks again! Alan
#21
10/25/2009 (2:06 am)
I did run into a problem when running all the demos and that is non of the sound files worked so there was no sound. :( I might try latter to see what the problem is but all I did was take the zip file stuff and extracted it on a hole new project.

There might be other things that might of not worked, but I was not going to go though the long list of red error lines.

I did go though the first lvl and it was all sound files. Some of the others I did look for a little so I can see what fps I get on all the demo's. I seen some other files not working in some other demo's, but I not 100% it could of been sound files again only looked at them for maybe 5 sec. :P
#22
10/25/2009 (2:34 am)
@Alan: Awesome work, was surprised to see the Torque 3D version a free upgrade for TGE/TGEA version owners. I think this is too good of a deal, feelings of guilt associated :)

Really gorgeous work and shows off Torque 3D in the process, win and win!
#23
10/25/2009 (8:26 am)
Really good work Alan. Some of the demo files didn't work for me, a few of the textures were not showing up with foliage stuck to the player at times. Not sure what that was all about, but could have been my setup. Sounds were not working for most of the levels.

Edit: Figured out what the problem was.. This only happend after going through each of the levels one after each other. Once I quit, and went back in it was fine, so must have not been clearing down after each level?
#24
10/25/2009 (9:03 am)
The demo download from my product list seems to be corrupt. Every time I download it and try to run I get "Incorrect file size, try downloading the file again"

The art pack downloads fine, just not the demo :(

Tried 3 different times - same problem every time.
#25
10/25/2009 (10:39 am)
@Brandon & Julian
I'll take a look at the audio. It's my archille's heel since my pc audio is tied to the home stereo and it's off 99% of the time, so I forget about it. I'll see what I can find out.

I've run into similar issues before with TGE/TGEA where the world wasn't being released/destroyed/ended upon mission exit so thing's go a little funky on the next mission load. Again, I'll investigate this a bit more.

@Julian,
If you notice which model/texture wasn't showing up, I'll add that to the update list (probably missing from the materials.cs script...it's pretty long)

@Josh E.
Yeah, it was a crazy idea on my part, but I know I'm not the greatest, cutting edge artist, so the least I could do is offer the best support possible regarding future updates.

@Rodney B.
You're the second person that's seemed to have trouble with that. Go ahead and download the MAC zip demo and extract that. They're identical except one is a straight zip, the other is (supposed to be) a self-extracting exe. I'll get together with Derek B. and make sure that's worked out. Sorry about that.

Thanks again everyone and keep the feedback/error reports coming...it'll just make the next update that much stronger!

Alan
#26
10/25/2009 (11:30 am)
Ok, I'll try that, thanks :)
#27
10/25/2009 (3:35 pm)
Quote:@Rodney B.
You're the second person that's seemed to have trouble with that.

hes not the second the exe did not work for me ether just i read all the posts befor i said anything and did the zip file one.

i tryed what Julian said about closeing it all the way down befor going to next demo sound still don't work.
#28
10/25/2009 (4:58 pm)
@Brandon,
Yep, the .exe on GG seems to be damaged. I'll escalate it up to Derek B. and have him re-download from the monsterpacks site, since that's where it's from and that one seems to extract fine. Sorry about that.

I'll update the lead plan notes to mention downloading the Mac zip of the demo in the interim instead (that's what I get for trying to get fancy with a self-extracting file!)

I'm looking at the audio today. I guess the question I have is to everyone, has anyone ever experienced any audio anomalies like this, since I don't really have a good reason why this would be happening?

#29
10/25/2009 (5:39 pm)
Regarding the audio issue.

Is it not loading any audio, or is it the background audio tracks? The reason I ask is that only some of the demo levels have background audio emitters in the missions...and some do not. Didn't load up each with the background audio since I figured everyone would get the idea and maybe want to load something different in the ones without tracks.

If you load the same level that had the audio does it load the background audio? I'm wondering because I just went through it again and the ones that had environment audio emitters in them seem to load fine on each level, it's just that some don't have them!

Let me know what you guys discover and I'll go from there.

Thanks again!
Alan
#30
10/25/2009 (8:13 pm)
Sound works fine for me when switching from directsound to xaudio. Maybe this will fix it also for the other people.
#31
10/26/2009 (2:51 am)
here is the console file it might help find out whats wrong.

Console.log

basicly its not loading my sound up what so ever and not detecting any of the sound files. my sound works fine for all the other torque builds even a new project just not when i extract all the files into the new project.
#32
10/26/2009 (8:11 am)
@Alan,

I'm having problems logging into the site.

Email, tek0@tek0.net
#33
10/26/2009 (9:28 am)
-> I downloaded the EXE and it worked fine for me.

-> I am not experiencing any audio issues.

Granted I am Windows XP (SP3) ... not sure if that helps any.

My issues are purely related to the "awesomness" of the eye-candy that I have had to finally upgrade my PC to see all the prettiness with all the GFX knobs turned up. *sigh* It was bound to happen sooner or later.
#34
10/26/2009 (1:05 pm)
@Brandon B.
I'm not seeing anything that jumps out at me in the log. Have you tried running something like WinMerge and doing a diff between the Assets only and a working directory?

What I'd suggest doing (if you haven't already) is taking a clean FPS Example directory and merge the two. There really should only be six scripts that are slightly different, and honestly none of them should be affecting the audio. The files that will come up different are:

datablockExec.cs (in the artdatablocks section)
environment.cs
player.cs
mainMenuGui.gui
materials.cs
datablockExec.cs (in the coreartdatablocks section)

Take a look at each difference between the FPS Example scripts and the Content Packs Scripts and you can choose which ones to mere and which ones not to do. The scripts are mainly for a few atmospheric precipitation effects (falling leaves, glowbugs, etc.)

Everything else should be unique and are content only which should have no impact on the actually functioning of the engine.

Does the demo itself audio work for you? It is a complete, stand alone demo version that shouldn't have any issues. You just need to extract it and run the exe. (Alternately you could use it as a working build if it does indeed work, and merely replace out the demo "FPS Example.exe" and "FPS Example.dll" with a non-watermarked, i.e. SDK version.

@NovoGeek,
I unfortunately came to the same realization, but fortunately I had some anonymous benefactors that hooked me up with a very nice GPU.

By the way, did you get that .exe from the GG site or from the www.monsterpacks.com site? The reason I ask is that I'm pretty sure the one on my site is undamaged, but something must have happened in the final upload to the GG Site. (I had to change out the files at the last minute when I realized that I'd included half the content I'd been working on from a couple other packs...I know you guys wouldn't have minded, but I kind of did!)
#35
10/26/2009 (1:45 pm)
@Alan: I got it from the Garage Games site ... when you made the release announcement, I downloaded it that same evening ... it was Saturday night some time.

Was like Christmas for me ... Sticks and Twigs for T3D and AFX2 for TGEA ... I was bouncing off the walls.

That is why I clearly remember downloading it off the Garage Games site. And all the audio works for me out of the box ... I have checked each mission.

So I dunno. *shrug*
#36
10/26/2009 (5:56 pm)
well i could not get it to work by doing winmeage i even copy all the fps files and then extract onto those i even played it without copying it over to a existing folder. i am reinstalling the files from gg site maybe something went wrong with installing it from here.

i tryed finding the exe file on your site, but i think i have to make a account for that as i don't see any place to download.
#37
10/26/2009 (6:29 pm)
Just wanted to thank you Alan for this FREE update! This was always one of my favorite art packs and to see it in T3D glory is great!
#38
10/27/2009 (1:55 am)
Hey Brandon, I found something in this thread. It's in reference to TGEA, but it sounds similar to what you are experiencing:
www.garagegames.com/community/forums/viewthread/92977

try deleting your prefs.cs (go ahead and back it up somewhere just because) and then try running it again. Not sure but the errors listed in that post are very similar to what I saw in your console.log.

#39
10/27/2009 (3:24 am)
That worked i did see that yeserday and read some of it and tryed some but they never said to delete prefs.cs. Thanks for your help at finding the problem.
#40
10/27/2009 (4:26 am)
Cool deal Brandon! Glad I stumbled across that. Thanks again for your patience and glad we figured it out!