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
#2
Keep up the good work Alex !
Nicolas Buquet
www.buquet-net.com/cv/
01/26/2009 (12:12 pm)
Here is one I think : www.garagegames.com/community/forums/viewthread/83021Keep up the good work Alex !
Nicolas Buquet
www.buquet-net.com/cv/
#3
01/26/2009 (12:24 pm)
Good to hear
#4
www.garagegames.com/community/forums/viewthread/83007
01/26/2009 (1:34 pm)
Performance issues on Intel CPU's www.garagegames.com/community/forums/viewthread/83007
#6
If you render a box where your cursor is, you can clearly see it.
01/26/2009 (1:45 pm)
No cursor fixes? It's offset by a mile when I change resolution or maximize my window. Happens on both my XP machine and Vista machine. Has been reported before in the forums.If you render a box where your cursor is, you can clearly see it.
#7
01/26/2009 (2:01 pm)
what about sfx streaming (and theora)? We need this... badly!
#8
As i re-build my TGE1.5 project with TGEA1.8 im finding a few features that 1.8 dont support any longer, what i was counting on in my design.
I would be happy to help QA 1.8.1, im infamous for finding obscure bugs.
01/26/2009 (2:48 pm)
How about the many mission editor 'quirks'? Inspector fields that make no effect, some dont change the datablocks and save out, need to edit mission file by hand. Its annoying to restart the mission after adding some Mission objects. Why is this ClientMissionCleanup SimGroup is my MissionGroup Simgroup? As i re-build my TGE1.5 project with TGEA1.8 im finding a few features that 1.8 dont support any longer, what i was counting on in my design.
I would be happy to help QA 1.8.1, im infamous for finding obscure bugs.
#9
Here there is a good one: TGEA 1.8 Beta: Terrain texture paths saving incorrectly
01/26/2009 (3:02 pm)
Excellent!Here there is a good one: TGEA 1.8 Beta: Terrain texture paths saving incorrectly
#10
@Helk: Just fixed a serious performance issue actually. Excluding Legacy terrain issues (being investigated separately) it brings 1.8.1 up to 1.7.1 performance (or better, in some cases).
@Stefan: One of the Sickhead guys actually just reported that bug. If you can also provide a link to an existing thread that'd be awesome.
@Mariusz: Unfortunately both of those are outside the scope of 1.8.1. We can only do so much, and we'd prefer to avoid adding new code to 1.8.1.
@Caylo: Can you please provide more details on the issues you are having with the MissionEditor. We've already identified and resolved an issue where changing an object's datablock didn't take effect, but if you have other issues we'd love to hear them (and hopefully fix them!)
@Novack: That's already in the list :)
01/26/2009 (3:20 pm)
@Nicolas: Reproduced that bug here. I think it's an issue with the OpenAL layer, and while I very much hope I can get to it, that is an area of the engine I'm not too familiar with.@Helk: Just fixed a serious performance issue actually. Excluding Legacy terrain issues (being investigated separately) it brings 1.8.1 up to 1.7.1 performance (or better, in some cases).
@Stefan: One of the Sickhead guys actually just reported that bug. If you can also provide a link to an existing thread that'd be awesome.
@Mariusz: Unfortunately both of those are outside the scope of 1.8.1. We can only do so much, and we'd prefer to avoid adding new code to 1.8.1.
@Caylo: Can you please provide more details on the issues you are having with the MissionEditor. We've already identified and resolved an issue where changing an object's datablock didn't take effect, but if you have other issues we'd love to hear them (and hopefully fix them!)
@Novack: That's already in the list :)
#11
01/26/2009 (3:56 pm)
Ups, sorry Alex :$
#12
I'm using _BB, no idea about _BBZ as that wasn't functioning in 1.7.1 so I haven't tested it in 1.8.
01/26/2009 (4:12 pm)
DTS billboards not aligning/facing to player's position, so you can walk around them and see down the side.I'm using _BB, no idea about _BBZ as that wasn't functioning in 1.7.1 so I haven't tested it in 1.8.
#13
01/26/2009 (4:29 pm)
@Steve: Do you have an example model you can provide?
#14
01/26/2009 (4:36 pm)
2 suggestions: make it possible to anti-alias and fix the weird gui problem were pink lines appear.
#15
01/26/2009 (4:38 pm)
One more quick suggestion: make it so that the slider does not get partially cut off when the option is set to max.
#16
Regarding the billboard issues, there's a detailed description of the age-old problem here, including diagrams and a solution:
www.garagegames.com/community/forums/viewthread/10880
01/26/2009 (5:12 pm)
@Alex:Regarding the billboard issues, there's a detailed description of the age-old problem here, including diagrams and a solution:
www.garagegames.com/community/forums/viewthread/10880
#17
jsgreenawalt.com/Blender-DTS-Exporter/documentation/dts-meshes/billboard-meshes....
edit - Billboard-Z code was also commented out in TGEA last time I checked
01/26/2009 (5:13 pm)
I've also got some billboard example models on my site already exported to dts:jsgreenawalt.com/Blender-DTS-Exporter/documentation/dts-meshes/billboard-meshes....
edit - Billboard-Z code was also commented out in TGEA last time I checked
#18
01/26/2009 (6:06 pm)
List updated.
#19
01/26/2009 (6:08 pm)
@Alex: I'm really glad to see TGEA getting some love, it will be awesome to have TGEA as the new TGE (meaning really stable and (relatively) bug free) when T3D comes down the pipe. 
Community Manager Michael Perry
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