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What is New_Demo_Branch? Tim Gift please, answer...

by Wasik Slawomir · in Torque Game Engine · 04/17/2003 (11:02 pm) · 36 replies

What is New_Demo_Branch in HEAD version and how to download it? Please answer :)
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#1
04/18/2003 (12:55 am)
try "New_Demo_Branch" instead "HEAD" as tag in your CVS browser.

This is a complete new tag/branch and only the entry in the CVS Change List is wrong, it should have a own TAG in the list.
#2
04/18/2003 (1:35 am)
Thanks :)
#3
04/18/2003 (10:22 am)
Anyone who has looked at it care to explain what is different about New_Demo_Branch as opposed to the current HEAD? I haven't had a chance to check it out yet.
#4
04/18/2003 (2:23 pm)
I have tested the New_Demo_Branch today, it seem like the Realmwars "mod" will be the new Demo.

the new demo_branch create a folder called "demo", in this folder is the "Stronghold" Mission. And you have to start this with "-mod demo"

At the first look there are no changes to the engine.

seen bugs: No terrain textures and no campfires in the Stronghold mission.
#5
04/18/2003 (2:24 pm)
Thanks for the info. I'm guessing they just haven't transferred all the artwork or something then...
#6
04/19/2003 (9:47 am)
We are working on a new demo for Torque and cleaning up a few things. Wait for news.

Jeff Tunnell GG
#7
05/14/2003 (5:30 pm)
Looking forward for the news Jeff, when shall we expect it?
#8
05/28/2003 (2:40 am)
mmm cvs change list is a bit strange. it's says that a lot of things were moved from New_Demo_Branch to Head, but if you download the Head they are not presents..
#9
05/28/2003 (6:23 am)
The cvs changelog doesn't say things were moved into head. It says new files were comitted to New_Demo_Branch
And New_Demo_Branch is a branch from the head revision. So the changes figure in HEAD in the cvs changelog but it's under another branch. So fresh HEAD will give you what we already know, but if you use the New_Demo_Branch tag it will get you the new demo thingie, though it's not useful yet, so don't bother trying :)
#10
07/02/2003 (3:07 am)
I think we should just wait for the news as Jeff already said...
#11
07/02/2003 (4:25 am)
I've downloaded this today and it looks really good, especially the animated clouds.

... and my water/sun looks cool too (even though I've disappeared from the credits ... booo! ) ;)

Can't wait to see more of this stuff, it does look great.

- Melv.
#12
07/02/2003 (8:41 am)
The credits are not done, the content is not done, the script is not done, the art is not done. When the time is appropriate, you will get all of the info. Don't build from this fork.

-Jeff Tunnell GG
#13
07/02/2003 (11:11 am)
Back in January we said we would be refocusing our efforts on the Torque and that is what we have been doing. Right now myself, Mark, Tim, Brian, Pat, Ben and Chris are all working on the Torque! Some of it behind the scenes like the code documentation project and some of it in the open like the demo branch. Since the code would not always be stable we felt it would be best to keep it in a separate branch and not be continually breaking the head and frustrating Torque owners. When all the changes are done we will pull it all together and merge it back into the HEAD and label it RELEASE_1_2_0. Release 1.2.0 will contain numerous patches submitted by community members, vast amounts of new code documentation, some new gui controls, camera paths as well as countless fixes and process streamlining adjustments.

As SDK owners you can check out the branch and take a peek -- right now it's just a skeleton with a lot of cleanup and polish yet to do. Please refrain from commenting on the code at this point or posting screen shots-- it is a WORK IN PROGRESS and will only hurt PR roll out plans GarageGames has scheduled.

Thanks
--Rick
#14
07/02/2003 (1:33 pm)
Quote:When all the changes are done we will pull it all together and merge it back into the HEAD and label it RELEASE_1_2_0

Great. That's all I needed to hear so I know where things are headed.

Quote:Please refrain from commenting on the code at this point or posting screen shots

Sorry. I've edited the post to remove the screenshots. My apologies.
#15
07/02/2003 (10:45 pm)
Jeff,

My comments were not an attack, they were nothing but positive and light hearted.

It's hard to not comment on something looking good but I understand your point of view. :)

- Melv.
#16
07/03/2003 (7:13 am)
Melv,

I didn't consider it an attack. Sorry if it came off that way. This release is shaping up to be the biggest thing to happen at GarageGames since we finally released games. And, after that, we have a couple of other large initiatives that will be even bigger. I don't want to sound all "hype-y" (if that is a word), but GG is finally getting off the ground. Anyway, of course this is making us very busy, so my quick posting may have sounded terse. It really wasn't.

-Jeff Tunnell GG
#17
07/03/2003 (8:53 am)
Jeff,

It really does feel good to be part of the community that is carried along with its success. Sorry I misinterpreted that, I'm normally someone who waits, thinks then posts.

Our team wants to be part of the GG success story and I'm personally putting in 30-40 hours a week on Strategem which is kind of stressfull at the moment with summer here. A lot more work than we originally planned but ultimately worth it. :)

- Melv.
#18
07/24/2003 (7:50 pm)
Hmmmm. Since we're all basically letting everything in the closet fly open to the public knowladge I'll just say it. I'm currently in the process of actually building a master server that will be compatible with Torque. I'm doing it in C/C++ and developing it on a linux machine and so far it's also compile able in VC++ 6(SP5 + Latest Platform SDK) perfectly fine on Windows 2000 w/ SP4. I am planning on releasing it as a code resource which will be my second resource submission so far. :)

Planned Due Date: When it's finished, hopfully before September.
It's a badly needed project people are really in need of. That's all I've got to say. :D
#19
07/24/2003 (8:45 pm)
Hey Nathan,

Have you seen this?

www.pblabs.com/projects.php

You might be better off improving, rather than reimplmenting... That's already alive and working, just needs a bit of love to make it really tip-top.
#20
07/24/2003 (9:09 pm)
WoW. Thanks man. Good thing I haven't gotten far in my project yet. :)
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