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Latest updates

by Brian Ramage · in Torque Game Engine Advanced · 06/07/2004 (5:50 pm) · 22 replies

OK, so in lieu of a changelist, here are the latest updates to CVS:

- the game/fps files are ported over from the TGE (thanks Xavier Amado)
- driver checking has been implemented - many of you are well aware of this ;)
- glow buffers issues are fixed with changing screen resolution on the fly
- the projectiles are rendering again (thanks to David Wyand and Robert Blanchet for working on that)


Non CVS related - Josh and Alex have updated the developer FAQ with some of the issues that have come up in the forums. Check it out here.
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#1
06/07/2004 (8:37 pm)
Found a quick typo

line 233 in /fps/guishapenamehud.cc

GFX->cearBitmapModulation();
to
GFX->clearBitmapModulation();


great work all
#2
06/08/2004 (9:55 am)
I'm confused...

I have .cpp files instead of .cc

and at line 233 I have these commands...



dglSetBitmapModulation(mTextColor);
dglDrawText(mProfile->mFont, offset, name);
dglClearBitmapModulation();



Am I looking in the wrong place?
#3
06/08/2004 (10:03 am)
Greetings!

Brian, thanks for the update! I was wondering how we'd know when changes have been implemented (other than running a TSE-wide diff everyday :o)

- LightWave Dave
#4
06/08/2004 (12:56 pm)
Quote:
OK, so in lieu of a changelist, here are the latest updates to CVS:

- the game/fps files are ported over from the TGE (thanks Xavier Amado)
there is no game/fps folder in CVS...
#5
06/08/2004 (1:40 pm)
I noticed that too
#6
06/08/2004 (2:32 pm)
Yea I noticed that....er Brian?
#7
06/08/2004 (3:04 pm)
Yeah, I f*cked that up. New project files are up, and I fixed the typo that Anthony posted. Project files are also updated to point to DXSDK instead of the older DX90SDk.
#8
06/09/2004 (7:37 am)
Lol @ Brian cuz he's human and humans make mistakes. :D
#9
06/09/2004 (10:04 am)
Quote:Project files are also updated to point to DXSDK instead of the older DX90SDk.

I thought the DX90SDK was the newer one. I installed the summer update last week and that's where it put it instead of DXSDK.
#10
06/09/2004 (10:30 am)
It really shouldn't point to either. If you set up the DX SDK properly it will be included in the compiler search paths anyway.
#11
06/09/2004 (11:10 am)
Yea I noticed that....er Brian?
#12
06/09/2004 (12:14 pm)
Umm why is starter.fps STILL missing from CVS?
#13
06/09/2004 (1:31 pm)
It would be extremely hand y to have starter.fps
#14
06/09/2004 (8:17 pm)
I did tell Ben Garney I made a typo in the .cc files I sent him (guiShapeNameHud.cc) .. heh.
#15
06/10/2004 (8:06 am)
Starter.fps isn't in there because we're working on getting the core engine working. Once that's done we may add those packs back in. At the moment it would just mean more stuff to break.
#16
06/10/2004 (10:02 am)
Ok I misunderstood...
I assumed starter.fps was what you were reffering to when you said games/fps
#17
06/10/2004 (1:30 pm)
No, for now the only 'mod' folder in TSE is the demo folder, which contains all the scripts and art assets necessary for us to showcase TSE properly.

Once TSE becomes more mature you will probably start seeing things like the starter.fps folder return, or something similar.
#18
06/10/2004 (3:46 pm)
OK, time to clear up some stuff. The game/fps stuff was for engine/game/fps not for example/fps like in the original TGE. We'll probably make more demo type stuff off example as we go on.

Yes, DX90SDK is the newer default SDK directory as I discovered while installing it at home yesterday, #@#$!. I've opted now to remove all references to SDK includes from the project files. The directx9 directory and all those header files have also been removed from /libs as we no longer need them.

From now on, for the includes, set them up in your IDE. For VC6, do it in tools/options/directories - make sure you set it up for both include and lib directories. For .NET, it's tools/options/projects/VC++ Directories - again, make sure you set up both include and lib directories.

The FAQ and docs will be updated to reflect these changes.
#19
06/10/2004 (7:15 pm)
Umm ok here's just a quick tip in case anyone hasn't figured this out...

The Microsoft Platform SDK includes a tool to automatically configure Visual Studios v6.0 - 7.1, to know exactly where to find it.

It's in your start menu, look for start->All Programs->Microsoft Platform SDK->Visual Studio Registration.

This configures everything you need for the SDK automatically.
Just wish I would have found this sooner.
#20
06/11/2004 (11:07 am)
Interesting. I don't think you need to install the Platform SDK separately for VC6 though - at least I have never needed to.
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