Game Development Community

T2D updates coming soon

by Josh Williams · in Torque Game Builder · 03/26/2005 (2:22 pm) · 306 replies

Hi everyone,

Melv and I wanted to let you know about the update plans we have for the next few weeks. We will be releasing two updates in the next few weeks. Here is the rough layout for them. Lots of info to cover so please read carefully. :)

SDK update - T2D SDK 1.01
Coming: next week (I hope.. please don't freak out if we have to slip somehow; if we do, it will be to ensure more stability / kill more bugs in the release, so it'd be a good thing!)

Changes: (this is a pretty small update)
-Fixes most bugs reported from the initial release, and more that were unreported.
-Several documentation updates
-Introduces new demo and hopefully a corresponding tutorial

(continued next post...)
#281
05/04/2005 (9:34 am)
Quote:- Custom data-field not-saving in tile-layers fixed but deferred until next update (new file-format)
Oh, bugger. That fix would have been very useful.
#282
05/04/2005 (10:44 am)
@Jason: Yeah, unfortunately, adding this breaks any existing tile-layers because it obviously changes what's saved.

If you look in "fxTileLayer2D::loadStream()" you'll see...
// Read Tile-Script Parameters.
//pTileObject->mCustomData = fileStream.readSTString();	// Will be added in when new file-format is ready.
... and in ... "fxTileLayer2D::saveStream()" you'll see...
// Write Tile-Script Parameters.
//fileStream.writeString( pTileObject->mCustomData );		// Will be added in when new file-format is ready.

It's up to you, but you can remove the "//" from the code, recompile and custom data will work but be aware that you will not be able to load any prior tile-layers. Also, unless you change the object version (in the fxTileLayer2D constructor), you'll probably get a crash instead of the load failing gracefully.

You can, of course, change the "saveStream()" only, rebuild, load your maps, save them, then change the "loadStream()", This would mean it loaded old tile-layers but saved the new format.

All of this is completely unsupported and is provided for information only. All similarity with real individuals is purely coincidental. This post will self destruct in 10 years.

- Melv.
#283
05/04/2005 (10:51 am)
Quote:All similarity with real individuals is purely coincidental. This post will self destruct in 10 years.


lol :)
#284
05/04/2005 (12:27 pm)
Thanks for the fix, Melv! Fortunately, all I have are test maps at this point. So this will indeed be useful. You rock! :)
#285
05/04/2005 (1:49 pm)
WOHOO! Finally, my daughters can start save enemypositions etc in the mapfiles so my ai code has something to work on. ...and tomorrow is a day off, double woohooo!
#286
05/04/2005 (10:53 pm)
If you absolutely must do this, don't forget to bump-up the stream-version in the fxTileLayer2D constructor. Change "T2D_Stream_Version(0X00000002)," to 3.

*Thread Hijack off* ;)

- Melv.
#287
05/04/2005 (10:56 pm)
Yeah, many good fixes and/or enhancements like this are possible, which is why we want to get this chunk-file stuff going so we can more easily handle asset format versioning.
#288
05/22/2005 (10:22 pm)
Man, I hate bringing this thread out from the dead over and over but is there any progress on how things are going. I've noticed that I haven't seen much posts from Josh or Melv in a while on the boards in general.

Hope all is well
#289
05/23/2005 (2:29 pm)
I second that, Charlie. Even once-per-week posts to a progress thread would help alleviate the feeling that the developers have dropped the project.
#290
05/23/2005 (2:59 pm)
Don't forget -- not hearing from them is a *GOOD* thing. :^)
#291
05/23/2005 (3:06 pm)
Yo guys, Melv hurt his back pretty bad and was out of commission for a while, and we've had a bunch of stuff going here. Still a *ton* of progress on T2D, but we are a little behind on this next update from where we originally wanted to have it out. It's all good though, we'll be getting this out absolutely as soon as its ready.

We have a great new intern named Justin Dujardin coming too who is going to help with some of the editors and we should start seeing some really nice new stuff in T2D soon. Also, Matt Langley is doing some cool stuff out here and we'll hopefully be taking a lot of his work and incorporating it into the SDK soon too. Going to be a fun update. :)
#292
05/23/2005 (3:24 pm)
Eek! In that case it's not a good thing. :^(

Keep it up,

-- Seth (Who deals with lovely back pain himself)
#293
05/23/2005 (5:22 pm)
Thanks for the update Josh.

I know everyone must have been busy. The fact that neither of you have been posting much lately just made me think that something was wrong. I guess I was right!

Anyway, I hope Melv is feeling better. I have had back problems in the past.. They really are no fun.
#294
05/23/2005 (5:59 pm)
How dare you sully my good name by calling me great!

See you in two days josh! :)
#295
05/31/2005 (11:17 pm)
Sorry about the back, Melv. Hope you feel better soon. SO YOU CAN GET OFF YOUR LAZY ASS AND GET BACK TO WORK!

;)
#296
06/01/2005 (12:39 am)
My back is much better now and you'll be glad to know that I'm now off my LAZY ASS AND I'M GETTING BACK TO WORK. ;)

Sorry for the delay everyone but I'm right back in the zone now and surging ahead with T2D.

Big Welcome to Justin; this is going to be FUN! :)

- Melv.
#297
06/01/2005 (5:59 am)
@Melv

I did tell you not to lift that truck!
#298
06/01/2005 (6:02 am)
Has networking be included yet? Sorry I am a bit out of touch on where t2d is, been to distracted with other projects.
#299
06/01/2005 (6:17 am)
Networking is fully working but unfortunately the T2D objects themselves are not yet network aware in the realtime sense. Actually, getting the individual objects active is an easy task, doing the scenegraph and physics is the much more complex part that we've still got to do.

- Melv.
#300
06/01/2005 (10:37 am)
Glad your feeling better Melv :) Thats what happens when you do "real"-time physics tests.

btw really looking forward to Justin and what he'll work with, really impressive GUI updates in your plans!