Game Development Community

TSE Bounties

by Brian Ramage · in Torque Game Engine Advanced · 08/30/2005 (3:53 pm) · 43 replies

Hey guys, the TSE bounties are in our Mantis database and ready to be claimed!

To see the bounties, go to:

tdn.garagegames.com/mantis/view_all_bug_page.php

Sign up for an account. Then select "TSE Bounty" in the dropdown menu located on the upper right side of the screen.

You can post and make comments, ask questions in the repo. Anyone can try any bounty and multiple people can try them at once. Please only post in Mantis only to ask questions about the bounty or indicate that the bounty is ready for submission and review. If submissions are reviewed and accepted, the bounty payment will be made after the person signs a Contributor Agreement. We reserve the right to pick any bounty we want, but if 2 submissions occur of equal quality, we'll try to go with the one submitted first, but don't guarantee it.


This process should go pretty smoothly; we are really looking forward to paying these out and getting MS3 moving even faster!
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#1
08/30/2005 (4:10 pm)
Cool, thanks.
#2
08/30/2005 (7:28 pm)
This bounty initiative is great. I bet you'll get alot of good submissions for these things.
#3
08/31/2005 (10:51 am)
Hrm, I signed up but didn't get my confirmation e-mail.... did I screw up or does it usually take awhile?

Edit: Ooops... got it... it just took a few more minutes.
#4
08/31/2005 (11:39 am)
I think they may be hand reviewing these, it took me a few hours to get mine last night
#5
08/31/2005 (12:02 pm)
Got mine instantly!
#6
08/31/2005 (12:13 pm)
Me too. I'm trying my hand at the lightning effect. :)

Edit: BTW, here's what I got after a basic port and addition of glow:
img335.imageshack.us/img335/2343/lightning59ii.png
#7
08/31/2005 (12:18 pm)
Nice Josh! That could definatly be made into something cool if you tweak it a little bit
#8
08/31/2005 (12:22 pm)
Well, I think it looks like crap still. I'm planning on doing some custom glow/blur stuff instead of using the glow buffer. ;)
#9
09/02/2005 (6:19 pm)
Well fxSunLight is working, and whether I was supposed to or not, I uploaded the fix to the bounty page. Oh well, the effect is working now!
www.echelon5.net/max/fxSunLight_alive.jpgUnfortunately, the water shader doesn't reflect light objects that well, so it doesn't show up on the water really.
#10
09/03/2005 (3:05 am)
Hi :)

The Fog class is OK!! I'm working in fxShapeReplicator.

More news coming soon
#11
09/03/2005 (4:41 am)
Wow, great progress guys.

One thing I noticed a long time ago when using time scale stuff in TGE, is that the way lightning does UV coordinates is "somewhat broken" and still hasn't been fixed. If you drop the time scale to freeze time during a lightning strike and look close up, you'll notice it's actually mapping the texture sideways! This gives the lightning the appearance of being rather blocky and square looking, especially with it's high speed strikes.

If you rotate the lightning textures 90 degrees, they actually show up correctly and the lighting suddenly has strands coming off it, and looks much less square.

Maybe something too look into. The obvious solution is to rotate the texture 90', but most people are unaware of the bug since it's really hard to spot.
#12
09/03/2005 (8:27 am)
I don't know if I'll be able to contribute, but I registered on the bounty site to check it out. This is a wonderful idea. There is a lot of great talent in this community, and this is a great way to help get people working together.

Thank you GG!
#13
09/03/2005 (9:22 am)
I like this the best ;)

Quote:
This process should go pretty smoothly; we are really looking forward to paying these out and getting MS3 moving even faster!
#14
09/03/2005 (4:17 pm)
I've been working on the Precipitation effect... was nearly complete as well... and ran into a roadblock. I figured that it should be switched to use the material system, but i've found that the material system currently does not handle vertex colors.

Before i take the plunge to add vertex coloring to the shader features (which seems like a huge task in itself), Brian what do you think about using the material system with systems like Precipitation and Particles?

Anyway so far i fixed a ton of little bugs and added some features to it..

- setPercentage(0) works now.
- setPercentage and modifyStorm work well together now.
- The particle textures were being textured backwards.
- Added an a distance based fade out of particle (this is what needs vertex coloring).
- Option for drop collision with player.
- Switched over to using material system instead of fixed function.
- Fixed bug where the wrong texture coords were being used for drops.
- Fixed crash bug when more splash particles than the vb could hold were being created.
- You can control the number of frames for the splash and number of drop types in the datablock now.
- Optmized the vertex buffer update loops.

I need to solve the vertex color issue and fix the modifyStorm to not kill particles while they are still falling, but to only kill them after the splash.
#15
09/04/2005 (3:13 am)
Hey thanks guys! Keep the posts and shots coming.

Tom, I pinged Brian on your q. He'll hopefully post a reply Tuesday. :)
#16
09/04/2005 (4:42 am)
Hmm, now this poses a question..

These are bounty items for working towards MS3.0, which is great, but I'm wondering about future additions to TSE?

I guess when those features are worked into the schedule then bounty on those specifics would be cool too :)

Personally, I'm really liking this idea of bounty stuff, clearly there is a lot of interest in guys working on this single issue kind of stuff, making a bit of cash and it really makes the feature list motor along for TSE!

It makes a lot of sense to do this kind of thing.

Personally, Ive got other fish to fry, otherwise I'd have had a great time doing some of these :)

But I'm going to be working on some fairly specific additions to TSE (like instancing support and normal maps for the terrain), so I guess those will have to stay with me until we see some way forward with getting those changes out.

Great idea guys! well done!
#17
09/04/2005 (9:04 pm)
I think I'll try my hand at the DDS loader. Sounds like a good time.
#18
09/05/2005 (12:20 pm)
@Tom - email me on your vertex color questions. It's usually more efficient to pass in vertex colors directly as a shader constant or a texture. Sounds like you are making great progress on precipitation.

You guys are going berserk on the submissions! I'm shocked, you all are kicking serious ass. Give me some time to review everything and get some feedback out, right now I'm overwhelmed with Xbox 360 work.
#19
09/14/2005 (10:00 pm)
I've started work on the fxFoliageReplicator Port.
Should have something to show a few days from now.
#20
09/14/2005 (10:18 pm)
Hah, I heard about the bounties but I never actually read the post about it. Very cool work, people! :)
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