1.4 Status/Problem solving Thread.
by Ben Garney · in Torque Game Engine · 09/14/2005 (10:18 am) · 148 replies
Hey guys,
I'm kicking off this thread to clear up the posts a bit on my .plan, as a lot of the stuff there is for private forums only. If you have outstanding 1.4 issues, I'd much appreciate you reposting it here (if I haven't given you a tracking number for the issue, which I usually do by saying "Ah, that's a bug. #324" or something of that nature)..
Just trying to get things a little bit better organized. :)
Thanks,
Ben
I'm kicking off this thread to clear up the posts a bit on my .plan, as a lot of the stuff there is for private forums only. If you have outstanding 1.4 issues, I'd much appreciate you reposting it here (if I haven't given you a tracking number for the issue, which I usually do by saying "Ah, that's a bug. #324" or something of that nature)..
Just trying to get things a little bit better organized. :)
Thanks,
Ben
#142
01/31/2006 (4:54 pm)
Soon.
#143
@Ben: is "soon" still soon, or was that some time ago? ;-)
Could you, in the meantime, please just post a minor hint here about what wasn't quite right about Jase's math, and what really needed fixing?
I have been going through all the keypress handling code now, and I've made it work for texts not containing Unicode characters. However, I'd very much like our users to be able to input and delete/backspace any characters they like. Could you help us out here? :)
06/25/2006 (8:41 am)
Re issue #1006,@Ben: is "soon" still soon, or was that some time ago? ;-)
Could you, in the meantime, please just post a minor hint here about what wasn't quite right about Jase's math, and what really needed fixing?
I have been going through all the keypress handling code now, and I've made it work for texts not containing Unicode characters. However, I'd very much like our users to be able to input and delete/backspace any characters they like. Could you help us out here? :)
#144
06/25/2006 (11:11 am)
Ah... don't recall offhand. Bugtracker shows I fixed it 5 months ago. :P Have you checked latest Torque HEAD (or download from the site) to see if there are fixes similar to Jase's, or if the problem still reproduces? That's the surest way to figure out for sure, much more effective than comparing release dates or anything like that. :)
#145
Do we have access to this "bug tracker"? I search found this thread which had a quote from you:
I am one of those "hobbiest" game programmers, which means (to me) that I can't right size my life right now to make a go at a "real" game, but I probally could try my hand at a bug or two.
Thanks,
Dan
06/25/2006 (12:26 pm)
Ben,Do we have access to this "bug tracker"? I search found this thread which had a quote from you:
Quote:
We're exploring some ways of making it more publicly accessible... More info on that after the new year!
I am one of those "hobbiest" game programmers, which means (to me) that I can't right size my life right now to make a go at a "real" game, but I probally could try my hand at a bug or two.
Thanks,
Dan
#146
We do a good job of keeping forum-related bugs in synch with the forums, and of engaging the community in bug fixes (you are our biggest source of bug reports AND bug fixes! Thank you!), so it seems like it works pretty well in terms of keeping the community actively involved in the development process while at the same time allowing us to address any private issues that come up in a respectful and safe way.
If you want to fix bugs, go work on some element of your game, note what issues you run into, and fix them. :P Or just watch the private SDK forums - you'll see something go by soon enough that you can help with!
06/25/2006 (12:40 pm)
We keep it private due to NDA & community management issues. As tech developers we need a place where we can openly discuss ANY relevant data, including things that are under NDA or that aren't ready for general announcement. For instance, if we need to consider some NDA XBox 360 issues in a fix, it's good to have a place where we can do so without having Microsoft suing us. :)We do a good job of keeping forum-related bugs in synch with the forums, and of engaging the community in bug fixes (you are our biggest source of bug reports AND bug fixes! Thank you!), so it seems like it works pretty well in terms of keeping the community actively involved in the development process while at the same time allowing us to address any private issues that come up in a respectful and safe way.
If you want to fix bugs, go work on some element of your game, note what issues you run into, and fix them. :P Or just watch the private SDK forums - you'll see something go by soon enough that you can help with!
#147
However, looking through the diff between our codebase and the TGE CVS version, I don't see any of the changes mentioned above, or anything else that relates to guiMLText(Edit)Ctrl, StringBuffer or Unicode stuff...
I have also looked at the CVS log and changes, specifically for changes to guiMLTextCtrl.[cc|h] and stringBuffer.[cc|h], and I can find none this year for those files (and very few at all). Are you sure these changes have made it to the CVS repository? The bugtracker entry doesn't happen say anything more about what you changed, or any revision info linked to, perhaps, an internal SVN or CVS repos?
Edit: I have now tested the GuiMLTextEditCtrl with the CVS HEAD version, and it does not seem to work any better (rather, slightly worse in my experience...) than the standard TGE 1.4 we've been modifying.
06/25/2006 (1:27 pm)
Ben, I am compiling a clean HEAD version right now, to test it. However, looking through the diff between our codebase and the TGE CVS version, I don't see any of the changes mentioned above, or anything else that relates to guiMLText(Edit)Ctrl, StringBuffer or Unicode stuff...
I have also looked at the CVS log and changes, specifically for changes to guiMLTextCtrl.[cc|h] and stringBuffer.[cc|h], and I can find none this year for those files (and very few at all). Are you sure these changes have made it to the CVS repository? The bugtracker entry doesn't happen say anything more about what you changed, or any revision info linked to, perhaps, an internal SVN or CVS repos?
Edit: I have now tested the GuiMLTextEditCtrl with the CVS HEAD version, and it does not seem to work any better (rather, slightly worse in my experience...) than the standard TGE 1.4 we've been modifying.
Torque Owner Ryan Mick
Red Witch Entertainment