Game Development Community

T2D 1.1 development transparency

by Jason Cahill · in Torque Game Builder · 11/15/2005 (2:57 pm) · 84 replies

I really hate to even post this kind of message because these threads usually degrade into flame war and nobody feels good. But, that said, there are many of us that are interested in hearing "what's going on?" It's been a LONG time since we last heard anything about T2D 1.1. Please understand that I'm NOT looking for a release date. I'd like to know what's been happening? What's left to go? Anything worthy of screenshoting/videos?

I've seen that Melv is active in the forums, but he has not posted a plan in almost two months. I'd really like to ask that either Josh or Melv make the commitment to give us a once-a-month plan. It does not need to have release dates. It does not need to have videos. But, it would be really handy for us as a community to understand what's going on behind the scenes.

Thanks for listening.
#41
11/22/2005 (3:36 pm)
Quote:
Josh said:
However, I wanted this to be based on the TGE 1.4 codebase, since it has a bunch of cool new stuff and will affect (slightly) the way you work with Torque 2D.

Btw, what is ment by this? Can you give me some clues?
#42
11/22/2005 (8:36 pm)
T2D is based on Torque Game Engine. Since TGE is being upgraded to version 1.4 the T2D staff
wanted to release T2D's version 1.1 with the base product of the 1.4 TGE.
#43
11/22/2005 (9:30 pm)
Replying on my psp so will be brief =)

dont rush a build out before it is ready

Lots of hard work has gone into these improvements so you might as well take it all the way

We will always be impatient

I do recommend more frequent dev blogs to keep us at bay though =P

-Unk
#44
11/23/2005 (12:02 am)
Quote:T2D is based on Torque Game Engine. Since TGE is being upgraded to version 1.4 the T2D staff wanted to release T2D's version 1.1 with the base product of the 1.4 TGE.

That's obvious (it was stated). The question is how will 1.4 affect T2D.
#45
11/23/2005 (12:23 am)
Unicode support is probably the biggest new feature. There's a ton of improvements to the GUI layer. Read some of Ben Garney's blogs for more details. I don't expect amazing new things to happen with the union of T2D on 1.4. Other than folks that need to localize their shipping T2D title--TODAY--there is no reason to hold back on T2D until 1.4 ships.
#46
11/23/2005 (2:08 am)
Yes, but (incremental) improvement such as unicode support or better GUI don't really affect the way I work with T2D. Such features will blend in rather seamlessly.
Something that would change the way would be that there are no console methods any more. bad example, as this won't happen but you get the clue.
#47
11/23/2005 (6:56 am)
@Josh:

Do you have an esitmate from your TGE folks as to when the TGE 1.4 treee will be locked?

--Mark
#49
11/23/2005 (8:09 am)
Well that could only be good news for the T2D release. Thanks.
#50
11/23/2005 (12:08 pm)
@Seth Dude I was only answering that guys question above my post geeze.
---------------------------------------------------------------------------------

Michael W
#51
11/23/2005 (1:47 pm)
Hey all. Quick status update. I was at the office until 5am last night getting Torque 1.4 all wrapped up and uploaded. Ben and Paul were here with me for most of the night too.

Today, if I can stay awake, I will try to get the T2D 1.1 beta out (actually, to be safe, let's call it an "alpha", ay? :) I will post if I am not going to have time to do this, but I do want to get it out so you can play with it over the TG holiday. Matt Langley is here in the office helping me out with this now, so that's nice. And Melv has been cranking away over the weekend and early this week to get the release in (alpha) ship shape. All looking pretty good (for an alpha! ;).

Thanks for all the interest dudes. Will do our best to keep ya posted.
#52
11/23/2005 (2:01 pm)
Thanks for the update Josh! Saw 1.4!!! Congrats that's huge! I'm cranking away on the final bits of my samples for my Xbox 360 Controllers functionality too... Lots of cool stuff is happening!
#53
11/23/2005 (2:24 pm)
Thanks a lot Josh for the update, always greatly appreciated.

Please don't push yourselves too extremely hard to get it out today, you guys deserve a good, restful holiday as much as anyone. I'm sure everyone's dying to get their hands on it (myself absolutely included) and I may get rocks thrown at me for saying so, but we'll all live if you fall asleep at your machine and wake up Monday morning... :)
#54
11/23/2005 (3:23 pm)
Quote:@Seth Dude I was only answering that guys question above my post geeze.

I wasn't attacking you Randy. All I was saying is that you were answering the wrong question. Sorry if that came out wrong.
#55
11/23/2005 (3:52 pm)
Quote:I wasn't attacking you Randy. All I was saying is that you were answering the wrong question. Sorry if that came out wrong.

Yes, Seth is right. That newer version of T2D will be based on TGE 1.4 has been said several times before. I just wanted to know what the effects of this to T2D's usage will be.
But thanks anyway, Randy, you just wanted to help. I am sorry if I sometimes don't quite hit the tone in what I say. My english is not that fluent.

And a BIG THANK YOU to Josh, Melv and all the other people who work so hard for us!
#56
11/23/2005 (5:02 pm)
Gah....

I decided to switch my goal for the weekend, and began preparing for it since I didnt think T2D 1.1 alpha would be out... and now it looks like it is...

Wish I would have stuck with the original plan.
#57
11/23/2005 (5:09 pm)
I just hope all you guys pushing them to release an alpha/beta doesn't delay the actual v1.1 release
#58
11/23/2005 (5:53 pm)
Okay, it's live. :) Please, please read the notes on the download... we're calling this an ALPHA... features that will be in 1.1 but that are entirely too unfinished to release even as alpha were pruned, stuff is unstable atm, the docs aren't fully up to date (though we do a pretty darn good job of keeping up). Read Melv's .plans to catch a lot of the new stuff that's changed.

I am not committing to anything, but just so you all know... what I'd like to do is throw a new version of this alpha / beta up every week or so until 1.1 ships.

Also, if we can get some help testing, identifying bugs, and fixing them. That'd rock! I'd say for now, please let's post bugs in the existing bugs forum, and clearly identify them as being in the 1.1 ALPHA. Okay?

As for bug fixes.. there is some really wonky stuff going on in Direct X mode that we just haven't had time to look at yet. If anyone out here feels like taking a look, please do! Let us know what you find out as regards the problem, and if you find some fixes, please share!

I am just going to leave this post for now, purposefully. Super-stealth alpha release. :) If things go fairly smoothly over the weekend though, we'll make a dedicated 1.1 alpha thread in the forums, and probably post a .plan.

Btw, Drew, re: delaying the actual v1.1 release... the only way it won't have delayed it is if we end up getting more fixes and help from the community than we spend testing, packaging, releasing and supporting this stuff earlier than we'd intended. This has burnt up a fair chunk of time from myself and other T2D'ers, so I'm hoping we'll get lots of help back! Hopefully this will actually end up speeding along the 1.1 release schedule... that'd rock, and it's my hope.

Thanks guys!
#59
11/23/2005 (6:26 pm)
OMG!!! You did IT! Way to go Josh, Melv, Matthew, and everyone else that helped!!!! WOW! Off to the downloads.
#60
11/23/2005 (6:46 pm)
Two game engines in one day.... I love it. :)

And it looks like I was right about not releasing a 1.3 based version. ;^)