Game Development Community

I didn't want anyone to miss this

by John Kabus (BobTheCBuilder) · in Torque Game Engine · 11/23/2005 (7:35 pm) · 42 replies

Hi guys,

This was originally posted in the TGE 1.4 dev shot, but I want to make sure anyone who missed it is up-to-date.

Quote:
The Torque Lighting Kit is still a separate product (previously known as the Lighting Pack).

www.synapsegaming.com/content/linkedimages/IGC-2005-5.jpg


We (Synapse Gaming and GarageGames) worked very closely on this release making the Torque Lighting Kit easier than ever to use and customize, and rolling fixes available in TLK into TGE.

All of the awesome lighting tools and technology are still unique to the Torque Lighting Kit - if you don't have it yet what are you waiting for? :)

www.synapsegaming.com/content/linkedimages/IGC-2005-6.jpg


Also TLK is now featured heavily in the TGE demos - so check them out. :)


Obviously there is a TLK 1.4 release in the works (free update, for those wondering). As you can imagine working on the TGE 1.4 release bit a little into TLK related development time, but it was a huge benefit to TGE, TLK, and the whole GG community, so it was well worth it.

Regarding time frame; "when it's done", and "it currently isn't". ;)

Anyway tomorrow is a major holiday around here, so I'll be out of the office for a few days - have a great weekend.

-John
Page «Previous 1 2 3 Last »
#1
11/24/2005 (2:45 pm)
John, when will that green dude demo become avaliable? I can't wait to see that running, because it looks awesome! It's visuals are so different than "standard" Torque it looks almost like other engine.
#2
11/28/2005 (7:50 am)
After the 1.4 release - I want to get the latest TLK out into the community first, then work on the new demos.

Oh, to answer your other question; spotlights can only be static, so when a light is set to dynamic it reverts back to an omni. If you use a volume light and a dim omni it often looks similar to a dynamic spotlight - also the flashlight resource could be handy for this.
#3
11/28/2005 (8:27 am)
Quote:
Oh, to answer your other question; spotlights can only be static, so when a light is set to dynamic it reverts back to an omni. If you use a volume light and a dim omni it often looks similar to a dynamic spotlight - also the flashlight resource could be handy for this.

Indeed, I think something that people forget is that 3D lights should not only be thought of how as real light sources contribute to a real scene...

You can do some cool tricks by having one light look like it is supplying all the light but have other
invisible lights that supply the actual light contributions.

E.g. you have a volume light that shines down on a table with say a book, etc on it... but add a small
low radius light right on the table to provide the effect of light scattering off the table and surfaces from the volume light, etc.

~neo
#4
11/29/2005 (9:12 am)
John are you going to create a full engine updated like you did before so we dont have to hand merge all the files?
#5
12/07/2005 (4:08 am)
No more hand merging. Please!! How long till the update???? It has been two weeks since 1.4 release. Believe it or not teams are setting schedules for releases and other things only to be still waiting. Not to be jerk but pressure is mounting.
#6
12/07/2005 (6:41 am)
Quote:
It has been two weeks since 1.4 release. Believe it or not teams are setting schedules for releases and other things only to be still waiting. Not to be jerk but pressure is mounting.


Really? Need I remind you that the 1.4 release was a constant changing release candidate for seven months. How can you possibly build schedules and releases around that?

And you're right I do have customers to consider which is why I'm careful with the releases.

If you're under that much pressure you should be using 1.3.5 - it's out and tested. I can't imagine why anyone would expect to use code they've never even seen on a tight and important deadline.

-John
#7
12/07/2005 (10:57 am)
I integrated the 1.3.5 into 1.4 (since we are using 1.3.5 on our new project) compiled the engine, and now i am getting errors trying to load some script which are not in the lighting pak? I found the .sgo equivilants but even if I rename them to dso's they do not work.

I am missing some files?

JUST FYI: Its not to hard to merge the lighting pack into 1.4, and I find is very helpful merging it myself. So please give John some time to get it done without jumping down his throat.
#8
12/07/2005 (4:38 pm)
Hi Adrian,

The dso file format changed between TGE 1.3 and 1.4, which prevents the sgo files from loading.

The TLK 1.3.5 and 1.4 script libraries are 100% compatible, so you can just drop in the 1.4 library when TLK 1.4 comes out without having to merge in all of the new TLK changes.

-John
#9
12/07/2005 (8:39 pm)
Hehe John, you spoiled us with that amazing video ;) Now suffer the consequences (I am not even sure if this is the right word) ;)
#10
12/11/2005 (9:42 am)
John,

I am still getting these errors:

Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs.
Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui!
Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui!
#11
12/11/2005 (10:00 am)
I hope the new version of the TLK with the nice HDR lighting and all the other good stuff is compatible with TGE 1.3 still. I don't plan on moving to 1.4. :)
#12
12/11/2005 (10:20 am)
Hi Adrian,

Sorry, I think my post was a little ambiguous; I meant that the current TLK script library is not compatible with TGE 1.4, but that when TLK 1.4 comes out you can safely add the new script library to your TGE 1.4 + TLK 1.3.5 code.


Hi C2,

The TGE 1.4 code is a bit different, so it makes merging a nightmare, but the code is compatible. My opinion is that if you are going through the trouble of merging TLK 1.4 into your TGE 1.3 based code, you should probably just bring your code up to TGE 1.4 as well. Again just my opinion, but it may save you time in the long run as you'll probably want the latest TGE changes sooner or later.


As for the release it's packaged up with 99.9% of the features (a couple are on hold for around when TGE 1.4.1 releases), and getting in the GG release queue.

-John
#13
12/12/2005 (4:21 am)
OUCH!!
#14
12/12/2005 (7:22 pm)
Quote:As for the release it's packaged up with 99.9% of the features (a couple are on hold for around when TGE 1.4.1 releases), and getting in the GG release queue.

-John

sweet
#15
12/13/2005 (3:16 pm)
John, good news. We are using 1.4, and I have merged the beta in. So I eagerlu await the release.
#16
12/24/2005 (12:37 am)
Hi John.

Any news on the 1.4 release? Is it still hanging in the GG pipeline?
-- Markus
#17
12/24/2005 (3:33 pm)
Hi,

I too would like to know on the status of 1.4. I can't wait for it to be released. I was hoping that santa would come early this year. :-)

- Sean
#18
01/03/2006 (8:21 am)
Hey guys,

It's still in the pipeline, but soon... :)

-John
#19
01/04/2006 (1:37 am)
If we maybe push really hard from this end will it come out faster?
#20
01/04/2006 (4:53 am)
ALL TOGETHER NOW - PUSSSSSSH!!!!
Page «Previous 1 2 3 Last »