T2D Alpha 1.1) "Give them an inch...
by Jason Cahill · in Torque Game Builder · 12/01/2005 (12:23 pm) · 15 replies
"And they'll ask for a mile."
Well, hopefully, that's not the point of this thread. I just have some new questions and requests. Nothing here is pressing or time critical, I'm just searching for more info:
First off, what are the next pieces of functionality to come online in the next updates? Here's what we've heard about:
ImageMap loading/unloading support
1.4 integration
Various editors (scene editor, new tile map editor)
Various bug fixes mentioned in the forums
I'm sure there's a bunch more that's in the works.
My question is: For the release we received last week, was that an "older" build from your SVN? Or what that the "current state of the world" and the items mentioned above are planned, but not yet implemented? Is there more coming down the pipe that we should be expecting? As we get new updates, is the plan to give us "the latest bits" or "the last known good bits"? Thanks.
Well, hopefully, that's not the point of this thread. I just have some new questions and requests. Nothing here is pressing or time critical, I'm just searching for more info:
First off, what are the next pieces of functionality to come online in the next updates? Here's what we've heard about:
ImageMap loading/unloading support
1.4 integration
Various editors (scene editor, new tile map editor)
Various bug fixes mentioned in the forums
I'm sure there's a bunch more that's in the works.
My question is: For the release we received last week, was that an "older" build from your SVN? Or what that the "current state of the world" and the items mentioned above are planned, but not yet implemented? Is there more coming down the pipe that we should be expecting? As we get new updates, is the plan to give us "the latest bits" or "the last known good bits"? Thanks.
About the author
#2
Like the Scene Object Editor, Scene Editor, Packaging Utility, the kick ass 3D stuff Melv is working on should be coming, it just didn't make it in the release before Thanksgiving.
Josh and/or Melv would have a better explanation but figured since Melv is busy with a day job and working on T2D and Josh is out to a conference that I'd give you some feedback, even if just a little :)
12/01/2005 (1:19 pm)
A lot of big utilities and features were trimmed out to due to them not functioning properly. Not so much uknown reasons but moreso a lack of time of integrating them with the Alpha build to release.Like the Scene Object Editor, Scene Editor, Packaging Utility, the kick ass 3D stuff Melv is working on should be coming, it just didn't make it in the release before Thanksgiving.
Josh and/or Melv would have a better explanation but figured since Melv is busy with a day job and working on T2D and Josh is out to a conference that I'd give you some feedback, even if just a little :)
#3
Is there a master list of stuff in progress? Is there anyway you guys could give us a report of something like:
Just a high level view of what's left and very roughly when... By when I really mean in the "big bucket" sense of "probably next alpha", "several alphas drops away", "not ready for release."
Again, I'm not trying to pin features to dates. I'd just like some visibility into what's getting worked on. Mostly because an inside peek is fun/interesting, and because it helps me think about areas to explore to give feedback on how such features could be useful or what capabilities/requirements I might need.
12/01/2005 (10:33 pm)
Thanks Matt!Is there a master list of stuff in progress? Is there anyway you guys could give us a report of something like:
1.1 Feature Status Scene Object Editor Started, not ready for release Packaging Utility Finishing but not in next alpha ImageMap loading Coded, targeting next alpha
Just a high level view of what's left and very roughly when... By when I really mean in the "big bucket" sense of "probably next alpha", "several alphas drops away", "not ready for release."
Again, I'm not trying to pin features to dates. I'd just like some visibility into what's getting worked on. Mostly because an inside peek is fun/interesting, and because it helps me think about areas to explore to give feedback on how such features could be useful or what capabilities/requirements I might need.
#4
And I have to get rid of some praise here again. The alpha really is stable, the new features make sense, the code has very clean structure, I don't have to modify the engine itself, I can just build on top of it, the physics system seems to be in really good shape now (although I haven't used much of it till now)... This is some fine piece of software! It is really worth every cent I paid for it.
And Melv's and Josh's close contact to the community and their being friendly and patient and enthusiastic all the time is very much appreciated here, not only by me, I think.
-Michael
12/02/2005 (12:08 am)
I'd be curios how many of these issues (#854, #855, ...) are actually open ;-)And I have to get rid of some praise here again. The alpha really is stable, the new features make sense, the code has very clean structure, I don't have to modify the engine itself, I can just build on top of it, the physics system seems to be in really good shape now (although I haven't used much of it till now)... This is some fine piece of software! It is really worth every cent I paid for it.
And Melv's and Josh's close contact to the community and their being friendly and patient and enthusiastic all the time is very much appreciated here, not only by me, I think.
-Michael
#5
To give you a quick heads-up though, we need to update the Torque 1.4 merge, now that 1.4 is out. That is a dependent / blocking task for almost all the editors (since we tried to build them on the new, better Torque 1.4 GUI codebase). So, that's the big hurdle atm. In the mean time, we are working on imagemaps, bugs, docs, etc.
12/06/2005 (10:32 am)
Jason, I don't think we'll keep a big public list quite like this, though it is not a bad idea. I think the best route though is for us to do weekly or bi-weekly updates (if we can!) and then post what's changed in alpha2, alpha3, etc.To give you a quick heads-up though, we need to update the Torque 1.4 merge, now that 1.4 is out. That is a dependent / blocking task for almost all the editors (since we tried to build them on the new, better Torque 1.4 GUI codebase). So, that's the big hurdle atm. In the mean time, we are working on imagemaps, bugs, docs, etc.
#6
12/16/2005 (3:49 am)
So how's the alpha2 coming along? :)=) *ducks incoming projectiles*
#7
12/16/2005 (8:23 am)
I'm glad you asked. I was wondering the same thing...
#8
*uses his shield and stand for the incoming missiles*
12/16/2005 (11:02 am)
Me too... hurry up guys!!*uses his shield and stand for the incoming missiles*
#10
12/16/2005 (11:29 pm)
The main reason I'm antsy is that I want to get the Mac version compiled. I'm hoping another update will mean some loving given to that version. So far all the new 1.1 stuff I read about in the docs seems fantastic, and I definitely want to port my current project to this codebase.
#11
12/23/2005 (12:24 pm)
Just FYI, alpha2 is now live!
#12
-Justin
01/04/2006 (4:57 pm)
Just a small note for people following this thread, we are now working in a 1.4 compliant code-base.-Justin
#13
01/04/2006 (8:06 pm)
Rock on! I hope that means alpha 3 will be TGE 1.4 integrated. :)
Torque Owner Steve Miles
I've been working with the Alpha and it's been great - haven't even run into a problem yet. The two things I'm most interested in are:
- the packaging utility and when it will be available
- content protection....will the packaging utility have some tools for this? Image and sound protection?
I've read about the zip file protection mod, but I would love to have something that works right out of the box.
Also, the billiards and checkers demos would be cool to see. :-)
Thanks.