Game Development Community

Beta 2 TGB 1.1

by James Petruzzi · in Torque Game Builder · 03/23/2006 (5:16 pm) · 36 replies

When was this released??? ive had beta 1.1 and didnt even know this was out. i cant believe how much more kickass it is!

i should rephrase my question.. i see that the particle editor is now in the *level* builder but how do you create a new particle effect?

thanks!
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#1
03/23/2006 (5:34 pm)
The particle editor has been there for a long time (it was one of the first big things that Melv worked on). I'm downloading it right now to see if I'm just missing the question.

But it's good to know that Beta 2's out!
#2
03/23/2006 (6:16 pm)
Good catch!

Hopefully we'll get an official thread with the devs commenting on what's new and stuff as well. Those are always fun. :)
#3
03/23/2006 (6:22 pm)
I don't seem to be able to find this :-/. I checked my download's page, but it still shows 1.1 beta 1.1 for my download... maybe they are in the process of releasing it, and going to officially annouce tomorrow?
#4
03/23/2006 (6:29 pm)
Look at the filename...not the text claiming that it is the first beta...
#5
03/23/2006 (6:31 pm)
Yeah got cheated by the not changed 1.1b1.1 naming as well ... its really beta2 ...
#6
03/23/2006 (6:46 pm)
Wow!! that's cool!
I'm downloading it to see what's changed.
#7
03/23/2006 (6:47 pm)
Haha quite a bit. my old levels wont run with it now, i guess just about everything is through the level builder interface. its so clean, i love it :)
#8
03/23/2006 (6:57 pm)
Did I mess up my download, or do the tools (editors) not include the source anymore?
#9
03/23/2006 (7:03 pm)
All the TGB team (besides me - due to other reasons) is at GDC right now, so we're planning on a quick release and the info was dropped before everyone left, well it turned out we missed something lol... This release has quite a bit more added to it though, as I'ms ure you'll see, including the new particle editor.
#10
03/23/2006 (7:15 pm)
!!! haha i get so excited when new versions come out, this is great!
#11
03/23/2006 (8:20 pm)
Matthew, I'm glad you guys forgot :) OMFG the new editor rocks! This is an incredible improvement.
It even has UNDO and REDO !

Er.. I had to add all the files from the "T2D/levelbuilder/sceneedit" folder that was in the last beta to get it to build.. it wasn't in there. Everything EXCEPT for guiSceneToolVector.cc and gui2DDatablockDropDown.cc

Also had to add #include "T2D/levelBuilder/levelBuilderPrimitiveTool.h" to the file "T2D/levelBuilder/levelBuilderPrimitiveTool.cc"

It seems that Torquebasic was removed from the new beta... ( I'll add it back in myself :p )
#12
03/23/2006 (8:27 pm)
Is there a technical reason for the .edso extension, or is it just to keep the cleandso.bat from deleting those files?

Oh, and I've been playing with it and I love the new interface. It's so much easier to find all the tools to edit link points and collision boxes. It did take me a few minutes to figure out how to get back out of those to the world view. I'm sure it's in the documentation somewhere, but the UI is intuitive enough that I didn't need it in this case. :) Good job everyone.
#13
03/23/2006 (10:05 pm)
You nailed it Tom... something Pat cooked up quickly to prevent the editor "edso" files from being cleaned by the .bat.
#14
03/23/2006 (10:09 pm)
One of the issues that is there but will be fixed is if you double click a static sprite in the object library it will bring up the image builder editing that image map, this gets very annoying if your trying to cycle through a CELLed image map... there are a couple issues we found but since GDC was beckoning it was either release it as it is now or wait and we all wanted to get the release out to you all.
#15
03/23/2006 (11:55 pm)
Are we not going to get the source code to the new level editor? All I see are .edso files and they are not human-readable. ( I mean the Torquescript sources to these edso scripts )
#16
03/24/2006 (12:42 am)
This looks very cool! But where are tilemaps in the leveleditor??

And why are there no uncompiled scripts in the /tools/levelEditor/ directory, so I can handle this problem?
Can someone who has access to this files post them and/or fix this bug?
#17
03/24/2006 (2:35 am)
The leveleditor is part of the C++ source from what the solution shows ...
I think it would be too slow in script with all the dynamic stuff ...
#18
03/24/2006 (2:53 am)
There is just the GUI part missing where I can select tilemaps. But I can't add it because there are only compiled GUI files.
#19
03/24/2006 (3:18 am)
Is there supposed to be a built in torque script editor?

the reason I ask is .... quote from snapshot for gdc

The Might Fist example game that was put together for the show required less than a few days of coding. Most of the time of development was spent creating the art assets and then using the new TGB Level Editor to create the game.

If you could do your scripting in it as well that would be great.
#20
03/24/2006 (3:49 am)
It would be a very bad idea to do it within TGB. Why: TGB would need to render it in a graphics window. Its far faster to do it with torsion or codeweaver and better structured as well ...
Both are free.
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