Game Development Community

TSE Update - Milestone 3 release

by Brian Ramage · in Torque Game Engine Advanced · 04/06/2006 (5:53 pm) · 123 replies

It's all checked in, here's what you get:

TGE 1.4 merge!!
Marble Blast Ultra merge!!
Skinned meshes no longer re-calculate tangent space matrices constantly
Fixed misc tangent space generation problems on curved .dts shapes
D3D now running a Pure Device
LOD's now work for .dts objects
Optional D3D Lib check - makes sure user updates to latest D3D libs for shipping builds
Precipitation bounty in place
Materials have double sided rendering option
Fixed glow offset in editor
Interior debug rendering bounty in place
FXSunlight and FXFoliageReplicator bounties in place
Fixed WaterBlock creation in editor
Fixed misc world and Gui editor crashes / broken functionality
Fixed render target stack issues - made more efficient
Fixed misc D3D render state initialization issues
Added unicode support
Sun color affects procedural materials
... many bug fixes...


OK, so this is not everything that was posted in my blog, some features got pushed to MS4 because we have some extra development bandwidth coming. I think you guys will be happy when you hear what we are doing with the lighting there. The render batching did not make it into this build, but that is a high priority for MS4, so there is still a lot of performance work coming that will make TSE run much faster. I expect there to be more updates with MS4 as well, so hopefully you won't be waiting so long between updates.

There are a _LOT_ of changes in this update, so please download a CLEAN copy from CVS before you report any build problems, thanks.
#41
04/07/2006 (2:46 pm)
I get the same thing Matt and would be interested in the fix if you find one.

Also, with a mission(.mis) i developed for the previous MS2 release, the MS3 release will open and load the mission,objects, etc., but when i open the world editor/creator to do anything, none of the objects, simgroups etc are visible editor shows nothing. Editor works fine with provided terrain_water_demo. Anybody else run into this?
#42
04/07/2006 (2:48 pm)
Also noticed that my .gui files, though they display properly with the MS3 release arent visible in the gui editor either.
#43
04/07/2006 (2:57 pm)
@Anton:

The warning C4482 can be ignored. It just means that you dont really have to refer to the enum so you could change the code to avoid the warning like this:-

GFXVertexColor::sVertexColorOrdering = GFXVertexColor::ColorOrdering::BGRA

to

GFXVertexColor::sVertexColorOrdering = GFXVertexColor::BGRA

Didnt get the other errors you mentioned. Are you compiling as UNICODE?
#44
04/07/2006 (3:09 pm)
Ok. Looks like non-unicode builds are a bit messed up. All the problems are pretty easy to fix though.

Easier solution....build as unicode...

Make sure UNICODE is defined in the compiler settings and that TORQUE_UNICODE is defined in torqueconfig.h
#45
04/07/2006 (3:11 pm)
I had to change two things in the properties to compile this:

1. Set Character Set to UNICODE in configuration for debug and release in Configuration->General

2. Set "Treat w_char as built in type" to false in Configuration->Compiler->Language

the second one should fix those "cannot convert to" errors people get.

but i think that LIB is not really updated completely because i'm getting these errors

------ Erstellen gestartet: Projekt: TSE Lib, Konfiguration: Debug Win32 ------
Kompilieren...
guiTreeViewCtrl.cpp
c1xx : fatal error C1083: Cannot open source file: '..\engine\gui\editor\guiTreeViewCtrl.cpp': No such file or directory
guiOtherTreeViewCtrl.cpp
c1xx : fatal error C1083: Cannot open source file: '..\engine\gui\controls\guiOtherTreeViewCtrl.cpp': No such file or directory
scan.cpp
d:\programmierung\cvs\tse\vc7\console\scan.l(7) : fatal error C1083: Cannot open include file: 'console/gram.h': No such file or directory
gram.cpp
c1xx : fatal error C1083: Cannot open source file: '..\engine\console\gram.cpp': No such file or directory
Generating Code...
Das Buildprotokoll wurde unter "file://d:\Programmierung\CVS\tse\lib\out.vc7.win32.debug\engine\BuildLog.htm" gespeichert.
TSE Lib - 4 Fehler, 0 Warnung(en)
------ Erstellen gestartet: Projekt: TSE Lib, Konfiguration: Release Win32 ------
Kompilieren...
guiTreeViewCtrl.cpp
c1xx : fatal error C1083: Cannot open source file: '..\engine\gui\editor\guiTreeViewCtrl.cpp': No such file or directory
guiOtherTreeViewCtrl.cpp
c1xx : fatal error C1083: Cannot open source file: '..\engine\gui\controls\guiOtherTreeViewCtrl.cpp': No such file or directory
scan.cpp
console/scan.l(7) : fatal error C1083: Cannot open include file: 'console/gram.h': No such file or directory
gram.cpp
c1xx : fatal error C1083: Cannot open source file: '..\engine\console\gram.cpp': No such file or directory
Generating Code...
Das Buildprotokoll wurde unter "file://d:\Programmierung\CVS\tse\lib\out.vc7.win32.release\engine\BuildLog.htm" gespeichert.
TSE Lib - 4 Fehler, 0 Warnung(en)

it compiles a runnable EXE withour problems tho so i guess there are just a few loose ends forgotten for the LIB version
#46
04/07/2006 (3:15 pm)
So, I need to turn on UNICODE then. OK. Now I just have to figure out what UNICODE is. :P
#47
04/07/2006 (3:16 pm)
Quote:So, I need to turn on UNICODE then. OK. Now I just have to figure out what UNICODE is. :P

Ditto :D

I know what it is but don't know how to turn it on or off.
#48
04/07/2006 (3:18 pm)
UNICODE is a way to code strings. Allows for international character sets because it uses 2 Bytes per character instead of the normal 1 byte ones. So that i can type german characters and people can read it without getting garbage.

EDIT: removed german characters from the post because they couldnt be seen <.<
#49
04/07/2006 (3:22 pm)
In current TSE HEAD UNICODE is already enabled for the actual sourcecode. Now you just need to enable the support in your compiler and tell the compiler to not treat wchar_t as a built in type.
#50
04/07/2006 (3:25 pm)
From The Bluffers Guide to Unicode:

Quote:
Unicode Mistakes

Don't make these horrible Unicode faux pas in polite society (or Usenet), or you could find yourself the butt of cruel character-set related jokes for years!

"Unicode characters are two bytes long!"
AAARGH!!! You are thinking of UCS2! UCS2 is a way to encode Unicode (or most of it) in which each Unicode character is represented as two bytes. Unicode characters are not ANY number of bytes long because Unicode is a character set and does not specify a binary representation! This terrible faux pas is often made by people who are moving from Unix to Windows/Java and have noticed that all the characters have suddenly gotten wider.

;-)
#51
04/07/2006 (3:25 pm)
@Florian

I know I sound like a noob here, but, I saw that it is enabled for the sourcecode, but, I don't know how to enable it for the compiler... and honestly, I hate tinkering with settings and fucking up shit.
#52
04/07/2006 (3:27 pm)
@Tom

lol :P
#53
04/07/2006 (3:28 pm)
@Matt & Anton:

1. Make sure you definitely have a clean copy of the code from cvs
2. Ensure that the line #define TORQUE_UNICODE is not commented out in your torqueconfig.h file (which it shouldnt be if you have a clean copy from cvs)
3. Ensure that your compiler options are specifying /DUNICODE


@Florian:

Looks like the TSE LIB project hasnt been updated properly. I have made a start updating it, doesnt seem like it is too badly busted. It is including lots of guff that isnt in the cvs head.
#54
04/07/2006 (3:33 pm)
@Tom (^.^)b - touche

@ Anton The settings you need to make are the same settings that have been made to TGE 1.4 already ... for some reasons they didnt port over to TSE 1.4
#55
04/07/2006 (3:56 pm)
I am curious why TSE doesn't just include a TSE.exe with the download of a Milestone for those who don't want to change the TSE code but only use scripting. Right now... people who can't fix these problems... can't use the last 2 milestones. I haven't been able to. I paid to use them... but I can't. Neither can all of the people who aren't coders at all who can't get a coder to build it for them.
#56
04/07/2006 (4:06 pm)
Can someone above who has this built please email it to me. You can see by the fact that I'm posting in this private thread that I have the EA license for TSE.
#57
04/07/2006 (4:12 pm)
@Anton: Be a smart programmer and figure out the compile issues, the code works, many where able to compile it, so fix your ide?
#58
04/07/2006 (4:14 pm)
What to send? a clean CVS copy?
I've downloaded to separate folder CLEAN COPY, installed DX SDK Feb 2006, started VS 2003 and just ran BUILD .... no even single warning during compile...
It's not a problem to send just compiled EXE of TSE.. but come one.... you know..
#59
04/07/2006 (4:20 pm)
@exodus, bank

Are you guys kidding me? Um... what about the people who paid for it that aren't programmers? Is there some proud standard for people who know how to tell the computer what to do that they can't help people out?
#60
04/07/2006 (4:26 pm)
@Anton: the TSE is in EA mode, don't forget that..