TGB Beta 3 is live
by Josh Williams · in Torque Game Builder · 05/09/2006 (9:04 pm) · 44 replies
Yo!!
Okay, Beta 3 is up! :) As you can tell, I'm quite excited. :) The whole team has absolutely been kicking butt since GDC, and many thanks as well to everyone here for helping us get this thing buttoned down. I hope everyone will be impressed with the work we've gotten done in the past month or so.
So you all know, this is our feature complete beta test... from here, it's just bug fixing and minor tweaks and polish! Justin D will post a follow-up here tonight with the full details on this latest build, so everyone can see what's changed.
Also... as always, we need help! Please help us identify and squash bugs in this release. If you notice any bug, please figure out a simple way to reproduce it, and then post it in the Bug Reports forum. And if you can find and post a good fix, then you will have a special place in our hearts. ;) All reported bugs with good reproduction cases will get added to our bug tracker, and we'll do our best to get them all ironed out before the full launch. We hope to do a release candidate drop or two before the full, official launch... which is drawing very near.
Of course, after this launch, we'll keep pushing on TGB... we've got some big, big plans for this little baby, and I'm glad you guys are along for the ride and supporting us. :) It's gonna be fun.
And speaking of fun stuff in the near future for TGB... I'm not going to say anything more just yet, but I just wanted to drop a hint. Watch for a very exciting announcement coming out this week (I hope). I hate to be a tease, but I just wanted to drop a little hint that something big-- and fun-- is coming down the road here soon for TGB users.
The beans have already been spilled on this announcement a little bit on the site. I hope lots of people here will participate. If you do, I think you'll be glad you've spent some time getting familiar with TGB up to this point. :)
Okay, Beta 3 is up! :) As you can tell, I'm quite excited. :) The whole team has absolutely been kicking butt since GDC, and many thanks as well to everyone here for helping us get this thing buttoned down. I hope everyone will be impressed with the work we've gotten done in the past month or so.
So you all know, this is our feature complete beta test... from here, it's just bug fixing and minor tweaks and polish! Justin D will post a follow-up here tonight with the full details on this latest build, so everyone can see what's changed.
Also... as always, we need help! Please help us identify and squash bugs in this release. If you notice any bug, please figure out a simple way to reproduce it, and then post it in the Bug Reports forum. And if you can find and post a good fix, then you will have a special place in our hearts. ;) All reported bugs with good reproduction cases will get added to our bug tracker, and we'll do our best to get them all ironed out before the full launch. We hope to do a release candidate drop or two before the full, official launch... which is drawing very near.
Of course, after this launch, we'll keep pushing on TGB... we've got some big, big plans for this little baby, and I'm glad you guys are along for the ride and supporting us. :) It's gonna be fun.
And speaking of fun stuff in the near future for TGB... I'm not going to say anything more just yet, but I just wanted to drop a hint. Watch for a very exciting announcement coming out this week (I hope). I hate to be a tease, but I just wanted to drop a little hint that something big-- and fun-- is coming down the road here soon for TGB users.
The beans have already been spilled on this announcement a little bit on the site. I hope lots of people here will participate. If you do, I think you'll be glad you've spent some time getting familiar with TGB up to this point. :)
#22
:P
Cool job, guys. It`s really cool to see T2d shaping up so damn nicely.
(hey, did you notice how I used "t2d"? That means I`m vet, old guard and everything... ;) )
05/10/2006 (12:33 pm)
Josh is getting all mushy...nayh nayh nana naanaaa!:P
Cool job, guys. It`s really cool to see T2d shaping up so damn nicely.
(hey, did you notice how I used "t2d"? That means I`m vet, old guard and everything... ;) )
#23
Keep up your great work. We all apreciate it very much.
05/10/2006 (12:40 pm)
The mac version is still the beta 2. When can we expect to have it updated?Keep up your great work. We all apreciate it very much.
#24
05/10/2006 (1:28 pm)
Good work guys! This is great to see and on the day after my birthday no less. I appreciate the present.
#25
05/10/2006 (2:53 pm)
Great stuff. Congratulation for reaching this important milestone
#26
05/10/2006 (3:21 pm)
Killer!! Thanks Josh.
#27
But starting the process to move beta3 into my current project's svn I noticed T2D phones home on startup. Why? And then it tries to contact feeds.feedburner.com?
Tim Doty
05/10/2006 (4:34 pm)
Woo! Beta3! And (with a little tweaking) linux! Alright!But starting the process to move beta3 into my current project's svn I noticed T2D phones home on startup. Why? And then it tries to contact feeds.feedburner.com?
Tim Doty
#28
RSS Update News - In Engine
http://www.uiobsession.com/images/rss.jpg
05/10/2006 (4:39 pm)
Http://www.garagegames.com/blogs/5249/10442RSS Update News - In Engine
http://www.uiobsession.com/images/rss.jpg
#29
05/10/2006 (4:41 pm)
Thanks to everyone... *.*
#30
Tim Doty
05/10/2006 (4:42 pm)
Okay, but it did the phone home immediately. In other words, not when loading the editors. Its rather like the check is built in to the core engine (obviously the capability would be, but the check should be conditional). Also, why insisting on contacting feeds.feedburner.com?Tim Doty
#31
05/10/2006 (5:05 pm)
@Tim - it's checking the GG RSS feeds for any updates, see Justin D's .plan for more
#32
Does this mean real-time networking support? I'm confused. TGB has had "networking support" since I've purchased it (beta #1?) but in the .plan we were talking about real-time support and I think words may have gotten confused...
05/10/2006 (5:16 pm)
Quote from Justin DuJardin's latest .plan:Quote:
Re : Full Networking support - We have full networking support as outlined in the product page for TGB.
Does this mean real-time networking support? I'm confused. TGB has had "networking support" since I've purchased it (beta #1?) but in the .plan we were talking about real-time support and I think words may have gotten confused...
#34
Now can you tell me if Beta 3 supports real-time networking?
05/10/2006 (5:54 pm)
Ok, I've read the product page.Now can you tell me if Beta 3 supports real-time networking?
#35
TGB is the entry level "quick game maker" product
TGE is the professional game engine
Also notice
05/10/2006 (6:07 pm)
Quote:TorqueNET Lite networkingindicates to me that it won't. Add to that a comment I saw from someone with TGE access that T2D/TGB had some of the base networking code stripped out it looks to me like they are setting their products up to be tiered.
TGB is the entry level "quick game maker" product
TGE is the professional game engine
Also notice
Quote:bring your game into other Torque products, such as TGE or TSEwhich makes the implication that structures and script layout will be/are now the same between the products.
#36
Now if this doesn't answer your question then me repeating the exact same terms probably won't help.
05/11/2006 (9:24 am)
This is taken directly from the TGB Product PageQuote:
TorqueNet Lite
Incorporate turn-based multiplayer functionality into your game in a snap with TorqueNet Lite, adapted from the powerful Torque Network Library code.
Now if this doesn't answer your question then me repeating the exact same terms probably won't help.
#37
05/11/2006 (9:25 am)
Btw it does have "Full Networking Support"... bout that doesn't mean real-time networking support. You can accomplish a large amount with "TorqueNet Lite" without the need for real-time support.
#38
I would also like to know how you create a new particle effect from within the Level builder? I can't seem to find a way to add emitters or simply add a new blank template for PFx.
05/11/2006 (12:39 pm)
I have noticed that, in the LevelBuilder, when trying to create an imagemap from a file, TGB will become confused if there are two files with the same name in the folder. For instance, villager.jpg and villager.png. Both preview tiles show up as a weird semi-transparent version of the jpg. Removing any one of the files(or renaming it) solves the problem. I know it's a fairly specific bug, and that having files named like this is a recipe for disaster, but it's there! :)I would also like to know how you create a new particle effect from within the Level builder? I can't seem to find a way to add emitters or simply add a new blank template for PFx.
#39
05/11/2006 (1:56 pm)
It was mentioned in Justin's blog post that there's a huge bug with adding and removing particle emitters. It should be fixed before release though. Not sure if that is also preventing us from creating a particle effect from scratch though. (guess it would since adding emitters to a blank effect probably also has this bug)
#40
05/13/2006 (8:20 am)
Any news about a Mac version for beta3? Please...?
Torque Owner Nauris Krauze
:P
Cool job, guys. It`s really cool to see T2d shaping up so damn nicely.
(hey, did you notice how I used "t2d"? That means I`m vet, old guard and everything... ;) )