TGB Beta4 is live
by Josh Williams · in Torque Game Builder · 05/23/2006 (12:46 pm) · 29 replies
TGB Beta4 is live!
For this release, we've focused entirely on bug fixes and documentation. We are getting close to the official release of TGB, and in fact Beta4 is awfully close to a release candidate for us.
So, we could really use your help in finding bugs! In particular, we want to make sure we launch with zero crash bugs or hangs in the editor. :) That's the goal anyway. So, please help us out in a big way by hunting for any and every crash or hang bug that you can find, and report them clearly marked as Beta4 in the Bug Reports forum!
We also really want help error checking the docs. We've stripped the docs in this SDK update down to the ones we believe are fully functional and totally up to date with TGB as it exists today. So, if you find any bugs in them, please let us know ASAP! We don't want to ship with any errors in the docs.
Thanks! Getting help on this stuff is very important to us.
Also, we are 100%, totally stable on TGB now in terms of features and UI changes for the release. That means all you TDN'ers can go crazy updating the docs on TDN. We'd love to see all the genre tutorials get fully updated for TGB 1.1, and there's nothing holding you back now. In fact, we've even posted some bounties to try to help get the TDN docs updated. Anything that is not up to date with TGB 1.1 will be backlisted on TDN when we launch.
We highly recommend switching over to Beta4. It shouldn't break any of your code, and it's got lots of bug fixes and little improvements over Beta3.
Let us know what you think! We will continue making TGB better and better after the official release, but for now we are focusing on stabilizing everything as it exists right now. So, our next release ought to be a full on release candidate, and from there, we'll be at release! :)
And I hope everyone here has been paying attention to the little pre-announcements on the B.I.G. thing coming for TGB users soon...
For this release, we've focused entirely on bug fixes and documentation. We are getting close to the official release of TGB, and in fact Beta4 is awfully close to a release candidate for us.
So, we could really use your help in finding bugs! In particular, we want to make sure we launch with zero crash bugs or hangs in the editor. :) That's the goal anyway. So, please help us out in a big way by hunting for any and every crash or hang bug that you can find, and report them clearly marked as Beta4 in the Bug Reports forum!
We also really want help error checking the docs. We've stripped the docs in this SDK update down to the ones we believe are fully functional and totally up to date with TGB as it exists today. So, if you find any bugs in them, please let us know ASAP! We don't want to ship with any errors in the docs.
Thanks! Getting help on this stuff is very important to us.
Also, we are 100%, totally stable on TGB now in terms of features and UI changes for the release. That means all you TDN'ers can go crazy updating the docs on TDN. We'd love to see all the genre tutorials get fully updated for TGB 1.1, and there's nothing holding you back now. In fact, we've even posted some bounties to try to help get the TDN docs updated. Anything that is not up to date with TGB 1.1 will be backlisted on TDN when we launch.
We highly recommend switching over to Beta4. It shouldn't break any of your code, and it's got lots of bug fixes and little improvements over Beta3.
Let us know what you think! We will continue making TGB better and better after the official release, but for now we are focusing on stabilizing everything as it exists right now. So, our next release ought to be a full on release candidate, and from there, we'll be at release! :)
And I hope everyone here has been paying attention to the little pre-announcements on the B.I.G. thing coming for TGB users soon...
#22
05/25/2006 (3:48 pm)
Thanks for going without sleep for us osx guys :)
#23
Very leetographic, I like the tabs on "create", now you can read the "special" object's text.
I dont see breakout there... You gotsta include that guys! =P
Nice work. =D
05/25/2006 (3:58 pm)
*Officially* I didnt finish the gravDemo ;), but be sure to check out bone.t2d (You have to fix the background image, or put up with a gradient).Very leetographic, I like the tabs on "create", now you can read the "special" object's text.
I dont see breakout there... You gotsta include that guys! =P
Nice work. =D
#24
05/25/2006 (7:03 pm)
I just have to say thanks to GG for TGB Beta4... I love TGB so much. It's awesome! It's contributing to sleep deprivation because I just can't stop playing with it... it's an incredible engine...
#25
~neo
05/26/2006 (6:34 am)
Well just ran it for the first time and got these messages in the console:Quote:
Loading compiled script common/preferences/bind.cs.
common/preferences/bind.cs (0): Unable to find object: 'flegMap' attempting to call function 'delete'
...
Loading compiled script T2D/gameScripts/game.cs.
Set::remove: Object "LBPlayWindowCtrlStack" does not exist in set
...
Loading compiled script T2D/managed/persistent.cs.
Cannot find menu FormMainMenu for clearMenuItems.
t2dParticleEmitter::setImageMap() - t2dImageMapDatablock Datablock is invalid! ()
...
Exporting Gui preferences.
writing out managedDatablockSet
managed count = 31
GuiFormManager::BroadcastContentMessage - Invalid Library Specified!
~neo
#26
Does it work though?
Im unsure about the BroadcastContentMessage thing...?
05/26/2006 (10:43 am)
I dont think that there are any problems there... The setImageMap error turns up frequently on TGB in general... Does it work though?
Im unsure about the BroadcastContentMessage thing...?
#27
think it should do that out the box do you?
Tiny little things like that could scare new users...
~neo
05/26/2006 (11:02 am)
Works fine (and yes I know setImageMap stuff happens) but I don't think it should do that out the box do you?
Tiny little things like that could scare new users...
~neo
#28
Its a game, errors are there to show that the engine can handle 'em. It it were serious there would be about 40 lines....
I think its messier than CS only TGB, but for the level-builder its worth it. ;)
05/26/2006 (3:13 pm)
Pfft, just dont let them open TGE.... Or even better the RTS-SK... HehehehIts a game, errors are there to show that the engine can handle 'em. It it were serious there would be about 40 lines....
I think its messier than CS only TGB, but for the level-builder its worth it. ;)
#29
DARN !! i wish i could finish a tiddy demo of my game in time for it... :( so much left to learn.
www.garagegames.com/mg/forums/result.thread.php?qt=43822#334988
05/28/2006 (12:42 am)
If i read between the line right ? the big thing comming for tgb users is a competition ?DARN !! i wish i could finish a tiddy demo of my game in time for it... :( so much left to learn.
www.garagegames.com/mg/forums/result.thread.php?qt=43822#334988
Torque 3D Owner Stephen Zepp
.dso files are generated at runtime, so you don't need them distributed.