TGEA MS 4.2 Release
by Brian Ramage · in Torque Game Engine Advanced · 01/23/2007 (4:17 pm) · 119 replies
Hey guys,
MS 4.2 should be up now. Like I said in my blog post, no new features, it was mostly work fixing
memory leaks, fixing bugs, cleaning up some areas, etc. Here's a list of some of the fixes:
- Fixed a bunch of memory leaks. Pretty much everything major should be fixed now, although
I don't believe the Atlas memory leak fixes made it into 4.2, so that will be in RC1.
- setTexture() optimization - reduces redundant texture states
- Xinput controller connected query fix
- Atlas dynamic lighting enabled
- Fixed Load/SaveGuiDlg support.
- Killed "newMission" loading from main menu.
- Fixed project files for VC2003 and VC2005
- Double sided Material fix
- Misc lighting fixes and updates
- Detail maps work on legacy terrain
Here is a list of known major and intermediate issues with this build:
- terrain painting error - causes crash when painting with "set empty" brush
- crash when editing camera spline path
- deleting SimGroup "environment" causes crash
- occasional crash when changing resolutions
- going into mission editor in walkthrough drops camera inside waypoint marker
- legacy terrain issues with tops of peaks missing in editor mode
- lighting messed up when switching between fullscreen and windowed
If you are seeing bugs that are not on this list, please go ahead and post them in the "Bugs" area on the forums. If they are significant and reproducable, we'll get to them for RC1 which we're hoping we can get to you in a week or two. That release will include a "default material" feature so you don't have to create a Material for every single texture in your game.
In addition to the bug fixing, we're working on fleshing out the docs more. If you have any requests for areas of the engine that you'd like to see more documentation on, go ahead and post them and we'll try and hit as many as we can.
December 2006 DirectX SDK - I just wanted to let you all know that there are issues between TGEA and that DXSDK. Those issues won't be resolved until after TGEA goes 1.0. Please use the October 2006 SDK until then.
MS 4.2 should be up now. Like I said in my blog post, no new features, it was mostly work fixing
memory leaks, fixing bugs, cleaning up some areas, etc. Here's a list of some of the fixes:
- Fixed a bunch of memory leaks. Pretty much everything major should be fixed now, although
I don't believe the Atlas memory leak fixes made it into 4.2, so that will be in RC1.
- setTexture() optimization - reduces redundant texture states
- Xinput controller connected query fix
- Atlas dynamic lighting enabled
- Fixed Load/SaveGuiDlg support.
- Killed "newMission" loading from main menu.
- Fixed project files for VC2003 and VC2005
- Double sided Material fix
- Misc lighting fixes and updates
- Detail maps work on legacy terrain
Here is a list of known major and intermediate issues with this build:
- terrain painting error - causes crash when painting with "set empty" brush
- crash when editing camera spline path
- deleting SimGroup "environment" causes crash
- occasional crash when changing resolutions
- going into mission editor in walkthrough drops camera inside waypoint marker
- legacy terrain issues with tops of peaks missing in editor mode
- lighting messed up when switching between fullscreen and windowed
If you are seeing bugs that are not on this list, please go ahead and post them in the "Bugs" area on the forums. If they are significant and reproducable, we'll get to them for RC1 which we're hoping we can get to you in a week or two. That release will include a "default material" feature so you don't have to create a Material for every single texture in your game.
In addition to the bug fixing, we're working on fleshing out the docs more. If you have any requests for areas of the engine that you'd like to see more documentation on, go ahead and post them and we'll try and hit as many as we can.
December 2006 DirectX SDK - I just wanted to let you all know that there are issues between TGEA and that DXSDK. Those issues won't be resolved until after TGEA goes 1.0. Please use the October 2006 SDK until then.
#62
01/26/2007 (4:55 pm)
Sorry but I have no clue where to look for that, my programming skills=novice. I'm looking in mPlane.h now and dont see or not noticing any varables being set for i,j,k .... I haven't touched anything outside of just putting in my terrain and player models.
#63
NOTE: verts/chunk is high; for smoother framerate consider setting the tree depth to 2 and reprocessing. <---getting rid of that error seems to be priorty if I dont fix it I get the mplane error or TSE creates a hole somewhere in my terrain usually in a mountain area section and you fall through into the void. -.-;
So in summary cause I wasnt running in debug mode my map actually wasnt running right cause of Error and Tree Depth variable. Also think I pickup some extra FPS!! ;)
01/26/2007 (9:04 pm)
At long last I fixed the error. Was a wrong value in my terrain generation to TSE. Was troubleshooting in 4.0 and imported everything into 4.2 and they are both behaving now.NOTE: verts/chunk is high; for smoother framerate consider setting the tree depth to 2 and reprocessing. <---getting rid of that error seems to be priorty if I dont fix it I get the mplane error or TSE creates a hole somewhere in my terrain usually in a mountain area section and you fall through into the void. -.-;
So in summary cause I wasnt running in debug mode my map actually wasnt running right cause of Error and Tree Depth variable. Also think I pickup some extra FPS!! ;)
#64
Has there been any fix for this noted anywhere?
01/27/2007 (1:58 am)
Everything has been working great, but then on a compile today I've noticed that we're seeing the same lighting issues with terrain. The issue where the "chunk" gets brightened up alot, etc. It is happening for us on firing of a weapon (in this case the Crossbow, since we use it to test for issues). It seems the dynamic light causes the terrain to explode with brightness.Has there been any fix for this noted anywhere?
#65
For us, we have been using my quick material loading patch (which is a Resource, although still unapproved), which previously would Preload any CustomMaterials (which includes many Terrain ones).
I switched over to try out Brian's version which he posted in the forums, which does not do any preloading for CustomMaterials. This ended up being the root of the problem. I switched back to preloading the Atlas CustomMaterials and the lighting issue went away.
Anybody who is having odd lighting issues, if you're using the quick loading "patch" from the forums, try to revert and see if it fixes it for you
01/27/2007 (2:03 am)
And, as a quick followup.. I fixed it for our build.For us, we have been using my quick material loading patch (which is a Resource, although still unapproved), which previously would Preload any CustomMaterials (which includes many Terrain ones).
I switched over to try out Brian's version which he posted in the forums, which does not do any preloading for CustomMaterials. This ended up being the root of the problem. I switched back to preloading the Atlas CustomMaterials and the lighting issue went away.
Anybody who is having odd lighting issues, if you're using the quick loading "patch" from the forums, try to revert and see if it fixes it for you
#66
Are you saying that the one you posted in the resource section is working better?
01/27/2007 (2:59 am)
Hi Jeremiah,Are you saying that the one you posted in the resource section is working better?
#67
01/27/2007 (11:05 am)
Well, in my case, it is, but its only the terrain materials that need to be loaded earlier. Probably can do the same as what Brian did with the waterblock, just have to find all of the places that Atlas finds the Shader/Material, and set it up to load its own data etc
#68
01/27/2007 (6:19 pm)
Where exactly is the AtlasClipMapBatcher::render() line? Which file is it in?
#69
Atlas priorities - we're looking good right now, it's Ben's highest priority ATM.
01/28/2007 (12:34 am)
@Billy - thanks for getting back solving that problem, you had me worried there. I was about to dig out my old machine and put a 5500 in there to test ;)Atlas priorities - we're looking good right now, it's Ben's highest priority ATM.
#70
01/28/2007 (9:23 am)
Clean build has solved my prob, ignore this. It was the first time I'd built it so I don't know what was going on.
#71
Edit add example pick (yea I know it's minor issue):
01/28/2007 (2:30 pm)
So no one else get's cut off sceen in options menu (volume window cut in half)? Just to verify it's a problem with my client and not the build.Edit add example pick (yea I know it's minor issue):
#72
01/28/2007 (2:35 pm)
I get that too. Even in TGE.
#73
@Vashner: That is a bug in the GUI. We've already fixed it for next release.
01/28/2007 (4:36 pm)
@addiktive: Try using find in files - should come up nice and quick. Or you can open engine/atlas/runtime/atlasClipMapBatcher.cpp.@Vashner: That is a bug in the GUI. We've already fixed it for next release.
#74
That include the Atlas pipeline ?
A lot of people waiting for Atlas to be able to make there game !
01/28/2007 (8:38 pm)
Brian you said that : Atlas priorities - we're looking good right now, it's Ben's highest priority ATM.That include the Atlas pipeline ?
A lot of people waiting for Atlas to be able to make there game !
#75
Atlas bug fixes are high priority. We want what's there to be solid at release.
Atlas pipeline work is on-going. However we will not hold up TGEA 1.0 just for an Atlas pipeline feature. If what's in there is bug-free when our internal deadline hits, then we'll be releasing 1.0, and Atlas pipeline improvements can go into later releases.
01/28/2007 (9:08 pm)
Guys - to clarify on this point since it seems to be confusing to many:Atlas bug fixes are high priority. We want what's there to be solid at release.
Atlas pipeline work is on-going. However we will not hold up TGEA 1.0 just for an Atlas pipeline feature. If what's in there is bug-free when our internal deadline hits, then we'll be releasing 1.0, and Atlas pipeline improvements can go into later releases.
#76
Please note, this is more of a hack than a bugfix. (Like 90% of my code...)
Step 1. Open ~\client\ui\optionsDlg.gui with your favourite text editor.
Step 2. You may notice that there are two GUI controls called OptGraphicsPane. Rename the first one you encounter to OptDisplayPane, and then cut the entire control and then paste it just before the second, and rename the second to OptLightingPane. Change the position of the first to "0,0", and the position of the second to "0,108".
Step 3. Copy the following code, and paste it above just above your newly renamed OptDisplayPane.
lastly, add a curly brace and a semicolon at the end of OptLightingPane, so it looks like this:
I chose to keep the two panes and create one that contains both to keep the look of the current broken pane. (It may be broken, but I like the seperate pane look.)
I am sure most of you would have fixed this yourselves, but I thought I would post it anyway on the off chance that it helps someone.
01/28/2007 (11:20 pm)
@ Vashner - There is an easy fix for the optionsDlg problem you are experiencing. (Forgive me if you have already fixed it yourself, I just thought I would post my simple fix here just in case others were also having trouble.)Please note, this is more of a hack than a bugfix. (Like 90% of my code...)
Step 1. Open ~\client\ui\optionsDlg.gui with your favourite text editor.
Step 2. You may notice that there are two GUI controls called OptGraphicsPane. Rename the first one you encounter to OptDisplayPane, and then cut the entire control and then paste it just before the second, and rename the second to OptLightingPane. Change the position of the first to "0,0", and the position of the second to "0,108".
Step 3. Copy the following code, and paste it above just above your newly renamed OptDisplayPane.
new GuiControl(OptGraphicsPane) {
canSaveDynamicFields = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "9 55";
Extent = "357 208";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";lastly, add a curly brace and a semicolon at the end of OptLightingPane, so it looks like this:
maxLength = "255";
};
};
}; // Curly brace added here
new GuiControl(OptNetworkPane) {I chose to keep the two panes and create one that contains both to keep the look of the current broken pane. (It may be broken, but I like the seperate pane look.)
I am sure most of you would have fixed this yourselves, but I thought I would post it anyway on the off chance that it helps someone.
#77
Still havent had any luck solving the white/blue square issue on the atlas terrain. And will the Detail Texture feature be added for RC1?
01/29/2007 (2:28 am)
What do the following warnings mean, and are they a problem?MxBlockModel.cxx
..\lib\libqslim\MxBlockModel.cxx(135) : warning C4996: 'strdup' was declared deprecated
J:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\string.h(205) : see declaration of 'strdup'
Message: 'The POSIX name for this item is deprecated. Instead, use the ISO C++ conformant name: _strdup. See online help for details.'
mixmsg.cxx
..\lib\libqslim\mixmsg.cxx(79) : warning C4996: 'vsprintf' was declared deprecated
J:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\stdio.h(345) : see declaration of 'vsprintf'
Message: 'This function or variable may be unsafe. Consider using vsprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'dxVersionChecker.cpp
J:\Program Files (x86)\Microsoft DirectX SDK (October 2006)\Include\strsafe.h(5595) : warning C4996: '_vsnprintf' was declared deprecated
J:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\stdio.h(339) : see declaration of '_vsnprintf'
Message: 'This function or variable may be unsafe. Consider using _vsnprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
J:\Program Files (x86)\Microsoft DirectX SDK (October 2006)\Include\strsafe.h(5635) : warning C4996: '_vsnwprintf' was declared deprecated
J:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\wchar.h(719) : see declaration of '_vsnwprintf'
Message: 'This function or variable may be unsafe. Consider using _vsnwprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
J:\Program Files (x86)\Microsoft DirectX SDK (October 2006)\Include\strsafe.h(5719) : warning C4996: '_vsnprintf' was declared deprecated
J:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\stdio.h(339) : see declaration of '_vsnprintf'
Message: 'This function or variable may be unsafe. Consider using _vsnprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
J:\Program Files (x86)\Microsoft DirectX SDK (October 2006)\Include\strsafe.h(5871) : warning C4996: '_vsnwprintf' was declared deprecated
J:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\wchar.h(719) : see declaration of '_vsnwprintf'
Message: 'This function or variable may be unsafe. Consider using _vsnwprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
..\engine\platformWin32\dxVersionChecker.cpp(149) : warning C4996: '_wsplitpath' was declared deprecated
J:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\stdlib.h(782) : see declaration of '_wsplitpath'
Message: 'This function or variable may be unsafe. Consider using _wsplitpath_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'gfxD3DDevice.cpp ..\engine\gfx\D3D\gfxD3DDevice.cpp(39) : warning C4482: nonstandard extension used: enum 'GFXVertexColor::ColorOrdering' used in qualified name
Still havent had any luck solving the white/blue square issue on the atlas terrain. And will the Detail Texture feature be added for RC1?
#78
01/29/2007 (4:23 am)
The first two blocks of warnings are nothing to worry about.
#79
01/29/2007 (8:17 am)
Specifically: the first is because MS decided that using strcmp is bad in servers. (That code is never executed on a Torque server.) The second is some variance between the C++ spec and MS's implementation thereof.
#80
01/29/2007 (8:18 am)
Also - detail texture has been added & works properly. Can you e-mail me directly about the Atlas issue? That is, if you want it fixed quickly... :)
Associate Ben Garney