Game Development Community

TGEA 1.01 Out

by Brian Ramage · in Torque Game Engine Advanced · 04/03/2007 (5:04 pm) · 51 replies

It's mostly a bunch of bug fixes, but there were also some AFX particle changes and some l3dt work. Hopefully Jeff Faust and Ben Garney can chime in on the latter changes. TGEA is now happy with latest DXSDK's as well. Here's the list of fixes:

Lighting System fixes (looks like mostly Atlas related)
unProject() fix
support for multiple images in a single Atlas chunk
updated l3dt exporter
fixed crash when particle texture is not found
fixed CustomMaterial fallbacks not getting setStageData() called
fixed normalizeCube memory leak
fixed misc options dialog bugs
changed decals to render after water
fixed billboardz in tsMesh
added asserts for when D3D init fails
fixed WaterBlock creation crash
enabled water creation from demo
fixed WaterBlock client update
removed vertex buffer readback from ShadowProjector (small performance thing)
now works properly with latest DXSDK's
misc XInput fixes



There will be a 1.02 version that will come soon that is for Constructor support.
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#41
04/07/2007 (1:10 am)
Quote:When i run the Interactive Walkthrough get a yellow screen (DRL on) and pink screen with (DRL off) only the text and the menus are working. o_O

Martin

I have the same problem... and I have deleted V1.0.0. ;((((
#42
04/07/2007 (9:51 am)
I have the magenta screen on the walkthrough and when I run the water demo its all messed up. The terrain is all black and blue untill I move a little then it lights up "sorta" with this green and blue and white.

jspivey.4t.com/images/TGEA1.1MessedUp.jpg

THIS FIXES IT


Download the runtime stuff at that link and you can run it fine.
#44
04/07/2007 (7:04 pm)
Ah~ After installed DX february edition, it works fine, thanks, John.
#45
04/11/2007 (11:25 am)
Thanks for feedback on the DX problems guys, I'll get that fixed for 1.02, coming soon.
#46
04/12/2007 (3:12 pm)
Alright, so I just installed the October 2006 DXSDK with head version of TGEA and had no problems with it. I'm guessing the complaints are that the binary in 1.01 only works with Feb and later SDK's? Yeah, that's how DirectX is supposed to work now (blame MS, not us). For 1.02, I'll compile with the October SDK so it'll be a little nicer, but this is not a big deal IMO. I'm more concerned with making sure TGEA works with whatever SDK you are compiling against.
#47
04/12/2007 (3:34 pm)
Oi... I work for M$ and i'm sick of people bashing us... We try, but we are also humans trying to make everyone happy and to push technology further, not just for in the information technology, but for an ever better life standard for all....

Wehehe... Sure I got some people! :P

Haha... What am I saying... Just joking you guys! Good work!

Disclaimer: I am in no way associated with Microsoft. My views mean nothing since I have none. Dont listen to me.
#48
04/12/2007 (4:38 pm)
TGEA 1.01

I was getting a crash in atlasGenerateTextureTOCFromLargeJPEG until I changed line 285 in engine/atlas/editor/atlasImportLargeImage.cpp from

GBitmap *gb = new GBitmap(tileSize, tileSize);

to:

GBitmap *gb = new GBitmap[1];
gb->allocateBitmap(tileSize, tileSize);
#49
04/15/2007 (4:05 am)
TGEA 1.0.1 works excelent for me with the Windows Server 2003 SP1 SDK and DirectX 9.0c SDK April 2007..
built in release mode with visual c++ 2005 express..

no problems at all running it on windows xp pro sp2

Cheers
#50
04/27/2007 (7:46 am)
For more info about the particle system enhancements in TGEA 1.01 see this link:
TGEA 1.01 Particle Enhancement Guide
#51
04/29/2007 (5:11 pm)
Is there any information available about the new multilayer support for Atlas with 1.01
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