Beta 3 Released
by Adam Larson · in Torque Game Builder · 04/18/2007 (10:45 am) · 10 replies
Nothing too fancy in this update (compared with the last one anyway), but most of the annoying bugs reported with Beta 2 should be fixed. Here is the change log, which should be a comprehensive list of all the major changes.
Gui Editor
Container selection is smarter.
Existing guis updated to the new file format so they can be edited easier.
Saner scroll bars.
More visible control pallette button.
Native menus.
Improved synchronization between the undo stack and the tree view.
Better behavior for saving old guis.
On load, a blank gui is shown, rather than the gui that was on the Canvas.
The last edited gui persists across sessions.
Mac Fixes
dPathCopy fixed. This fixes the inablity to create new projects.
Various native menu bugs.
FileDialog.execute properly returns on cancel.
Documentation
Updates to the folder layout so things are organized better.
Doxygen usage comments added to every t2dSceneObject console method.
Other Bug Fixes
t2dTextObjects can be cloned with %object.cloneWithBehaviors.
TorqueScript bitwise complement operator (~) works properly.
TGB safely deals with datablocks that reference invalid images.
Split views work properly now.
Edit fields are validated on toolbar button and menu item selections.
Default games directory fixed so scenes can be saved to it.
Fixed animation editor when editing images with cell counts of -1.
Fixed asset deletion.
Fixed interpolation for mounted objects with non-zero mount forces.
Fixed gotoWebPage in tools builds. Help->Documentation works again.
Fixed all/none collision mask buttons.
Win32 dpad input fixed and behavior improved.
World limits are properly cloned in cloneWithBehaviors.
Options Dialog
Removed screen resolution and bit depth settings.
Added options for setting the foreground and background sleep times. This allows you to configure how much CPU time is used.
Cancel behavior improved.
Changed 'Audio/Video' tab to 'General'.
Other Changes
Disallowed overwriting of existing games.
Removed full screen keybind toggle for tools.
Moved t2dSceneWindow::onUpdateScene from processTick to renderView so it is called per frame rather than per tick.
Added t2dSceneObject::getRenderPosition ConsoleMethod for updating things properly in onUpdateScene (like the camera, for instance).
Moved behavior cloning before addToScene so onAddToScene is called on the behaviors.
Added a color behavior field type.
Lots of console spam cleanup.
Made drop down list box images consistent across the app.
Removed the link to the reference from the help menu. The reference is in the regular docs now.
Gui Editor
Container selection is smarter.
Existing guis updated to the new file format so they can be edited easier.
Saner scroll bars.
More visible control pallette button.
Native menus.
Improved synchronization between the undo stack and the tree view.
Better behavior for saving old guis.
On load, a blank gui is shown, rather than the gui that was on the Canvas.
The last edited gui persists across sessions.
Mac Fixes
dPathCopy fixed. This fixes the inablity to create new projects.
Various native menu bugs.
FileDialog.execute properly returns on cancel.
Documentation
Updates to the folder layout so things are organized better.
Doxygen usage comments added to every t2dSceneObject console method.
Other Bug Fixes
t2dTextObjects can be cloned with %object.cloneWithBehaviors.
TorqueScript bitwise complement operator (~) works properly.
TGB safely deals with datablocks that reference invalid images.
Split views work properly now.
Edit fields are validated on toolbar button and menu item selections.
Default games directory fixed so scenes can be saved to it.
Fixed animation editor when editing images with cell counts of -1.
Fixed asset deletion.
Fixed interpolation for mounted objects with non-zero mount forces.
Fixed gotoWebPage in tools builds. Help->Documentation works again.
Fixed all/none collision mask buttons.
Win32 dpad input fixed and behavior improved.
World limits are properly cloned in cloneWithBehaviors.
Options Dialog
Removed screen resolution and bit depth settings.
Added options for setting the foreground and background sleep times. This allows you to configure how much CPU time is used.
Cancel behavior improved.
Changed 'Audio/Video' tab to 'General'.
Other Changes
Disallowed overwriting of existing games.
Removed full screen keybind toggle for tools.
Moved t2dSceneWindow::onUpdateScene from processTick to renderView so it is called per frame rather than per tick.
Added t2dSceneObject::getRenderPosition ConsoleMethod for updating things properly in onUpdateScene (like the camera, for instance).
Moved behavior cloning before addToScene so onAddToScene is called on the behaviors.
Added a color behavior field type.
Lots of console spam cleanup.
Made drop down list box images consistent across the app.
Removed the link to the reference from the help menu. The reference is in the regular docs now.
About the author
#2
'initializeProject' function could not be found.
This could indicate a bad or corrupt common directory for your game.
The Game will now shutdown because it cannot properly function
I moved to the project to the games folder and it worked fine though.
04/18/2007 (2:27 pm)
On my Mac, I created a new project in my Home folder and got the following error when I tried to test my game:'initializeProject' function could not be found.
This could indicate a bad or corrupt common directory for your game.
The Game will now shutdown because it cannot properly function
I moved to the project to the games folder and it worked fine though.
#3
04/19/2007 (1:20 am)
Fantastic job everyone, thanks for the update.
#4
Thanks all for the new release!
04/19/2007 (2:35 am)
The GUI fixes are most welcomed, certainly makes life a lot easier. cloneWithBehaviors is now doing everything I expect it to, so I can remove my hacky workarounds!Thanks all for the new release!
#5
04/19/2007 (4:05 am)
Seem to work fine here so far, the "rigid mounts jumping around like crazy"-bug is gone at least! (and you probably used a more elegant solution than my hacks to fix it... but I haven't had time to take a look at what you did exactly yet).
#6
Thanks a lot for doing something about that \o/
But I'm not sure if it's working, right now I'm trying to get it right, but it seems to have the same result as when I wasn't using this function ( http://www.garagegames.com/mg/forums/result.thread.php?qt=60074 ).
In my camera system, every single use of getposition() is replaced by getrenderposition() and it keep shaking. It's like .getrenderposition() is acting almost the same as .getposition() >_<
04/19/2007 (10:38 pm)
Quote:Added t2dSceneObject::getRenderPosition ConsoleMethod for updating things properly in onUpdateScene (like the camera, for instance).
Thanks a lot for doing something about that \o/
But I'm not sure if it's working, right now I'm trying to get it right, but it seems to have the same result as when I wasn't using this function ( http://www.garagegames.com/mg/forums/result.thread.php?qt=60074 ).
In my camera system, every single use of getposition() is replaced by getrenderposition() and it keep shaking. It's like .getrenderposition() is acting almost the same as .getposition() >_<
#7
Ad lib below:
After testing the level and closing the test game via the close button, then clicking the TGB window soon after it return to the screen (there's a minor pause), the test game is automatically ran again as if the play level button was pressed.
Any else still get this?
04/20/2007 (3:39 am)
Great work gg, keep it up man!!! All works fine and seems sharper thus far, but my 'Minor 'Play Level' repeat bug - 1.5 Beta2 / Beta3' seems to still exists www.garagegames.com/mg/forums/result.thread.php?qt=60120Ad lib below:
After testing the level and closing the test game via the close button, then clicking the TGB window soon after it return to the screen (there's a minor pause), the test game is automatically ran again as if the play level button was pressed.
Any else still get this?
#8
Many people need/want a current date/time retrieval function (I think :S). Folder renaming and deleting would be cool too, go on gg, make torquescript even sexier then it already is! ;0)
www.garagegames.com/mg/forums/result.thread.php?qt=60711
04/20/2007 (4:04 am)
EDIT: Oh, I almost forgot, please add a 'getDate()' and 'getTime()' gg! I can't use the source code route because it screws up other working engine code.Many people need/want a current date/time retrieval function (I think :S). Folder renaming and deleting would be cool too, go on gg, make torquescript even sexier then it already is! ;0)
www.garagegames.com/mg/forums/result.thread.php?qt=60711
#9
getRenderPosition is only going to work correctly if you use it in the t2dSceneGraph::onUpdateScene callback. During the t2dSceneObject::onUpdate call, it won't be any different from getPosition. So, in other words, you're going to want to make sure your camera position updating is done in onUpdateScene.
04/20/2007 (10:17 am)
@BenjamingetRenderPosition is only going to work correctly if you use it in the t2dSceneGraph::onUpdateScene callback. During the t2dSceneObject::onUpdate call, it won't be any different from getPosition. So, in other words, you're going to want to make sure your camera position updating is done in onUpdateScene.
#10
It still get the same result as when it was getposition().
PS : Did Justin received my mail ? I had no response so I assume not.
04/20/2007 (5:11 pm)
Right now the code looks like this :function t2dscenegraph::onUpdateScene(%this)
{
%renderpos = $hero.getrenderposition();
$hero.rposx = getWord(%renderpos, 0);
$hero.rposy = getWord(%renderpos, 1);
$camera.camera.setpositionX($hero.rposx + $camera.xoffset);
$camera.camera.setpositiony($hero.rposy + $camera.yoffset);
// the X and Y offset are calculated somewhere else depending on game action, but even if I disable them it still trembling.
}It still get the same result as when it was getposition().
PS : Did Justin received my mail ? I had no response so I assume not.
Torque Owner Kodafox
The color behavior field type is a nice addition too. I was hoping for that eventually.
Way to keep up the good work!