TGE 1.5.2 Released
by asmaloney (Andy) · in Torque Game Engine · 05/15/2007 (10:13 am) · 45 replies
TGE 1.5.2 Release Notes
New:
- added dynamic static mesh lighting
- turned old static mesh rendering method into the "simple" method used for simple lighting mode and debug rendering mode
Performance:
- created new static mesh rendering method that renders static and dynamic light at once, reducing rendering overhead
- bumped lower lighting profiles to static mesh collision hull shadows instead of geometry based
- avoid rendering calls on meshes which don't require it
Bug Fixes:
- resolved lighting problems on objects that were mirrored in Torque Constructor
- light mapping now honors light's castShadows property
- fixed cases when water block size != 8
- smoother interpolation of the freecam
- fixed memory leak in NetEvent
- several minor changes for the Linux build
- don't try to do anything after deleting the object in Explosion::processTick()
- revert incorrect optimization in particle engine [introduced in 1.5.1]
- fixed dark lighting [introduced in 1.5.1]
- fixed assert when changing to fullscreen and the mission contains a new Constructor dif [introduced in 1.5.1]
- remove degenerate tris from light mapping [fixes AssertFatal("!");]
- light type filtering to stop static lights set to affect DTS objects from illuminating static meshes dynamically
- fixed z-fighting on alpha static mesh surfaces
- fixed static mesh BVPT issue with choosing bad first plane on pipe-like objects
- fixed smoothing detection
- fixed lighting profiles
- avoid static mesh hulls in DTS environment lighting
- block dynamic shadows on static meshes
- fixed debug interior render mode
- fixed incorrect include for compiling fonttool
- fixed several map2dif_plus errors
Removed:
- really old Max and Maya SDKs from the lib directory:
-- maxsdk31
-- mayasdk4
-- mayasdk5
New:
- added dynamic static mesh lighting
- turned old static mesh rendering method into the "simple" method used for simple lighting mode and debug rendering mode
Performance:
- created new static mesh rendering method that renders static and dynamic light at once, reducing rendering overhead
- bumped lower lighting profiles to static mesh collision hull shadows instead of geometry based
- avoid rendering calls on meshes which don't require it
Bug Fixes:
- resolved lighting problems on objects that were mirrored in Torque Constructor
- light mapping now honors light's castShadows property
- fixed cases when water block size != 8
- smoother interpolation of the freecam
- fixed memory leak in NetEvent
- several minor changes for the Linux build
- don't try to do anything after deleting the object in Explosion::processTick()
- revert incorrect optimization in particle engine [introduced in 1.5.1]
- fixed dark lighting [introduced in 1.5.1]
- fixed assert when changing to fullscreen and the mission contains a new Constructor dif [introduced in 1.5.1]
- remove degenerate tris from light mapping [fixes AssertFatal("!");]
- light type filtering to stop static lights set to affect DTS objects from illuminating static meshes dynamically
- fixed z-fighting on alpha static mesh surfaces
- fixed static mesh BVPT issue with choosing bad first plane on pipe-like objects
- fixed smoothing detection
- fixed lighting profiles
- avoid static mesh hulls in DTS environment lighting
- block dynamic shadows on static meshes
- fixed debug interior render mode
- fixed incorrect include for compiling fonttool
- fixed several map2dif_plus errors
Removed:
- really old Max and Maya SDKs from the lib directory:
-- maxsdk31
-- mayasdk4
-- mayasdk5
#22
05/17/2007 (2:11 pm)
I hadn't thought about the Mac zip as the last one I tried was an app file in it for TGB. Looks like the TGE isn't like that. BTW, badguy, making silly remarks like that regarding the name of an OS doesn't help anything.
#23
05/17/2007 (5:54 pm)
Araxis merge is rly.good too
#24
Thanks GG and GG community!
05/19/2007 (9:36 am)
Damn, I just merged all of my code changes in to 1.5.1 (cg water/cg interiors, parallax mapping, swimming, water tiling fix, improved water depth mask, support for 15 terrain textures, alpha lod, torso twist, and a host of other changes). These updates are worth way too much not to merge. I guess I know what I'm doing this weekend :)Thanks GG and GG community!
#25
Note: This issue wasn't here in 1.5.1 but in 1.5.2 it became a problem.
-edit- added note.
05/21/2007 (2:32 am)
We're having trouble with DIF interiors made in Constructor that composed of static DTS objects. What happens is when we place that exported DIF onto the scene and click on "Relight Scene", the rest of the scene will get affected by the lighting as well. In our case, the lighting will get terribly dark, which our assets are originally well lit without the new DIF. Is this a known issue?Note: This issue wasn't here in 1.5.1 but in 1.5.2 it became a problem.
-edit- added note.
#27
05/21/2007 (8:47 pm)
We tried both Torque Constructor 1.0 and 1.0.1 for constructing the DIF asset. We even tried composing new assets using the default Torque-supplied DTS objects.
#28
Can you send me a difs that's causing the problem - I'll take a look at it here and see what's going on.
05/24/2007 (11:13 am)
Hi Matahari,Can you send me a difs that's causing the problem - I'll take a look at it here and see what's going on.
#30
05/28/2007 (10:25 am)
When I try to download, all it does is say "waiting for download2.garagegames.com" at the bottom of the page.
#32
05/28/2007 (12:13 pm)
Matahari, thanks, I have the email and will check it out soon.
#33
"x" is not a member of the "y" data block class. I'm assuming that's not normal?
some other random errors too that I hadn't seen before.
06/01/2007 (10:13 am)
I merged it and compiled correctly, but now I have a bunch of new errors in my console. Lots of"x" is not a member of the "y" data block class. I'm assuming that's not normal?
some other random errors too that I hadn't seen before.
#34
I'm having trouble loading the difs you sent - whenever I load them up in a debug build Torque crashes (I'm running TGE 1.5.2). What version of Constructor or map2dif are these from?
06/01/2007 (12:35 pm)
Hi Matahari,I'm having trouble loading the difs you sent - whenever I load them up in a debug build Torque crashes (I'm running TGE 1.5.2). What version of Constructor or map2dif are these from?
#36
06/06/2007 (4:03 pm)
Can you try exporting them from Constructor 1.0.2 and see if that fixes the problem. If not can you send the newly exported difs over?
#37
Sorry for the wait, I just sent you over the newly exported DIFs in Constructor 1.0.2
06/14/2007 (10:08 pm)
@ John KabusSorry for the wait, I just sent you over the newly exported DIFs in Constructor 1.0.2
#38
Try adding a simple cube into the dif and apply a null texture to it - the cube will still cast a shadow, but if you make it small and contained in the dts or hidden under the dts it shouldn't be a problem.
06/15/2007 (12:19 pm)
I'm getting the same crash during rendering - it looks like the dif doesn't contain surfaces, only dts objects. I'm not sure it was designed to do that.Try adding a simple cube into the dif and apply a null texture to it - the cube will still cast a shadow, but if you make it small and contained in the dts or hidden under the dts it shouldn't be a problem.
#39
06/18/2007 (11:54 pm)
Ok, I'll tell my artist. Just wondering have you tried the tree1.dif included? On stock 1.5.2 i can confirm that the elf crashes on pressing relight scene, but the tree1 doesn't crash and would just cause the "darkening" effect.
#40
06/19/2007 (12:42 am)
Released the 15th... and I only see it now... Jo jo jooo...
Torque Owner Badguy
its all about the tools you use.
try winmerge if you use windblows.
no need to mention Linux tools tho.