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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
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#41
06/21/2007 (11:18 am)
I don't see the tree dif in your email, but if there are no brushes it's likely the same issue. On my PC (in debug mode) the elf dif crashes when first rendered (as soon as it's added) - the code is looking for surfaces, but the dif doesn't contain any. It's possible that a release mode might not crash, but it would instead corrupt some of the engine data causing odd results.
#43
06/29/2007 (7:01 am)
I just grabbed the new 1.5.2 (Mac, thanks again Andy ;) ); and I've been quite surprised with the changes.
Did you guys changed anything in the Stronghold mission? It's like if I had upgraded my iMac... 8P
It's damn very FPS friendly now. More smooth. Woaw.

Ok, I stop now.
Try to do better next time, or...!!! ;)
#44
06/29/2007 (11:03 am)
Quote:Did you guys changed anything in the Stronghold mission?

In terms of the mission itself, Tim Aste added levels of detail to the DIFs [tower, cottage, and dock] and reduced the amount of precipitation. Combine these mission changes with the engine changes in 1.5.2 and Stronghold runs reasonably on my aging Powerbook G4!
#45
06/30/2007 (1:13 am)
Thanks Andy.
Adding LODs to the buildings makes sense, I have yet to figure why there was none until then ;)

I wanted to compare the rough engine performances, so I'll have to move the old .difs into the 1.5.2.
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