TGB 1.6 Released
by Matthew Langley · in Torque Game Builder · 12/14/2007 (2:32 pm) · 41 replies
Hey everyone, as some of you have already seen, TGB 1.6 has gone live. You can found it in your "My Account" section of the website, under the appropriate TGB download section.
TGB 1.6 mainly consists of fixes, improvements, documentation compatability, and general clean-up. We really wanted to clean up some of the previous issues and focus on general stability of TGB, so this is the culmination of a lot of work built up and hopefully will improve your enjoyment and general TGB experience.
With the IAC and Torque 2.0 announcements I know a lot of speculation has gone around about our support of our current tech. Hopefully this will help strengthen TGB as a solid experience and game solution, as well as reassure you that we value all of our existing engines and tools as well as our customers utilizing them :)
Note: This has been Fixed Currently the TorqueGameBuilder Pro Mac link is broken. We are aware this and it will be fixed. People were already starting to notice the downloads so we wanted to make the announcement.
Feel free to post any questions, issues, or comments based on this release in this thread. If you have any bug reports feel free to post them in the report bugs forum.
here are just some of the things changed in 1.6
TGB Change List
Engine & Tool
- File IO issues have been fixed, a doc explaining some of the changes and principles of it can be found here
- Camera mounting jitter is fixed
- An issue in which a cloned object that had behaviors would not trigger its behaviors "onAdd" and "onAddToScene" callbacks has been fixed
- Fixed a collision issue causing "walking through objects"
- Fixed various issues with the 'Tree View' based GUIs
- Project Templates can now specify resource includes
- Scene Editor will now properly dismount objects, paths, etc when deleting children and / or parent objects
- Jumping mouse in Tiger fixed (Mac Specific)
Animation Builder
- The image browser will now display 'LINK' image maps
- The trash icon will now properly trash all animation frames
GUI Editor
- When saving a new GUI, the editor will now properly add the .gui extension
- When saving a new GUI, the editor will now remember the file name when re-saving
- It is now possible to select locked gui items, but still impossible to move or resize them
- Resolved some GUI object selection issues
Project Builder
- Company and product name entries
- Updates the game project's commonConfig.xml file with proper information
- Renames executable with the product name
- Updates game's window title with product name
Documentation
- Some "TGB Reference" description updates
- Syntax examples have been added to methods for t2dSceneobject in the "TGB Reference"
- Tutorials have had a compatibility pass
for more changes as well as details check here
TGB 1.6 mainly consists of fixes, improvements, documentation compatability, and general clean-up. We really wanted to clean up some of the previous issues and focus on general stability of TGB, so this is the culmination of a lot of work built up and hopefully will improve your enjoyment and general TGB experience.
With the IAC and Torque 2.0 announcements I know a lot of speculation has gone around about our support of our current tech. Hopefully this will help strengthen TGB as a solid experience and game solution, as well as reassure you that we value all of our existing engines and tools as well as our customers utilizing them :)
Note: This has been Fixed Currently the TorqueGameBuilder Pro Mac link is broken. We are aware this and it will be fixed. People were already starting to notice the downloads so we wanted to make the announcement.
Feel free to post any questions, issues, or comments based on this release in this thread. If you have any bug reports feel free to post them in the report bugs forum.
here are just some of the things changed in 1.6
TGB Change List
Engine & Tool
- File IO issues have been fixed, a doc explaining some of the changes and principles of it can be found here
- Camera mounting jitter is fixed
- An issue in which a cloned object that had behaviors would not trigger its behaviors "onAdd" and "onAddToScene" callbacks has been fixed
- Fixed a collision issue causing "walking through objects"
- Fixed various issues with the 'Tree View' based GUIs
- Project Templates can now specify resource includes
- Scene Editor will now properly dismount objects, paths, etc when deleting children and / or parent objects
- Jumping mouse in Tiger fixed (Mac Specific)
Animation Builder
- The image browser will now display 'LINK' image maps
- The trash icon will now properly trash all animation frames
GUI Editor
- When saving a new GUI, the editor will now properly add the .gui extension
- When saving a new GUI, the editor will now remember the file name when re-saving
- It is now possible to select locked gui items, but still impossible to move or resize them
- Resolved some GUI object selection issues
Project Builder
- Company and product name entries
- Updates the game project's commonConfig.xml file with proper information
- Renames executable with the product name
- Updates game's window title with product name
Documentation
- Some "TGB Reference" description updates
- Syntax examples have been added to methods for t2dSceneobject in the "TGB Reference"
- Tutorials have had a compatibility pass
for more changes as well as details check here
About the author
I Manage Tool Development for Torque at InstantAction
#22
My game was sluggish with 1.5.1 on my 500$ Dell laptop with onboard video but with 1.6 it is much smoother. :)
@Phillip OShea and others with behaviors not loaded: deleting all dsos and rerunning them resolved the issue for me.
12/16/2007 (7:50 am)
I successfully converted my project. My game was sluggish with 1.5.1 on my 500$ Dell laptop with onboard video but with 1.6 it is much smoother. :)
@Phillip OShea and others with behaviors not loaded: deleting all dsos and rerunning them resolved the issue for me.
#23
So the actualization is not something automatic?
I don't know how to do that but I will try :)
Thanks!
12/16/2007 (7:56 am)
@benjamin,So the actualization is not something automatic?
I don't know how to do that but I will try :)
Thanks!
#24
12/16/2007 (9:08 am)
I'm having odd problems updating projects, too. As long as I see the dialog box asking if I want to update a project, I seem to be fine. But I don't always get the dialog when opening a project. I opened one project three times and some behaviors did not work. Finally on the fourth time I opened the project, I received the dialog box asking if I want to update the project. I said Yes and now everything works fine.
#25
But now the problem it is that save is not working anymore. :(
I'm using:
12/22/2007 (12:55 pm)
I have actualized my project.But now the problem it is that save is not working anymore. :(
I'm using:
$DataPlayer.save(expandFilename("~/data/savedInfo/" @ $DataPlayer @ ".cs"));
#26
I don't remember but a very long time to pass from v1.1.3 to v1.5.1
More or less 5 month to pass from v1.5.1 to 1.6.0
Only "fixes, improvements, documentation compatability, and general clean-up" as you say...
I won't try this version since there isn't any new features like true network support for example (man near 2008 pfff) and stuff like Physics Engine are probably still "buggy" or incomplete.
Even if i don't use it, Game maker 7.0 looks way much better and full featured than TGB.
A shame when you know the price differences...
I'm really disappointed about this purchase...
The features page really mistaken me when i buy TGB (even more when it was T2D...).
I just give my opinion after years and years of waiting and disappointment !
12/23/2007 (7:34 am)
I don't understand your version progression.I don't remember but a very long time to pass from v1.1.3 to v1.5.1
More or less 5 month to pass from v1.5.1 to 1.6.0
Only "fixes, improvements, documentation compatability, and general clean-up" as you say...
I won't try this version since there isn't any new features like true network support for example (man near 2008 pfff) and stuff like Physics Engine are probably still "buggy" or incomplete.
Even if i don't use it, Game maker 7.0 looks way much better and full featured than TGB.
A shame when you know the price differences...
I'm really disappointed about this purchase...
The features page really mistaken me when i buy TGB (even more when it was T2D...).
I just give my opinion after years and years of waiting and disappointment !
#27
You should know that TGB 1.6 is a huge bugfix of TGB 1.5.1.
TGB 1.5.1 had some critical bugs and didn't worked properly under MacOS Leopard.
So that was a very long-awaited bugfix release.
As for the Game Maker, you can even use the free Playground SDK. Its really doesn't matter what to use, everybody choose the preferred game engine for themselves.
12/23/2007 (8:25 am)
Rivage:You should know that TGB 1.6 is a huge bugfix of TGB 1.5.1.
TGB 1.5.1 had some critical bugs and didn't worked properly under MacOS Leopard.
So that was a very long-awaited bugfix release.
As for the Game Maker, you can even use the free Playground SDK. Its really doesn't matter what to use, everybody choose the preferred game engine for themselves.
#28
If you were using TGB you would be able to understand the progession.
It is true, some points on TGB are weak and you will hate them, but there are several strong points that will cause you to love TGB.
I will be patient with GG team, because it seems (they have demonstrated) that TGB is better and better as time goes.
Personally I have never tried Game Maker, and I will not since its interface is really ugly and to me, not intuitive.
But as you have stated, this is only my opinion ;)
And I can't wait to see and try TGB 2
12/23/2007 (1:03 pm)
Rivage:If you were using TGB you would be able to understand the progession.
It is true, some points on TGB are weak and you will hate them, but there are several strong points that will cause you to love TGB.
I will be patient with GG team, because it seems (they have demonstrated) that TGB is better and better as time goes.
Personally I have never tried Game Maker, and I will not since its interface is really ugly and to me, not intuitive.
But as you have stated, this is only my opinion ;)
And I can't wait to see and try TGB 2
#29
But weak points win above strong points for me.
It's true, this is just a question of what you need for your personal project.
TGB is way too restrictive for indie game "genre" that spawn everywhere on the Internet and which are not so "clich
12/23/2007 (3:54 pm)
I agree with both post above this one.But weak points win above strong points for me.
It's true, this is just a question of what you need for your personal project.
TGB is way too restrictive for indie game "genre" that spawn everywhere on the Internet and which are not so "clich
#30
What a shame...
sorry i'm feed up and i cannot end my topic but thanks anyway to Isaac and Kostya ;)
12/23/2007 (4:07 pm)
Pff this forum bug's 3 times !What a shame...
sorry i'm feed up and i cannot end my topic but thanks anyway to Isaac and Kostya ;)
#31
Thanks SO much for focusing on a stability release. That's really the most important to me -- just getting bug fixes and such. So it's wonderful to have your continued support for T2D in this way.
One question: are there any plans to support gamepads on the Mac? Currently this support is non-existant, yet this is not mentioned anywhere in any documentation. It's something you just have to "find out".
01/01/2008 (1:27 pm)
Matthew,Thanks SO much for focusing on a stability release. That's really the most important to me -- just getting bug fixes and such. So it's wonderful to have your continued support for T2D in this way.
One question: are there any plans to support gamepads on the Mac? Currently this support is non-existant, yet this is not mentioned anywhere in any documentation. It's something you just have to "find out".
#32
This is really bad - can someone help?
-Aaron
01/21/2008 (10:08 pm)
I can't save any files now either. Neither my own files nor the commonConfig.xml file get saved anymore. This is really bad - can someone help?
-Aaron
#33
01/27/2008 (11:00 pm)
How does the export function work in TGB 1.6? I have tried these and none seem to work. These were working in 1.5....
$PREFS_PATH = "game/prefs/game_vars.cs";
.....
export("$game_vars::*", "~/game/prefs/game_vars.cs");
export("$game_vars::*", "game_vars.cs");
export("$game_vars::*",$PREFS_PATH);
#34
01/28/2008 (7:47 pm)
The export function does work, but it won't create files in the local game directory. On windows it will create a file in the "Documents and Settings/Application Data/YourCompanyName/YourGameName" folder. I'm not sure about the other platforms. This is annoying, but apparently it's necessary to make TGB work with Vista.
#35
What syntax are you using for the export. The method helper says the directory is relative. If that is the case then why is it send to a hardcoded directory. It's still screwed up IMHO if I cannot write to the game directory. I'm running Vista and just searched my entire computer and it does not showup
01/28/2008 (8:08 pm)
@JoeWhat syntax are you using for the export. The method helper says the directory is relative. If that is the case then why is it send to a hardcoded directory. It's still screwed up IMHO if I cannot write to the game directory. I'm running Vista and just searched my entire computer and it does not showup
#36
It reads from the game driectory no problem.
exec($PREFS_PATH);
This is confusing. It will read from the game directory just not write to it?
01/28/2008 (8:17 pm)
@JoeIt reads from the game driectory no problem.
exec($PREFS_PATH);
This is confusing. It will read from the game directory just not write to it?
#37
01/28/2008 (8:17 pm)
This is what I use to save settings from my options menu. export("$pref::Video::windowedRes", "common/preferences/mainMenuPrefs.cs", 0 );
export("$pref::Video::Resolution", "common/preferences/mainMenuPrefs.cs", 1 );
export("$pref::Video::fullScreen", "common/preferences/mainMenuPrefs.cs", 1 );
export("$pref::Audio::*", "common/preferences/mainMenuPrefs.cs", 1 );
#38
01/28/2008 (9:37 pm)
That's exactly what's happening. It reads from the game directory, but for some reason it can't write to it. I'm guessing the application directory is read only on Vista and that's why it's set up like this.
#39
Correct. VISTA doesn't allow an application to write into the application folder. At least in its default settings. And because of that, you have to write AND read from the documents and settings folder.
01/29/2008 (4:43 am)
Quote:On windows it will create a file in the "Documents and Settings/Application Data/YourCompanyName/YourGameName" folder.......This is annoying, but apparently it's necessary to make TGB work with Vista.
Correct. VISTA doesn't allow an application to write into the application folder. At least in its default settings. And because of that, you have to write AND read from the documents and settings folder.
#40
And how to exec the exported prefs because exec allways look at the application folder?
Edit:
I did look at the documentation and found:
getTemporaryDirectory()
getTemporaryFileName()
getUserDataDirectory()
getUserHomeDirectory()
but on all the functions i get: "Unable to find function"
01/29/2008 (5:51 am)
If vista deny writing to the application folder whats about the console.log ? And how to exec the exported prefs because exec allways look at the application folder?
Edit:
I did look at the documentation and found:
getTemporaryDirectory()
getTemporaryFileName()
getUserDataDirectory()
getUserHomeDirectory()
but on all the functions i get: "Unable to find function"
Torque Owner Benjamin L. Grauer
http://www.garagegames.com/mg/forums/result.thread.php?qt=64825