Torque X 2.0 - Release Notes
by John Kanalakis · in Torque X 2D · 03/13/2008 (4:07 pm) · 64 replies
Torque X 2.0 Release Notes
Installing XNA 2.0 Game Studio
The biggest change to note is that Torque X 2.0 is based off of XNA Game Studio 2.0. That means you can finally uninstall XNA Game Studio 1.0 (Refresh), but there's no rush. I've found that both XNA 1.0 and 2.0 work just fine side-by-side. You can download XNA Game Studio 2.0 from here. XNA 2.0 runs a bit faster with optimized dynamic vertex buffers. It also manages render targets consistently between Windows and the Xbox 360. Overall, you should find that your games run a little faster with Torque X 2.0.
Pay Attention to Build Configurations
When you create a new project from an template, or open one of the demo projects, be sure to keep an eye on your build configuration. At the top, you will notice the platform (x86 or Xbox 360) and the configuration (Debug, Release, or GGBinaryRelease). You never want to see the platform set to "Mixed Platforms" because that means art assets and game code are probably compiling differently and wont work together.
The New 'Content' Folder
Pretty quickly, you'll notice the new Content folder. In XNA 2.0, all art assets are managed in a dedicated sub-project that is attached to the game project. This content project is compiled first, turning all sounds, models, images, etc. into compiled .xnb files. The good news is that Torque X Builder has also been updated so that assets brought into TXB will update the new content project, just as before.
Deploying to Xbox 360
Xbox 360 deployment has changed in this release. Instead of providing a dedicated Xbox project converter, Torque X 2.0 uses the built-in converter provided with XNA 2.0. To deploy your project to the Xbox 360, select your game project from within Visual C#, then right click on the solution, and choose "Create copy of project for Xbox 360". This will add another project file to your solution. The good news is that it's just a wrapper project that points to the original project's files - this means that as you update your game code, the xbox version gets updated at the same time. This is also a much better soltion since this approach will let you deploy to other future devices, such as Zune. Keep in mind that "Pro Version" licensees will need to create an xbox project for the Game project AND the Torque X Engine project. Also note, that with XNA 2.0, there's a new deployment utility, called XNA Connect, available to Creative Club members and downloadable from the Xbox LIVE Marketplace. You'll need the new XNA Connect utility to deploy Torque X 2.0 games.
3D Framework Improvements
There have been a lot of enhancements that open up the Torque X 3D Framework. In 1.5, a lot of classes were internal or did not have get accessor methods. This means that you can work more easily with the 3D classes in code instead of having to do everything in XML. The Starter Game 3D has also been improved to add basic physics to the scene. This way, you can more easily add objects to the scene which won't fall through the terrain. There's also a new T3DComponent template... just a little convenience for those creating a new 3D component.
Converting an Existing Torque X Game to 2.0
I also suspect that several developers that have existing Torque X 1.5 projects will want to upgrade them to Torque X 2.0. Overall, it's not too difficult. Download the XNA 2.0 Project Upgrade Wizard. To use it, open Visual C# and select File + New Project. Select the XNA Game Studio project type node and the "Project Upgrade Wizard (2.0)" template and enter the new name of your game project, like "Game2". Next browse to your Torque X 1.5 project source and then click the Upgrade project. In the new project, you will need to update your project references to point to the Torque X 2.0 assembly DLL.
John K.
Installing XNA 2.0 Game Studio
The biggest change to note is that Torque X 2.0 is based off of XNA Game Studio 2.0. That means you can finally uninstall XNA Game Studio 1.0 (Refresh), but there's no rush. I've found that both XNA 1.0 and 2.0 work just fine side-by-side. You can download XNA Game Studio 2.0 from here. XNA 2.0 runs a bit faster with optimized dynamic vertex buffers. It also manages render targets consistently between Windows and the Xbox 360. Overall, you should find that your games run a little faster with Torque X 2.0.
Pay Attention to Build Configurations
When you create a new project from an template, or open one of the demo projects, be sure to keep an eye on your build configuration. At the top, you will notice the platform (x86 or Xbox 360) and the configuration (Debug, Release, or GGBinaryRelease). You never want to see the platform set to "Mixed Platforms" because that means art assets and game code are probably compiling differently and wont work together.
The New 'Content' Folder
Pretty quickly, you'll notice the new Content folder. In XNA 2.0, all art assets are managed in a dedicated sub-project that is attached to the game project. This content project is compiled first, turning all sounds, models, images, etc. into compiled .xnb files. The good news is that Torque X Builder has also been updated so that assets brought into TXB will update the new content project, just as before.
Deploying to Xbox 360
Xbox 360 deployment has changed in this release. Instead of providing a dedicated Xbox project converter, Torque X 2.0 uses the built-in converter provided with XNA 2.0. To deploy your project to the Xbox 360, select your game project from within Visual C#, then right click on the solution, and choose "Create copy of project for Xbox 360". This will add another project file to your solution. The good news is that it's just a wrapper project that points to the original project's files - this means that as you update your game code, the xbox version gets updated at the same time. This is also a much better soltion since this approach will let you deploy to other future devices, such as Zune. Keep in mind that "Pro Version" licensees will need to create an xbox project for the Game project AND the Torque X Engine project. Also note, that with XNA 2.0, there's a new deployment utility, called XNA Connect, available to Creative Club members and downloadable from the Xbox LIVE Marketplace. You'll need the new XNA Connect utility to deploy Torque X 2.0 games.
3D Framework Improvements
There have been a lot of enhancements that open up the Torque X 3D Framework. In 1.5, a lot of classes were internal or did not have get accessor methods. This means that you can work more easily with the 3D classes in code instead of having to do everything in XML. The Starter Game 3D has also been improved to add basic physics to the scene. This way, you can more easily add objects to the scene which won't fall through the terrain. There's also a new T3DComponent template... just a little convenience for those creating a new 3D component.
Converting an Existing Torque X Game to 2.0
I also suspect that several developers that have existing Torque X 1.5 projects will want to upgrade them to Torque X 2.0. Overall, it's not too difficult. Download the XNA 2.0 Project Upgrade Wizard. To use it, open Visual C# and select File + New Project. Select the XNA Game Studio project type node and the "Project Upgrade Wizard (2.0)" template and enter the new name of your game project, like "Game2". Next browse to your Torque X 1.5 project source and then click the Upgrade project. In the new project, you will need to update your project references to point to the Torque X 2.0 assembly DLL.
John K.
About the author
John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.
#2
03/13/2008 (8:51 pm)
I think I seen in the blog post that it currently has a requirement for VC# Express, but they are working on a patch and hope to have it up very soon.
#3
John K.
03/13/2008 (9:15 pm)
Yep, the installer has a bug that still depends on Visual C# Express. We're working on a fix right now and plan to push out an update as soon as possible.John K.
#4
03/13/2008 (9:21 pm)
Thanks John. That's great.
#5
03/14/2008 (12:06 am)
Very happy. I was able to convert my projects and apply my engine patches lickity-split. All seems to be working well.
#6
John K.
03/14/2008 (12:14 am)
Excellent!!! That's what I like to hear ;) Thanks Scott!!! I'm hoping to get a lot of the community posted engine fixes into the next release, so feel free to keep posting your findings.John K.
#7
I have a number of patches plus I have written a new version of the GUI system. It looks like everything ported to 2.0 with only a couple of additional changes. (God bless revision control and diffmerge.) I want to do some more testing with 2.0 and some pollishing. Then I plan to send it to you guys for consideration.
03/14/2008 (12:26 am)
Hey John,I have a number of patches plus I have written a new version of the GUI system. It looks like everything ported to 2.0 with only a couple of additional changes. (God bless revision control and diffmerge.) I want to do some more testing with 2.0 and some pollishing. Then I plan to send it to you guys for consideration.
#8
03/14/2008 (12:34 am)
Excellent - bring it on. ;)
#9
03/14/2008 (12:12 pm)
Great stuff, I was getting worried about the 2.0 support.
#10
03/14/2008 (2:08 pm)
Congrats John!
#11
John K.
03/14/2008 (3:46 pm)
Thanks Josh and Jonathon. I saw Simian Escape highlited in Brett's announcement, so big congratulations to you too! I'm just excited to see XNA and Torque X working its way into distributed games. Also, after speaking with individuals from the XNA team, it's pretty clear that XNA is here to stay... Microsoft is in this for the long haul. Next stop, Zune - then Community LIVE Marketplace.John K.
#12
Thanks for the release -
Does it work on the x360 yet? I was able to deploy and see the GUI, however when I click on the buttons, it simply crashes, and goes back to the dashboard.
sean
03/14/2008 (4:03 pm)
Hey guys,Thanks for the release -
Does it work on the x360 yet? I was able to deploy and see the GUI, however when I click on the buttons, it simply crashes, and goes back to the dashboard.
sean
#13
03/14/2008 (5:32 pm)
The Xbox360 "Black Screen" bug appears to be fixed, so I think you have a different problem.
#14
To use TorqueX 2.0, is a new version of TXB required? I assumed so, but in my account download area I only see the TXB 1.0.5.1 release.
03/14/2008 (7:28 pm)
Maybe a silly question, but here goes... To use TorqueX 2.0, is a new version of TXB required? I assumed so, but in my account download area I only see the TXB 1.0.5.1 release.
#16
Sean, are you able to post/send your project somehow? You can try zipping and emailing it to me (see my profile). My email service can handle pretty large attachments.
John K.
03/14/2008 (7:59 pm)
Thomas, the Torque X Builder does need to be updated - but it's packaged with the Torque X installer and is automatically installed. On startup, you should see the version 2.0.0.0 version number. Also your license key for 1.5.0.0 is the same for 2.0.0.0.Sean, are you able to post/send your project somehow? You can try zipping and emailing it to me (see my profile). My email service can handle pretty large attachments.
John K.
#17
I can't find the post anymore but I think that the platformer kit is not compatible with 2.0.
Is this true or can I develop under 1.0 and 2.0 side by side as John said?
03/15/2008 (6:46 am)
Quote:I've found that both XNA 1.0 and 2.0 work just fine side-by-side.
I can't find the post anymore but I think that the platformer kit is not compatible with 2.0.
Is this true or can I develop under 1.0 and 2.0 side by side as John said?
#18
You can use multiple versions of Torque X by having the source code in your solution or having the .dll and I think it is possible to set up your own templates for starter kits if you want.
03/15/2008 (8:15 am)
XNA 1.0 and 2.0 work side by side but only one version of Torque X can be installed...not sure why that is but the installer will not install the new version if it detects the old version.You can use multiple versions of Torque X by having the source code in your solution or having the .dll and I think it is possible to set up your own templates for starter kits if you want.
#19
The Platformer Kit is really close to being ready for Torque X 2.0 compatibility. The only reason it is not ready was to accomodate the goal of getting Torque X 2.0 out to the community as fast as possible. BUT - if anyone is really impatient, see the last section of my initial posting... You can upgrade the Platformer Kit yourself pretty easily using the XNA Project Conversion Wizard. There are some extra steps that GG has to do to make it ready for commercialization, but you can definitely get it working on your own... or just wait a bit longer and we will have it done for you. ;)
John K.
03/15/2008 (9:53 am)
Exactly, XNA 1.0 and 2.0 can work side-by-side. Torque X 1.5 and 2.0 should technically work side-by-side, but the installer for 2.0 won't let you continue if it detects a prior installation. So, if you have the Pro version (as Scott mentioned) it woud still work (because the Pro templates package the engine code too), but not with the free binary version of Torque X.The Platformer Kit is really close to being ready for Torque X 2.0 compatibility. The only reason it is not ready was to accomodate the goal of getting Torque X 2.0 out to the community as fast as possible. BUT - if anyone is really impatient, see the last section of my initial posting... You can upgrade the Platformer Kit yourself pretty easily using the XNA Project Conversion Wizard. There are some extra steps that GG has to do to make it ready for commercialization, but you can definitely get it working on your own... or just wait a bit longer and we will have it done for you. ;)
John K.
#20
I just tried to deploy the included one - with FPT etc.
It loads and shows the gui, however when you click on an item it drops back to the dashboard.
Sean
03/15/2008 (11:44 am)
John,I just tried to deploy the included one - with FPT etc.
It loads and shows the gui, however when you click on an item it drops back to the dashboard.
Sean
Torque Owner Scott Goodwin