Game Development Community

Torque X 3.1.0.1 Available for Download

by John Kanalakis · in Torque X 3D · 08/19/2009 (6:33 pm) · 34 replies

If you are experiencing assembly incompatibility problems with Torque X 3.1, please try the latest version. It's now available for download as version 3.1.0.1 and should resolve the problems being reported regarding new projects.

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.

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#21
09/12/2009 (11:59 am)
Confused? Is that it?

I’m about to pull the trigger here!

I also wonder about that. I just re-installed another time (4-5 times now) because I thought it was, maybe, the 3.1.0.0 dots in the name. But no, if I look at the version # from the EXE, It still says 3.1.0.0.

And I still can’t do a thing with it. I can’t import any DTS files into the project. It says that I have to include the textures with it. I checked the DTS with ShowTool and it loads with the textures perfectly (D:Program FilesGarageGamesTorque X 3D Pro 3.1v3.1.0.1DemosFPSFPSDemodatashapesstructures station01.dts).

I’m gonna try renaming the path again, with no spaces and much smaller. Who knows…

It’s apparently working for some? XNA people?

#22
09/12/2009 (12:00 pm)
John, I just did.

EDIT: Sorry, had to fix some dots
#23
09/12/2009 (1:01 pm)
Okay, I see the confusion. The original Torque X 3.1.0 assembly DLLs did not have problems. Instead, the project templates and installers had problems. So, the new 3.1.0.1 package fixed the problems with the templates and installer and did not replace any DLLs.

As such, after you install the 3.1.0.1 package, you will still see assembly DLLs labeled 3.1.0.0 - but, they will now be in the correct location with the correct project templates.

The next Torque X release will increade the DLL version numbers to 3.1.4.0

John K.
#24
09/12/2009 (1:31 pm)
Ok, can we do something meanwhile? If not, when is that 3.1.4.0 be ready?

What’s “increade”? create or include

Thanks
#25
09/12/2009 (1:40 pm)
It's actually increase ;)
Re-reading your last post, I think I was going in the wrong direction. I thought you were having trouble with the engine, but it sounds like you are having trouble with the 3D editor.

Can you run the 3D and/or 2D game demos?
Can you create a new 3D and/or 2D game project from the template?
Can you start the 3D or 2D editor and open the newly created project?

Knowing which steps above work or don't work will help understand your current setup. And just as a side note, the 3D editor has known problems loading/importing anything from folders with periods in them.

John K.
#26
09/12/2009 (3:45 pm)
1) Yes and 3D; the blue sky with the terrain.

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2) Yes, but I get 1 warning when I create the new project in VC# (Starter Game 3D (3.1) Pro1) template:

Warning 1 The OutputPath property is not set for this project. Please check to make sure that you have specified a valid Configuration/Platform combination. Configuration='Debug' Platform='Xbox 360' TorqueCore

---------------------------------------------------

When I BUILD, I get 5 warnings:

Warning 1 Field 'GarageGames.Torque.SceneGraph.SceneRenderState._isStencilPass' is never assigned to, and will always have its default value false F:\Project\game02\Starter02\TorqueCore\SceneGraph\SceneGraph.cs 260 23 TorqueCore
Warning 2 The field 'GarageGames.Torque.RenderManager.TranslucentRenderManager3D._2DComparer' is never used F:\Project\game02\Starter02\Torque3D\RenderManager\TranslucentRenderManager3D.cs 78 34 Torque3D
Warning 3 The variable 'isSkinned' is assigned but its value is never used F:\Project\game02\Starter02\Torque3D\T3DComponents\T3DXSIRenderComponent.cs 879 18 Torque3D
Warning 4 Warning compiling F:\Project\game02\Starter02\TorqueCore\EngineData\effects\LightingEffect2D.fx: warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1 F:\Project\game02\Starter02\TorqueCore\EngineData\effects\LightingEffect2D.fx 168 1 TorqueCore
Warning 5 Warning compiling F:\Project\game02\Starter02\TorqueCore\EngineData\effects\LightingEffect3D.fx: warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1 F:\Project\game02\Starter02\TorqueCore\EngineData\effects\LightingEffect3D.fx 187 1 TorqueCore

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3) Yes, I can open the project into Torque X Builder 3D. I can see the sky and the desert.

From there, I can't add or change a thing. I can only change the sky and the ground buy double clicking on some other sky choices.

I don't see how the terrain can be edited or changed in there at all. And like I said, I can't import a simple DTS that works ok in ShowTool.

I get NO errors or warnings when I run it from VC#.

What is that "LightingEffect2D" doing in there?

#27
09/12/2009 (4:14 pm)
Okay, so it sounds like your main issues are with the editor and the environment is all setup. It's a 1.0 release, so it still has some issues with it. There is no terrain editing yet. Does the folder from which you are importing have a period somewhere in the path name? You can also manually add the DTS to your project (as a workaround). Just create a folder in your Content project (called shapes or models) under \data. Then copy your DTS shapes and textures. In Visual Studio, the DTS build action should be "Content" and "Copy id newer" and the textures build action should be "Compile" and "Do not copy".

The OutputPath thing is an annoying problem with Visual Studio. Select Build > Configuration Manager from the menu. In the dialog box, set the Active Platform list box to x86. Then, for each project in the list, make sure they are all set to x86 and checked to Build as well. Later, when you have an Xbox 360 version of the project, revisit this dialog box and do the same for the Xbox 360 platform.

Sometimes, Visual Studio screws this up and mixes projects up so that some are built for x86 and some are built for Xbox 360.

As fot LightingEffect2D, it's part of the core framework that is shared between 2D and 3D.

John K.
#28
09/13/2009 (11:56 am)
Hi John,

I'm going to come back on that.

When I bought TX3D, I thought that was it; a full and complete package to build games for the 360 with XNA support. After all, that’s what it says. Did you see the features advertised in the TX3D page? That changed my way of looking at XNA. The way I thought it was supposed to be with XNA; a programming environment with a bunch of tools to create games.

Man, was I wrong in both cases! What other level can there be?

Then, last week, I see the Game Mechanics Kit. What I thought TX3D was. Now, not only this but it’s only for Torque X, T3D and some other cryptic anagram. What the hell is this? I mean, what does a guy needs to write a freakin game!?

What is this about “It's a 1.0 release”? I could see that in the About window but the EXE says 3.1.0.0 and the Setup 3.1.0.1… I mean, why should Scott Seligman be so confused? In My Products page it says Torque X 3D v3.1

Poor Scott, confused is just the first stage.

Ok, thanks for the reply. I’m gonna give it a shoot when I get my courage back.
#29
09/13/2009 (1:29 pm)
So if I create a new project of the type "Starter Game 3D (3.1) Pro", give it a name of "Foo Bar", and hit "F5", I always see an assert of "GUISceneView.OnRender - No ISceneCamera object found: cannot view a scene without a camera!"

Furthermore, if I try to open the newly created "Foo Bar\Game\Game.csproj" in "Torque X 3D Builder" it promptly blows up because Windows detects a corrupted heap.

These steps seem insanely basic, but am I managing to do something wrong?
#30
09/14/2009 (12:34 pm)
Scott, do you have XNA 3.1?
#31
09/14/2009 (1:51 pm)
Hmm, I realized I didn't have SP1 for 2008. I've since installed it, and things appear to be working slightly more now. Sorry for the false alarm.
#32
09/14/2009 (3:22 pm)
Quote:Does the folder from which you are importing have a period somewhere in the path name?

Many, I put the path before but something removed all the “\”.
“D:Program Files\GarageGames\Torque X 3D Pro 3.1\v3.1.0.1\Demos\FPS\FPSDemo\data\shapes\structures\station01.dts”.

But since, I re-installed in: D:\GarageGames\TorqueX3D\V3 (no dots, no spaces)

I’m trying to understand why I only get an error for this one:
--------------------------------------------------------------
Warning 1 The OutputPath property is not set for this project. Please check to make sure that you have specified a valid Configuration/Platform combination. Configuration='Debug' Platform='Xbox 360' TorqueCore
--------------------------------------------------------------
This is when I create a new project with VC# with the Starter Game 3D (3.1) Pro1.

The projects Game and Torque3D look ok. There as to be a reason why only TorqueCore is spotted.

In the Configuration Manager, its all pre set to Debug and x86.

RUN or Build:

I get the StarterGame3D window with the sky and the desert along with 5 warnings.

Then - Open XNA Game Studio Project and it loads well.

I’m trying to add station01.dts in the Builder via Import Assets from the installation dir of GG:
D:\GarageGames\TorqueX3D\V3\Demos\FPS\FPSDemo\data\shapes\structures
It looks like the DTSs in there are all compiled. They load well in ShowTool Pro but the builder says it cannot import a DTS model without a texture….

For the workaround, I can’t find the DTS build actions "Content" and "Copy id newer". I don’t understand (the textures build action should be "Compile" and "Do not copy").

I didn’t create any DTS so fare to copy. I’m really not there yet. I’m just testing and trying to understand.
Why they don’t load into the builder is a mystery for me.

Well, I hope I didn’t miss anything.
#33
09/15/2009 (11:54 am)
"Not available for CC members yet, we are hoping soon.."

I've just signed up to the CC premium club and was about to download until I noted the download was for 3.0 and not 3.1 - any idea's guys when this might be resolved?

#34
09/16/2009 (10:48 pm)
I've just installed 3.1.0.1 so I could start playing with TX again. My own app works (so far), all I had to do was delete the dll refs in my game and point them to the projects so I get F12 support. Mine also installed into 3.1.0.0 folder.

BUT. The FPS demo is having trouble with the post build event, writing out the schema. I get an exception in TorqueEngineComponent, line 628:

_sfxDevice = new AudioEngine(_settings.AudioGlobalSettingsFile);

Resource could not be created "datasoundGameFestDemo.xgs"

Now, this could be because of this strange Vista behaviour I have discovered at work where if I don't have speakers or headphones plugged in Vista says I have no audio hardware at all, yet when I had xp on this machine it was fine.

Edit: I put a NoAudioHardwareException handler around it but it's still an InvalidOperation exception, so that must not be the case.

I can open the FPS in Builder, but can't see anything. Got an exception when I tried to move the camera to the origin, but that could be because there is an existing rendering issue. This is on a Radeon 2450 HD Pro, I will try it on the GTX275 when I get home.
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