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Torque Game Builder 1.1.2 Goes Live!

by Justin DuJardin · 09/28/2006 (2:11 pm) · 21 comments

www.uiObsession.com/images/gg/112_PlanHeader.jpg
Hello again from the world of TGB! Well it's been a bit over a month and we've been once again cranking away at updates to get out to you all as soon as they're ready. We've got some really cool stuff that's still being tested and developed, but a relatively small update is within our reach and we want to bring you guys some fixes for things that may have been annoying you recently. That's right, 1.1.2 is here, and it's got some great fixes, sorry no new features this time, but keep your eyes open we'll be bringing some update loving your way again, as soon as we can!

This time around we've got some great news for our Mac users. 1.1.2 brings with it all the resolved bugs on the mac that have been reported and marked as such by Paul Scott. A HUGE thanks to Paul for making time in his obscenely busy schedule to get these bugs resolved for you all!

So without further ado, here goes the obligatory listing of what you'll find inside your download page!

Mac Bug fixes for 1.1.2 :

- #2150: Debug banner crashes TGB1.1.1
- #2046: menu bar doesnt work in full screen mode, sometimes causes crash.
- #2047: background sleep time pref not good
- #2054: mouse cursor hides when it shouldn't when window is minimized on mac
- #2048: high values for $pref::backgroundSleepTime freeze mac Torque
- #2074: Mac: no mouse events for a few moments after Canvas::setCursorPos()
- fixed a bug where a negative value in $pref::timeManagerProcessInterval would freeze torque.
- fixed a bug where the sleep interval was not correctly honored.
- updated xcode project file

General Fixes for 1.1.2 :

- Made locked/hidden layers persist across testing of levels.
- Added rendering of vertices to collision poly debug rendering.
- Collision polys now honor flip settings in tile layers.
- Fixed tile collision poly editing for non square tiles.
- Fixed String Stack Corruption problem in guiInspector.cc
- Fixed tolerance settings in guiParticleGraphCtrl for getPlotPoint.
- Fixed an issue with the getPlotIndex function for guiParticleGraphCtrl.
- Set image map to default to prefer performance over memory.
- Fixed image map packing to take packing/performance into account.
- Removed unnecessary usage of isBeingDeleted.
- Fix for mount rotation being applied to mounted objects additively on level load.
- Fixed FourCC code on t2dTrigger. It was using the static sprite code.
- t2dVector::rotate fix. It was converting from degrees to radians twice.
- Fixed new RSS News notification to properly detect when there is new news.
- Updated the locked icon for layers so it is easier to differentiate from the unlocked icon.
- Added toggling of the debug banner in the editor.

Physics Fixes for 1.1.2 :

- Fixed clamp collision for particle collision responses.
- Added specific rigid body case for resolve overlaps.
- Forward movement only collision fixes.
- Fixed inverted logic in t2dPhysics::moveToCollisionPoint. Object's were not properly moving to the collision point. Now they are.
- Fixed bad dot-velocity calculations during bounce and clamp collision responses.
- Fixed problem where minor overlaps were being ignored causing tunnelling over a period of time.

Version Control Fixes for 1.1.2 :

On a slightly different note, we fixed a few areas in which using Version control for a team-setting was causing unnecessary conflicts in files in a repository.

- Made layouts save to a user file so the default layout is never overwritten.
Resolves issue where Default.cs would be conflicted when updating
- Dynamic Fields are now sorted before they are saved in a level file.
This keeps level files from being conflicted due to being the same level but having their dynamic fields written in a random order.

Let the world know what YOU think of TGB

While we're on topic with TGB and updates to it, we could use your help, yet again! This time we need your help in getting thoughts and feelings on your experiences with TGB. Recently we made TGB available for download from Downloads.com. As Downloads.com is rating based we need as much help as we can get in having user reviews for TGB. Whether you've had a positive experience or a negative one, we seem to be severly lacking in ratings on our page and would appreciate it if you all could find the time to let Downloads.com know what you think of TGB.

Review and Rate Torque Game Builder for Windows
Review and Rate Torque Game Builder for Mac

Thanks!

Just wanted to take a moment and thank you all again for your continued support in reporting bugs you find and offering suggestions for things that would make your lives easier when it comes to game development with TGB--It means the world to us!

Cheers,
-Justin
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#1
09/28/2006 (2:17 pm)
Sweet! Thanks!
DL'ing asap
#2
09/28/2006 (2:20 pm)
Great. In process of downloading.

Does this version have the Tank Buster resorces?
#3
09/28/2006 (2:37 pm)
Well thank you, but some of us have download.com blocked, could you also add it to the regular download here in GarageGames?

It would be a good idea to implement a patcher (like the one in firefox or blender) for tgb
#4
09/28/2006 (2:49 pm)
The demo is available at download.com. You get the updates here as it has been.
#5
09/28/2006 (2:53 pm)
Oh Sorry about that, Yes I went to my account and there it was, thanks! downloading now!
#6
09/28/2006 (3:56 pm)
go paul!!!...dl'in
#7
09/28/2006 (4:08 pm)
Nice one! Already submitted my dload.com review ;)

EDIT:
I noticed the first review on dload.com say:
Quote:Cons: - cannot maximum to full screen , so u will have to do some scrolling.
This isn't strictly true as I've been happily using TGB in full screen via a code snippet example I created on how to maximize and restore window size via script in the forums ;) www.garagegames.com/mg/forums/result.thread.php?qt=46570
#8
09/28/2006 (4:45 pm)
Review submitted too!

Justin- good deal having the changelist right here on the release announcement- very professional
#9
09/28/2006 (5:53 pm)
As much as I complain about the lack of real-time networking, I do appriciate the updates to TGB.

Hopefully real-time networking will still be implemented in the near future though ;)
#10
09/28/2006 (6:09 pm)
Wow that's fast! I am very happy with the speed of the updates for this product.
#11
09/28/2006 (6:27 pm)
Sweet...
#12
09/28/2006 (6:55 pm)
Congrats on another fine release of TGB, i'm happy to see all these bugs being fixed. Though I was somewhat vocal about the networking issue in one of your previous posts, Justin, I do appreciate all the work you guys put into this great product. Cheers!
#13
09/28/2006 (11:19 pm)
Nice update, the physics do seem to be a bit tighter, although they're not quite perfect yet.
#14
09/29/2006 (1:10 am)
You guys are awesome, thanks a lot!
#15
09/29/2006 (3:42 am)
@Jeremy: You can expect some significant improvements to the collision-detection/physics which unfortunately didn't make this release.
#16
09/29/2006 (6:51 pm)
For those interested, the Windows version did compile without issue for me on Linux. I haven't had a chance to play around with it, but that is a good start at least. :)
#17
09/30/2006 (2:32 am)
Thanks for the quick updates.

EDIT: Any chance we can get a scrollable tile-map editor in the next bug fix? The 1.1.0 release had shortcut keys to move the map around, 1.1.1 seemed to have gotten rid of those shortcuts and the arrow keys appear to be ignored (as they usually work in the level builder when not editting a tile map).
#18
10/01/2006 (10:33 am)
What's the recommended upgrade procedure?

Can I install on top of the previous version or do I need to uninstall the old version first?
#19
10/03/2006 (11:24 pm)
I went on to install the new version (1.1.2) on top of the old version (1.1.1) without uninstalling the old version. Everything seems to be OK but when I opened the About option in the menu, it displayed:

Torque2D version: 1.1.2
Torque Game Builder version: 1.1.1

What does it mean?
#20
10/04/2006 (2:49 am)
My screen is the same as yours, Teddy.

And I ended up doing a full uninstall and manual removal of the remnants of the install directory.

I assume that's how it's supposed to look.
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