Game Development Community

dev|Pro Game Development Curriculum

Follow Through - TGEA 1.7.1 Released

by Matt Fairfax · 06/13/2008 (12:07 pm) · 38 comments

TGEA 1.7.1 is now available!

www.rustycode.com/matt/plan_06_12_08/barricade.jpg
One of the many gorgeous scenes from the upcoming Barricade demo - click to see the video

I've talked about follow through before and I meant it =) For the last couple of months we have been quietly toiling away on a nice solid bug fix release for TGEA and I happy to announce that you can now grab this free upgrade from your account pages! We really do want our products to shine and we think we are right on track to keep making that happen.

In the video above you will see the Barricade demo that we have also been working on. It still needs a little more polish but we should be releasing it any day now. Be sure to check back often so you don't miss its release!

Rockstars

This update definitely would not have been possible without the help of our community! Please keep the bug reports and bug fixes coming. We are keeping an eye on them!

There are a few people who really stood out above the rest. As always the unstoppable Jeff Faust was on hand to catch and fix many a bug for us. The ever impressive Rene Damm tackled one of the toughest systems in Torque and made it give up its secrets (Atlas). As if that wasn't enough, Rene also put in some long hours tracking down and wacking a ton of the bugs you guys posted on our forums! Our stalwart "BobTheCBuilder" Kabus continued to move the meter forward with his sweet lighting system. Mr. Torque Coding Machine himself, Tom Spilman, managed bring SFX up to the next level (check the list below). Our Documentation black belt, Michael Perry, wrestled a few new docs into place. And last but definitely not least, we have a newly intrepid intern, Robert (with a hand from the indomitable Matt Langley), to thank for the New Project Generator and the revived Terraformer Tool.

www.rustycode.com/matt/plan_06_12_08/terraformer.jpg
Hydraulic erosion is a snap with the Terraformer

So What Changed?

Atlas
  • www.rustycode.com/matt/bp.jpg Fixed a hard crash in atlasGenerateTextureTOCFromLargeJPEG()
  • www.rustycode.com/matt/bp.jpg Added a throttle to threaded part of Atlas I/O pipeline to avoid congestion
  • www.rustycode.com/matt/bp.jpg Fixed some memory leaks in Atlas
  • www.rustycode.com/matt/bp.jpg The Player's lightmap sampling code now supports Atlas lightmap files (when they are generated by the Lighting Kit)
  • www.rustycode.com/matt/bp.jpg Fixed multiple miplevel shifting bugs in Atlas
  • www.rustycode.com/matt/bp.jpg Modified older Atlas CHU mesher to prevent collision meshes from exceeding internal limits
  • www.rustycode.com/matt/bp.jpg Added a GUI control for monitoring the performance of Atlas instances
  • www.rustycode.com/matt/bp.jpg Atlas better handles scenarios where the clipmap size is less than the base tile size of the texture TOC
  • www.rustycode.com/matt/bp.jpg Separated the Atlas and TerrainBlock blended terrain shaders so that the Atlas blended lightmaps wouldn't be oversaturated by the X2 multiplier needed by TerrainBlock
  • www.rustycode.com/matt/bp.jpg Split Atlas out into its own separate Project Generator code module so that platforms that don't support everything in Atlas can generate clean projects without it (or if someone doesn't need Atlas). Note the TORQUE_ATLAS define that allows Atlas files to register with the ResourceManager.
www.rustycode.com/matt/plan_06_12_08/atlas.jpg
You can achieve truly beautiful vistas with Atlas

SFX
  • www.rustycode.com/matt/bp.jpg Added the beginnings of an XAudio2 SFX layer. Microsoft is depreciating DirectSound in favor of the much better XAudio sound system which is cross-compatible with Windows and Xbox. In the near future it will be Torque's default audio layer on Windows and we wanted to allow you guys to start getting comfotable with it. There are still a few issues that need to be worked through but we will be providing directions on how to enable it if you are brave and want to start poking at it. Note: To properly compile TGEA 1.7.1 with XAudio2 support you will need to update to the latest Microsoft DirectX SDK (March 2008).
  • www.rustycode.com/matt/bp.jpg Added is3D parameter to SFXDevice::createVoice() for XAudio2 implementation.
  • www.rustycode.com/matt/bp.jpg The XAudio2 system now has basic 3D positioning support
  • www.rustycode.com/matt/bp.jpg Big cleanup of misnamed, missing, and misued sound assets
  • www.rustycode.com/matt/bp.jpg Removed a bunch of script references to alx functions (now handled by SFX)
  • www.rustycode.com/matt/bp.jpg Added more docs for SFXDescription and SFXProfile
  • www.rustycode.com/matt/bp.jpg Added some tips from Robert Blanchet for SFXProfile and SFXDescription to the docs
  • www.rustycode.com/matt/bp.jpg SFXProfile::getResource() properly handles resource that haven't been preloaded
  • www.rustycode.com/matt/bp.jpg Merged latest stable release FMOD Ex 4.14.06 (Mac includes not updated yet!)
  • www.rustycode.com/matt/bp.jpg Replaced the depreciated MOD_System_GetDriverName() with FMOD_System_GetDriverInfo()
  • www.rustycode.com/matt/bp.jpg Fix for SFX FMod stereo sounds playing too fast
  • www.rustycode.com/matt/bp.jpg Fixed voice cleanup in SFXNullDevice that was causing shutdown assertions
  • www.rustycode.com/matt/bp.jpg Fixed incorrect "hasHardware" flag in SFXFMODDevice
  • www.rustycode.com/matt/bp.jpg We no longer initialize 3D parameters on non-3D sounds.
  • www.rustycode.com/matt/bp.jpg Removed unused parameter from SFXSystem::_updateSources().
  • www.rustycode.com/matt/bp.jpg SFXSystem::_update() now uses proper TickMs constant.
  • www.rustycode.com/matt/bp.jpg Fixed channel setting in AudioGui and AudioMessage SFXDescriptions
  • www.rustycode.com/matt/bp.jpg Removed duplicate audio type globals in audioProfiles.cs
  • www.rustycode.com/matt/bp.jpg Fixed OptAudioUpdateMasterVolume() to play test sound again
  • www.rustycode.com/matt/bp.jpg Fixed OptAudioUpdateChannelVolume() to take a description and not a channel
  • www.rustycode.com/matt/bp.jpg Disabled "Use Hardware" toggle in options screen and now force $pref::SFX::useHardware to false in sfxAutodetect(). Software audio has largely exceeded hardware in all aspects and we no longer recommend using hardware audio with Torque (Vista doesn't support any hardware audio). You can easily re-enable hardware audio if your project requires it.
  • www.rustycode.com/matt/bp.jpg Added sfxMetricsCallback() to allow metrics( sfx ) to bring up audio metrics
  • www.rustycode.com/matt/bp.jpg Added cone support to SFX and all existing devices
  • www.rustycode.com/matt/bp.jpg Fixed bug in SFXEmitter that caused sound resource to not reload when changed
  • www.rustycode.com/matt/bp.jpg Fixed old cone support in SFXEmitter
  • www.rustycode.com/matt/bp.jpg Fixed crashes in sfxPlayOnce() and sfxCreateSource()
  • www.rustycode.com/matt/bp.jpg We now apply any deferred commits before playing a SFXDSVoice (might solve dsound glitches)
  • www.rustycode.com/matt/bp.jpg Removed old AudioEmitter code
  • www.rustycode.com/matt/bp.jpg Fixed bug in OptionsDlg that caused providers with the same output devices to not switch when selected
  • www.rustycode.com/matt/bp.jpg Major cleanup of SFXEmitter removing broken features and large sections of commented out code
  • www.rustycode.com/matt/bp.jpg Added 'playOnAdd' option to SFXEmitter to control initial playback state
  • www.rustycode.com/matt/bp.jpg Added play() and stop() console methods to SFXEmitter for controlling the playback state over the network
  • www.rustycode.com/matt/bp.jpg Fixed Mission Editor to support new SFXEmitter changes
  • www.rustycode.com/matt/bp.jpg Added more docs to SFXEmitter
www.rustycode.com/matt/plan_06_12_08/licensing.jpg

New Project Generator
  • www.rustycode.com/matt/bp.jpg Creating a new Torque project has always been a bit of a hassle (I documented 11 steps just to get everything named correctly) so we have added the New Project Generator. It takes most of the pain out of setting up you new project and should let you get on your way in no time!
www.rustycode.com/matt/plan_06_12_08/new_project_generator.jpg

Docs
  • www.rustycode.com/matt/bp.jpg Added a Migration Guide to the official docs that should greatly help when bringing TGEA 1.0.3 and TGE projects over into the new directory structure and methodologies of TGEA 1.7
  • www.rustycode.com/matt/bp.jpg Further refined the Getting Started section of the docs (including coverage of the New Project Generator)
www.rustycode.com/matt/plan_06_12_08/pixel_3.0.jpg

General Fixes and Improvements
www.rustycode.com/matt/plan_06_12_08/refraction.jpg
www.rustycode.com/matt/plan_06_12_08/reflection.jpg

Heads Down

We've really cranked to bring all these changed into TGEA this quickly. As you can see, it's an immense list for a point update and we're really proud of the improvments. The entire team including the awesome associates we work with are shifting our efforts to the next big feature additions to TGEA. Remember some of that stuff we talked about in deep R&D? Yeah...big changes coming. Expect to be shocked, we're aiming very high. Even though we'll be a little less active smashing bugs this round, we still want to hear from all of you. Grab this release, tell us what you love. Tell us where it hurts. We're listening and we're applying all your feedback in this and future releases.

Big thanks to everyone involved in helping with this. Getting this much done would be impossible without you!

About the author

I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

Page «Previous 1 2
#1
06/13/2008 (12:22 pm)
w00t! Nice job Matt & Co. :)
#2
06/13/2008 (12:32 pm)
Just for the record, Matt has been wrestling with the last few hiccups to get this released. You should see him in the office right now...he looks the happiest he's been ALL WEEK. ^_^
#3
06/13/2008 (12:34 pm)
That looks awesome, watching that promo video.

What's the deal with TGEA being "tried and tested on several of today's hottest consoles, including [...] Wii and PS3"? I didn't know there was a TGEA port to either of those. Should we read into this that there's actually a non-directx flavor of GFX actually in the works?

There's also a comment in SFX:
"Merged latest stable release FMOD Ex 4.14.06 (Mac includes not updated yet!)"

Is this something new and exciting that everyone's been waiting for?

Gary (-;
#4
06/13/2008 (12:34 pm)
Great work Matt, Tom, Jeff, Rene, and everyone else!!!

Quote:next big feature additions to TGEA

Wooooooooooooooooooooooot!!! :)
#5
06/13/2008 (12:36 pm)
Awesome!
#6
06/13/2008 (12:41 pm)
What a write-up!! That's some awesome work you did with 1.7.1, Matt. Love to see such progress on all fronts. Great times.
#7
06/13/2008 (12:44 pm)
Freaking Awesome! Congrats to everyone involved.
#8
06/13/2008 (12:47 pm)
"tried and tested on several of today's hottest consoles, including [...] Wii and PS3"

Just a bit of future proofing of the demo based on some projects that we have in the works ;)
#9
06/13/2008 (12:52 pm)
Oh...and "no comment" on the Mac =P
#10
06/13/2008 (1:24 pm)
Quote:Changed the WaterBlock and shaders to be able to detect the depth of the water at the shore (improves the look of the shorelines) and to detect when it is being occluded from the sun (improves the look of the specular on the water)

Finally! This was always won of those "little things" in TGEA for me. I know awhile back Ben Garney said that "shore line rendering was a game-specific thing" but I had always thought, "Can't you at least do a little alpha blending?" It was just very jarring to have water, water, water, LAND and the edge was like a razor.

Excellent job here guys. I'll be getting all over this in the next month or so, so hopefully I can flush out some more bugs for you.
#11
06/13/2008 (1:55 pm)
Holy Cow!!! Those are some fixes there. Great job to all who worked on it. :-)
#13
06/13/2008 (2:13 pm)
Wooooooooooo! =)

Very happy to see this release make it out the door! Congrats and great job!

Can we get a pic of Matt's beaming face???

hmmm...Documentation black belt....I love it =)
#14
06/13/2008 (3:19 pm)
Just had a quick play with map2dif_plus_tgea. On a busy, multiple dif scene my FPS count has gone from 65 to over 300. That's quite a performance boost!
#15
06/13/2008 (4:01 pm)
This is - Impressive ;)
#16
06/13/2008 (4:46 pm)
Wow... I mean *really*, wow. Nicely done and thanks a ton!
#17
06/13/2008 (6:41 pm)
Great stuff guys :)

Keep up the good work GG!
#18
06/13/2008 (6:52 pm)
Now? :D
#19
06/13/2008 (8:36 pm)
Shuweet! Nice work Matt, and everyone else that put time into 1.7.1.
#20
06/13/2008 (8:51 pm)
Just the update what I looking for! Next for the AFX update!
Page «Previous 1 2