TGE 1.4.2
by JD · 02/27/2013 (5:26 pm) · 28 comments
So as I sit here in my chair, butt growing oh so big I go to garagegames to look at models I could purchase and what do I see, none for me!
I think this is seriously a terrible mistake that there seems to be nothing being developed for 1.4.2 anymore, and as well where was the old models I could've purchased before! There are a variety of games that run off the 1.4.2 to include Legends The Game (legendsthegame.net), I would love to build a mod for the game and attract a larger community, my pocket book is full of $20's I stole from the exotic dancer but I cannot spend any of it on would be awesome developers!
I own a license to the 1.4.2, and while it may not be Flagship for GG it should not be forgotten, there should be some sort of repository where people can put stuff they have built to sell or in their spare time and would rather someone use it vs it seeing the discarded trash bin we call ungoogled folders on unknown file servers.
Any comments would be great!
I think this is seriously a terrible mistake that there seems to be nothing being developed for 1.4.2 anymore, and as well where was the old models I could've purchased before! There are a variety of games that run off the 1.4.2 to include Legends The Game (legendsthegame.net), I would love to build a mod for the game and attract a larger community, my pocket book is full of $20's I stole from the exotic dancer but I cannot spend any of it on would be awesome developers!
I own a license to the 1.4.2, and while it may not be Flagship for GG it should not be forgotten, there should be some sort of repository where people can put stuff they have built to sell or in their spare time and would rather someone use it vs it seeing the discarded trash bin we call ungoogled folders on unknown file servers.
Any comments would be great!
About the author
Check out my website: http://lethonline.com/ *a home for all gamers!*
#2
EDIT:
I owned every Dynamix game except for Earthseige 1 and 2... someone installed earthseige 2 on my computer so I could look at it (unfortunately it wouldn't run :'(...), Including the PS2 game which I only got to play once because my brother only allowed me to use his PS2 once before he went back to playing ATV haha.
02/27/2013 (7:15 pm)
I do understand the concept GG is running with but we are forgetting our history, this all started with Earthseige (Seriously WHO THE HECK REMEMBERS THAT!?!?!?!), up unto Starseige, Tribes, and unfortunately killed off at 2. Torque offered tons of would be game developers an opportunity to create great games and they ran with it, I did. I still got Atlantis v0.9 on my webserver never released. The problem with the amount of work I did is the community is so destroyed in regards to 1.4.x and only pushing forward into the new engine. Because I started modding with T1 and then moved directly into Torque (T2 was not my cup of tea unfortunately) I have a soft spot for good ol 1.4.x, is there anyway a poor chap like me could get a tab or forum spot put on here... maybe a way to upload all my work for others to use freely?EDIT:
I owned every Dynamix game except for Earthseige 1 and 2... someone installed earthseige 2 on my computer so I could look at it (unfortunately it wouldn't run :'(...), Including the PS2 game which I only got to play once because my brother only allowed me to use his PS2 once before he went back to playing ATV haha.
#3
You could use this system. I'm not sure if it gets much traffic.
There is a freebie section here as well.
02/27/2013 (10:31 pm)
I still have Earthsiege 2You could use this system. I'm not sure if it gets much traffic.
There is a freebie section here as well.
#4
02/28/2013 (4:33 am)
Keep in mind that nothing is stopping all licensees of TGE from forming a group, hosting a private repository, and collaborating on projects.
#5
Now T3D does have a whole new set of issues all its own. That is just part of the game.
02/28/2013 (7:11 am)
Honestly after working in the bowels of 1.4 and 1.5 I much prefer the bowels of T3D. A LOT of the structural issues that plagued TGE are gone now. Such as the unholy dependence upon ShapeBase in the connection classes, and the dependence on ShapeBase for screen effects like damage and whiteout. So I am not forgetting TGE, I am just choosing to avoid that code base.Now T3D does have a whole new set of issues all its own. That is just part of the game.
#6
Your Game Beavers source is in there.
I gave it to EB, hope you don't mind. :)
this system
02/28/2013 (9:06 am)
@BrittYour Game Beavers source is in there.
I gave it to EB, hope you don't mind. :)
this system
#8
Yep, sorry about that, it's Britton LaRoche's source that he released to the public a few years back.
02/28/2013 (10:12 am)
@BrittYep, sorry about that, it's Britton LaRoche's source that he released to the public a few years back.
#9
We've been running on TGE 1.5.2 for some time now, and the T3D version will be coming out whenever GG get their act together and does a proper job with Linux client support.
A central repository for everything TGE related would be nice, even if it's just a sub-section to an existing site (like the one posted above). It's a little tiring having to wade through resources and model packs trying to find the ones that still work with TGE.
03/01/2013 (5:24 am)
"There are a variety of games that run off the 1.4.2 to include Legends The Game (legendsthegame.net)"We've been running on TGE 1.5.2 for some time now, and the T3D version will be coming out whenever GG get their act together and does a proper job with Linux client support.
A central repository for everything TGE related would be nice, even if it's just a sub-section to an existing site (like the one posted above). It's a little tiring having to wade through resources and model packs trying to find the ones that still work with TGE.
#10
03/01/2013 (5:35 am)
Quote:the T3D version will be coming out whenever GG get their act together and does a proper job with Linux client support.For GG to take that on solely requires decent time and funding, which we attempted to acquire. While it did better than I expected, it still did not cover the full requirements. I think for a Linux platform to come out will require collaboration with or outside of GarageGames. I'm not trying to speak for Dave or the T3D steering committee, just echoing past intentions and statements.
#11
The few community members who have openly looked at a Linux client for T3D have all hit one wall or another, mostly due to the hard-coded nature of T3D and DirectX. One of them, at least, has agreed to put up what he's got, eventually.
Yes. it's a big task, but since the ingiegogo fell through I've not heard anything else from Dave or the steering committee regarding the future prospects of a Linux client.
03/01/2013 (7:02 am)
The indiegogo project got what I expected it to get, ~$10000. With the burning of a lot of the community, due to the whole TGEA debacle, the IA flop and the selling of Tribes IP to retards, I did not see any way for GG to raise enough in time. Far too much bad rep.The few community members who have openly looked at a Linux client for T3D have all hit one wall or another, mostly due to the hard-coded nature of T3D and DirectX. One of them, at least, has agreed to put up what he's got, eventually.
Yes. it's a big task, but since the ingiegogo fell through I've not heard anything else from Dave or the steering committee regarding the future prospects of a Linux client.
#12
03/01/2013 (7:14 am)
Quote:but since the ingiegogo fell through I've not heard anything else from Dave or the steering committee regarding the future prospects of a Linux client.Well, you should ask them about it =)
#13
From this point on, the text in brackets is my OWN opinion (I do not speak for the committee when I say this: Start a repo, start coding and quit whining.)
Ron
03/01/2013 (10:27 am)
Linux........as it stands.....will stay where it is until someone in the community picks it up and works it out. Once again a reminder to everyone, Torque 3D is an OPEN SOURCE project. Development is reliant and nearly 100% dependent on community involvement. Dave, Mike and myself can not do everything. Heck, Mike and myself do not even get paid to do this. We volunteered. From this point on, the text in brackets is my OWN opinion (I do not speak for the committee when I say this: Start a repo, start coding and quit whining.)
Ron
#14
www.garagegames.com/community/forums/viewthread/133262
03/01/2013 (10:34 am)
I'm working on OpenGL for Torque3D, this is an important requirement for a port to Linux or Macwww.garagegames.com/community/forums/viewthread/133262
#15
@Ron,
LOL, way to beat around the bush. ;) However, I agree that the engine is in our hands now for the most part. I would still like to see some guidance on "what needs to be done to port to Linux" however. I mean the whole indiegogo estimate must have been based upon what needed to be done to port, right? If we had some guidance in this area then people could look at using it as a hit list.
03/01/2013 (11:37 am)
Is there an interest by GG to open source TGE 1.4.2? I know there are issues with open sourcing 1.5.x due to 3rd party lib licensing and I understood 1.4.x was the best candidate for open source.@Ron,
LOL, way to beat around the bush. ;) However, I agree that the engine is in our hands now for the most part. I would still like to see some guidance on "what needs to be done to port to Linux" however. I mean the whole indiegogo estimate must have been based upon what needed to be done to port, right? If we had some guidance in this area then people could look at using it as a hit list.
#16
03/01/2013 (11:44 am)
We've kicked the idea around internally, but that was mostly before the decision to open source T3D. The problem with open sourcing TGE now is it would cause too much confusion in the user base, and we're already fighting a ton of that as it with people who think TGE is T3D and vice versa.
#17
Luis, thank you and you are very correct an OpenGL port will be required to move forward. Way to take the initiative.
Frank, that's a very good question about the number and state of a linux port. I have no idea what has been done or what needs to be done. I know Dave offered to 'help' if a group wanted to dig in and get started. Honestly, I think that would be the best place to start. Form a group, find out where things stand and go from there.
Again, sorry for the trite reply.
Ron
03/01/2013 (11:51 am)
Ok, Sorry. My reply was probably a bit harsh. I just get annoyed at the whole linux thing because the whole time during the campaign there was comment after comment asking "Why should we support this when it will happen eventually?" Apparently, eventually is not soon enough. Luis, thank you and you are very correct an OpenGL port will be required to move forward. Way to take the initiative.
Frank, that's a very good question about the number and state of a linux port. I have no idea what has been done or what needs to be done. I know Dave offered to 'help' if a group wanted to dig in and get started. Honestly, I think that would be the best place to start. Form a group, find out where things stand and go from there.
Again, sorry for the trite reply.
Ron
#18
Thanks for the info on that. I see what you mean about the confusion and agree.
@Ron,
I dunno, I thought your assessment of the "whining" was accurate. Sometimes people need a reality check. I know I do from time to time. I will watch and see what happens with the Linux port and contribute where I can.
03/01/2013 (12:57 pm)
@Scott,Thanks for the info on that. I see what you mean about the confusion and agree.
@Ron,
I dunno, I thought your assessment of the "whining" was accurate. Sometimes people need a reality check. I know I do from time to time. I will watch and see what happens with the Linux port and contribute where I can.
#19
Since you asked, take a look at what I wrote in this thread: www.garagegames.com/community/forums/viewthread/133060. That pretty much sums up the state of Linux support from the Steering Committee at the time I posted, and continues to be true.
And if TGE 1.5.2 is working for you, great! Nothing wrong with using other engines if it means you get you game made. Finishing your game is way more important than the tech you use.
If your current plan for T3D is to wait until someone else makes it work on Linux, I think that's OK too. It just means you're tied to someone else's schedule.
I'm am a little confused why you believe T3D is hard coded for DirectX? There is an OpenGL layer in place, and a GFX layer that sits on top of both of those. I wouldn't take the fact that the OpenGL side has lagged behind the DirectX side to mean that DirectX is the only possible option. Unless you mean hard coded when running under Windows? Then yes, as it stands the OpenGL side was made with OSX in mind (although there is nothing stopping someone to also make it work under Windows).
As for your statement "GG get their act together", there is no GarageGames when it comes to the direction of Torque 3D. They are now essentially another member of the community that may contribute to the project along with everyone else. They decided to contribute by running the Linux IndieGoGo campaign, and continue to do so in other ways. It is the Steering Committee that decides what does and does not make it into the main Torque 3D repository.
If you feel that the Steering Committee has not lived up to your expectations then we are open to a discussion. But rather than do so in James' blog, please start a forum thread. If you would like to review our charter, you may find it here: github.com/GarageGames/Torque3D/wiki/Steering-Committee-Charter. I would also recommend that you comment on our blogs about the direction of T3D when we post them. We'll likely post our proposal for the v4.0 roadmap in the next 4-6 weeks.
@Frank:
Here is the list of general work that we felt needed to get done for the Linux campaign:
- Dave
03/01/2013 (3:13 pm)
@Paul:Since you asked, take a look at what I wrote in this thread: www.garagegames.com/community/forums/viewthread/133060. That pretty much sums up the state of Linux support from the Steering Committee at the time I posted, and continues to be true.
And if TGE 1.5.2 is working for you, great! Nothing wrong with using other engines if it means you get you game made. Finishing your game is way more important than the tech you use.
If your current plan for T3D is to wait until someone else makes it work on Linux, I think that's OK too. It just means you're tied to someone else's schedule.
I'm am a little confused why you believe T3D is hard coded for DirectX? There is an OpenGL layer in place, and a GFX layer that sits on top of both of those. I wouldn't take the fact that the OpenGL side has lagged behind the DirectX side to mean that DirectX is the only possible option. Unless you mean hard coded when running under Windows? Then yes, as it stands the OpenGL side was made with OSX in mind (although there is nothing stopping someone to also make it work under Windows).
As for your statement "GG get their act together", there is no GarageGames when it comes to the direction of Torque 3D. They are now essentially another member of the community that may contribute to the project along with everyone else. They decided to contribute by running the Linux IndieGoGo campaign, and continue to do so in other ways. It is the Steering Committee that decides what does and does not make it into the main Torque 3D repository.
If you feel that the Steering Committee has not lived up to your expectations then we are open to a discussion. But rather than do so in James' blog, please start a forum thread. If you would like to review our charter, you may find it here: github.com/GarageGames/Torque3D/wiki/Steering-Committee-Charter. I would also recommend that you comment on our blogs about the direction of T3D when we post them. We'll likely post our proposal for the v4.0 roadmap in the next 4-6 weeks.
@Frank:
Here is the list of general work that we felt needed to get done for the Linux campaign:
- General platform handling such as file system, threading, etc. Dedicated server support may have covered this already.
- OS window handling, including menu bar support for editor
- Updated input handling (joystick, etc.)
- OpenGL GFX layer brought up to retail T3D 1.2 level (codecandy changes for OSX may have this mostly covered)
- OpenGL basic lighting with shadergen and hard coded shaders
- OpenGL advanced lighting with shadergen and hard coded shaders
- Sound support
- Dave
#20
Heh, if anything I think those that are still left over at http://www.mmoworkshop.com would be happy with 1.3.5 for that matter, which I guess is still the most stable version of the kit..
A good solution to the confusion issue would be to release it, post something on a blog or 'old versions' page and don't really publicize it much past that. Maybe posting it to the mmokit site or something.. for any of the old versions for that matter..
-=[Kevin]=-
03/01/2013 (8:54 pm)
@ScottHeh, if anything I think those that are still left over at http://www.mmoworkshop.com would be happy with 1.3.5 for that matter, which I guess is still the most stable version of the kit..
A good solution to the confusion issue would be to release it, post something on a blog or 'old versions' page and don't really publicize it much past that. Maybe posting it to the mmokit site or something.. for any of the old versions for that matter..
-=[Kevin]=-

Associate Ron Kapaun
3tdstudios.com
I agree. I have quite a bit of 'stuff' (models and such) occupying hard drive space for TGE 1.4.2 and 1.5. Heck, most of the conifer forest pack was originally made in 1.5.
I will see about releasing some it. Could be fun too. Knowing what I know now. I will be able to improve on most of it.
Ron