Game Development Community

CVS update

by Brian Ramage · in Torque Game Engine Advanced · 01/19/2006 (11:35 am) · 46 replies

CVS has been updated to our current internal repo state. Here's a list of some of the changes:


Some bounties - fxFoliageReplicator, fxSunlight, interiorDebugRender
map2dif plus
options dialog fixes
GFX render target stack changes
WaterBlocks can now be created from the editor
GFX render state lookups changed to better support other APIs
Minor unicode changes


As always, post if you have problems compiling and running with the update. VC6 users - the project files
have not been updated and probably will not be in the future. We'll have VC8 project files up in the near future for those of you using it.

About the author

I have over 16 years of professional game development experience at both AAA studios like Dynamix, to indie studios like GarageGames and my own Black Jacket Games. I worked for 5 years at GarageGames as the lead developer on TGEA (precursor to T3D).

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#1
01/19/2006 (12:36 pm)
Sweeeeeet! Progress!
#2
01/19/2006 (12:40 pm)
Quote:WaterBlocks can now be created from the editor
Nice one!
#3
01/19/2006 (2:18 pm)
Cool, time to update from CVS and check this out!

-Josh Ritter
Prairie Games, Inc
#4
01/19/2006 (2:59 pm)
Yay ... grabbing now :)
#5
01/19/2006 (3:45 pm)
Nice indeed. When is the in-game terrain editor planned? Is there any progress on that?
#6
01/19/2006 (3:52 pm)
Seems like there is a small error.

got a fresh checkout compiled and got an error:

..\engine\interior\interior.cpp(252) : error C2065: 'mDebugShader': non declared identifier

with

mPreppedForRender = false;;
   mSearchTag = 0;
   [b]mDebugShader = NULL;[/b]

mDebugShader is not defined in the class Interior

EDIT: This error only occured on Release builds ... for debug builds it seems to be declared
dont have time to check today unfortunately :(
#7
01/19/2006 (4:29 pm)
I got the same problem as Florian.
#8
01/19/2006 (4:30 pm)
Nice.
#9
01/19/2006 (4:46 pm)
OK guys, the release build is fixed - I was hoping to fix that before you noticed, but too late ;) I also cleaned up the project files a bit and got rid of a bunch of warnings.
#10
01/19/2006 (5:12 pm)
I just commented out that bit, then it compiled.
#11
01/20/2006 (10:11 am)
Hi Brian,

Not entirely sure but i think i have another issue:

www.rebtiel.net/frossty/fontsproblem.JPG
this is the first time i saw this behaviour in TSE. Its a completely clean build i downloaded today.
The fonts look like their offsets are all mixed up. maybe some unicode issue?
The Log files dont show anything out of the ordinary.

I'm running on a german windows xp pro and a geforce 6800 with driver version 82.12

A project i'm working on doesnt have this issues (its an older TSE revision)
#12
01/20/2006 (11:10 am)
Hey brian, does this update include the batching optims you mentioned before?
#13
01/20/2006 (1:00 pm)
No it doesnt. I learned they where hacked in Marble Blast Ultra , and now they want to doit properly for TSE, whatever that means. DirectX is just so sensitive to the number of batches and state changes, mush more so than OpenGl. Hopefully, DirectX 10 will be soon here, and it will change all this. Then TSE will be badly in need of porting do DirectX 10 or whatever it will be callled.
#14
01/20/2006 (9:34 pm)
I have the same problem as Florian. All of my fonts are scrunched.
#15
01/21/2006 (9:09 am)
Works fine for me, no font problems
#16
01/21/2006 (11:43 am)
Have you guys tried clearing out your font cache?
#17
01/21/2006 (12:51 pm)
I checked out to a complete empty folder. There shouldnt been any files in font cache.

emptied font cache by hand and its still the same.

is there another cache than common/ui/cache?
#18
01/21/2006 (12:53 pm)
Don't think so. Hadn't tried it myself, but it would have been an easy fix if that were the case ;)
#19
01/21/2006 (8:46 pm)
I also had installed to a fresh directory so that I could diff and merge with our client. Perhaps it's a localization thing. I am in Thailand. It has to be something related to the unicode changes though I'd think.
#20
01/22/2006 (2:11 pm)
Could be. I'm on a dutch windows, and have no problems. What about the rest?
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