TSE "Milestone 3.5" Update
by Ben Garney · in Torque Game Engine Advanced · 06/30/2006 (6:06 pm) · 246 replies
Hi guys,
We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.
Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)
Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.
This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!
Regards,
Ben Garney
Torque Technologies Director
We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.
Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)
Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.
This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!
Regards,
Ben Garney
Torque Technologies Director
#102
edit: And the blended atlas terrain shows up the way I assume it's supposed to.
07/02/2006 (11:24 pm)
It compiled straight out of the CVS box for me. Using vc7 and Windows XP Home.edit: And the blended atlas terrain shows up the way I assume it's supposed to.
#103
07/02/2006 (11:25 pm)
Cool, glad to hear. Thanks Midhir. :)
#105
and inherited ones are:
I don't see where MSVCRTD.lib/MSVCR80D.lib/LIBCMTD.lib are at all. I'm going to Torque Shader Engine->Properties->Configuration Properties->Linker->Input
I'm using VS.net 2005 pro.
07/03/2006 (12:28 am)
Only dependencies i show are:ljpeg_DEBUG.lib lpng_DEBUG.lib lungif_DEBUG.lib zlib_DEBUG.lib d3d9.lib dxerr9.lib d3dx9.lib COMCTL32.LIB COMDLG32.LIB USER32.LIB ADVAPI32.LIB GDI32.LIB WINMM.LIB WSOCK32.LIB vfw32.lib ../lib/vorbis/win32/ogg_static.lib ../lib/vorbis/win32/vorbis_static_mt.lib imm32.lib version.lib libqslim_DEBUG.lib
and inherited ones are:
kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib
I don't see where MSVCRTD.lib/MSVCR80D.lib/LIBCMTD.lib are at all. I'm going to Torque Shader Engine->Properties->Configuration Properties->Linker->Input
I'm using VS.net 2005 pro.
#106
www.garagegames.com/mg/forums/result.thread.php?qt=47053
07/03/2006 (12:56 am)
I just downloaded the latest and it compiled great (VS2003), but I found a pretty strange bug you may want to look at:www.garagegames.com/mg/forums/result.thread.php?qt=47053
#107
www.garagegames.com/mg/forums/result.thread.php?qt=46994
07/03/2006 (12:59 am)
Me too, except mine are a script problem, a lack of understanding of exactly what changed between 3.0 and 3.5, which causes these issues for me, and probably some others:www.garagegames.com/mg/forums/result.thread.php?qt=46994
#108
Is it not a bug? It's ruining my current project.
07/03/2006 (1:06 am)
Actually now I'm really confused because that bug is in TGE 1.4Is it not a bug? It's ruining my current project.
#109
07/03/2006 (1:52 am)
I downloaded that bryan and it pops a 'convert project' wizard up. even though i have vs.net 2005. it also gives me the same linker errors i'm having above
#110
07/03/2006 (4:55 pm)
Is there a difernce between VS2005 Pro and VS.net 2005 pro? I see people writing the titles of these 2 programs and its making me wonder cause there seen to be no mention a ".NET" anywhere in the title of the visual studio that i have....could anyone explain this to the people who dont understand?
#111
T.
07/03/2006 (4:59 pm)
VS used to be just plain Visual Studio. When VS2002 and 2003 came around it got renamed to VS.NET. Now with VS2005 it seems to be back to just plain VS, but some people still call it VS.NET. Both are technically correct and refer to the same thing.T.
#112
07/03/2006 (5:06 pm)
They're referring to the same program. The .NET framework was introduced with VS 2003, which had a several different names depending on who you talked to. Some were VS 2k3, VS.net, VS 7 or 7.1 (that was big debacle in itself), or just plain .NET.
#113
07/03/2006 (5:08 pm)
Thank you I guess I was hoping that this wasnt the problem compiling everyone is having.....when i do get It up and running TSE SDK owner will be able to download it from my FTP...as long as GG doesn have a problem with that??I think somthing like this setup by the community would benifit us all....and save on asprin!!!
#114
Can someone expound a bit on what the debris system is? I'm guessing "stuff" on the ground that's not foliage. Or is it "stuff that flies around after an explosion"
07/03/2006 (5:59 pm)
Quote:Debris is rendering. Alpha not happening yet. Gotta add that to procedural shader generation.
Can someone expound a bit on what the debris system is? I'm guessing "stuff" on the ground that's not foliage. Or is it "stuff that flies around after an explosion"
#115
07/03/2006 (6:39 pm)
The stuff that flies around after an explosion. Also the shell casings eject and bounce around now.
#116
Where should I look for MSVCRTD.lib/MSVCR80D.lib/LIBCMTD.lib period? I don't see any of them in:
Torque Shader Engine->Properties->Configuration Properties->Linker->Input
Is there elsewhere I should be looking?
07/03/2006 (10:29 pm)
Anyone have any idea why i'm getting multiple references? I get the same issue when I get Bryan's project or whatever's in CVS.Where should I look for MSVCRTD.lib/MSVCR80D.lib/LIBCMTD.lib period? I don't see any of them in:
Torque Shader Engine->Properties->Configuration Properties->Linker->Input
Is there elsewhere I should be looking?
#117
07/03/2006 (10:33 pm)
They're set when you choose what runtime to link against (multithread, multithread debug, DLL, etc.). Make sure all libs are set to the same runtime.
#118
and
07/03/2006 (10:42 pm)
That's where I went, that's where Torque Shader Engine->Properties->Configuration Properties->Linker->Input takes you to. I don't see any reference to any of them? All I have is:ljpeg_DEBUG.lib lpng_DEBUG.lib lungif_DEBUG.lib zlib_DEBUG.lib d3d9.lib dxerr9.lib d3dx9.lib COMCTL32.LIB COMDLG32.LIB USER32.LIB ADVAPI32.LIB GDI32.LIB WINMM.LIB WSOCK32.LIB vfw32.lib ../lib/vorbis/win32/ogg_static.lib ../lib/vorbis/win32/vorbis_static_mt.lib imm32.lib version.lib libqslim_DEBUG.lib
and
kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib
#119
07/03/2006 (10:44 pm)
OK. So I went under 'ignore specific library' and added LIBCMTD to it. This solved my issue
#120
07/03/2006 (11:09 pm)
Congratulations. :)
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