TGEA MS 4.2 Release
by Brian Ramage · in Torque Game Engine Advanced · 01/24/2007 (12:17 am) · 119 replies
Hey guys,
MS 4.2 should be up now. Like I said in my blog post, no new features, it was mostly work fixing
memory leaks, fixing bugs, cleaning up some areas, etc. Here's a list of some of the fixes:
- Fixed a bunch of memory leaks. Pretty much everything major should be fixed now, although
I don't believe the Atlas memory leak fixes made it into 4.2, so that will be in RC1.
- setTexture() optimization - reduces redundant texture states
- Xinput controller connected query fix
- Atlas dynamic lighting enabled
- Fixed Load/SaveGuiDlg support.
- Killed "newMission" loading from main menu.
- Fixed project files for VC2003 and VC2005
- Double sided Material fix
- Misc lighting fixes and updates
- Detail maps work on legacy terrain
Here is a list of known major and intermediate issues with this build:
- terrain painting error - causes crash when painting with "set empty" brush
- crash when editing camera spline path
- deleting SimGroup "environment" causes crash
- occasional crash when changing resolutions
- going into mission editor in walkthrough drops camera inside waypoint marker
- legacy terrain issues with tops of peaks missing in editor mode
- lighting messed up when switching between fullscreen and windowed
If you are seeing bugs that are not on this list, please go ahead and post them in the "Bugs" area on the forums. If they are significant and reproducable, we'll get to them for RC1 which we're hoping we can get to you in a week or two. That release will include a "default material" feature so you don't have to create a Material for every single texture in your game.
In addition to the bug fixing, we're working on fleshing out the docs more. If you have any requests for areas of the engine that you'd like to see more documentation on, go ahead and post them and we'll try and hit as many as we can.
December 2006 DirectX SDK - I just wanted to let you all know that there are issues between TGEA and that DXSDK. Those issues won't be resolved until after TGEA goes 1.0. Please use the October 2006 SDK until then.
MS 4.2 should be up now. Like I said in my blog post, no new features, it was mostly work fixing
memory leaks, fixing bugs, cleaning up some areas, etc. Here's a list of some of the fixes:
- Fixed a bunch of memory leaks. Pretty much everything major should be fixed now, although
I don't believe the Atlas memory leak fixes made it into 4.2, so that will be in RC1.
- setTexture() optimization - reduces redundant texture states
- Xinput controller connected query fix
- Atlas dynamic lighting enabled
- Fixed Load/SaveGuiDlg support.
- Killed "newMission" loading from main menu.
- Fixed project files for VC2003 and VC2005
- Double sided Material fix
- Misc lighting fixes and updates
- Detail maps work on legacy terrain
Here is a list of known major and intermediate issues with this build:
- terrain painting error - causes crash when painting with "set empty" brush
- crash when editing camera spline path
- deleting SimGroup "environment" causes crash
- occasional crash when changing resolutions
- going into mission editor in walkthrough drops camera inside waypoint marker
- legacy terrain issues with tops of peaks missing in editor mode
- lighting messed up when switching between fullscreen and windowed
If you are seeing bugs that are not on this list, please go ahead and post them in the "Bugs" area on the forums. If they are significant and reproducable, we'll get to them for RC1 which we're hoping we can get to you in a week or two. That release will include a "default material" feature so you don't have to create a Material for every single texture in your game.
In addition to the bug fixing, we're working on fleshing out the docs more. If you have any requests for areas of the engine that you'd like to see more documentation on, go ahead and post them and we'll try and hit as many as we can.
December 2006 DirectX SDK - I just wanted to let you all know that there are issues between TGEA and that DXSDK. Those issues won't be resolved until after TGEA goes 1.0. Please use the October 2006 SDK until then.
About the author
#22
01/24/2007 (11:25 pm)
That shouldn't really happen Cornell. Are you sure that you haven't messed with anything?
#23
Only change I did was import Blendshader modification for Freeworld3D so alpha maps would work correctly for terrain. One thats in the TDN.
But other than that nothing has been added yet.
Will report back in abit
01/24/2007 (11:35 pm)
I'll try the map2dif that comes with 4.2(currently using map2dif_plus from the TDN) but nothing in my mission file is thin. I have like 6 hollow boxes for placeholder buildings for our demo where you can walk in and out and the walls are pretty thick. Also using Kork for running around in. Will try our test avatar model also. Only change I did was import Blendshader modification for Freeworld3D so alpha maps would work correctly for terrain. One thats in the TDN.
But other than that nothing has been added yet.
Will report back in abit
#24
01/24/2007 (11:57 pm)
Cornell, the same problem is happening to me over WATER. With water, I get the distant white textures. Over LAND, I don't get any distant textures. Things are rendering is very short distances with 4.2, and I've not only recompiled, but also created a brand new terrain for testing and it's doing the same thing. Can't be the current terrains.
#25
EDIT*
I'm an R-tard and cant figure out what i'm missing from the compiler to get the new map2dif to work everything looks like it in the right paths according to forum posts. So I used the precompiled one from 4.0 redid my Dif's and still crashing with the math error.
Edit2* Yeah getting wierd effects on my land also, shows like yellow layers rolling across my terrain it was there in 4.0 but its really bad now in 4.2.
Edit3* Made backup of project and took the interiors out and left the land and take couple steps and crash with same error. This is only with the TSE_debug with precompiled it works.
Edit4*Decided to drop kork into the water/demo levels and they dont crash on me with TSE_debug. Could it be something with user created terrain.
01/24/2007 (11:59 pm)
Well maybe not since coming up with "LINK : fatal error LNK1181: cannot open input file 'ljpeg.lib'" with either version of map2dif after manually compiling all the project folders =/EDIT*
I'm an R-tard and cant figure out what i'm missing from the compiler to get the new map2dif to work everything looks like it in the right paths according to forum posts. So I used the precompiled one from 4.0 redid my Dif's and still crashing with the math error.
Edit2* Yeah getting wierd effects on my land also, shows like yellow layers rolling across my terrain it was there in 4.0 but its really bad now in 4.2.
Edit3* Made backup of project and took the interiors out and left the land and take couple steps and crash with same error. This is only with the TSE_debug with precompiled it works.
Edit4*Decided to drop kork into the water/demo levels and they dont crash on me with TSE_debug. Could it be something with user created terrain.
#26
@Cornell - your build is borked. Get a clean new one and start over. We're writing new docs on how to compile TGEA properly with VC2005 etc. Unfortunately, they aren't 100% ready yet :(
@Andy and Thomas - yep, looks like there are some Atlas problems. I've assigned it to Ben, but know that Atlas is not a priority for 1.0 release.
01/25/2007 (1:41 am)
@Bill I cannot reproduce the detail texturing problem, even on a 128MB card, are you seeing this on a clean build with the demo mission and included executable? Or are there other circumstances at work?@Cornell - your build is borked. Get a clean new one and start over. We're writing new docs on how to compile TGEA properly with VC2005 etc. Unfortunately, they aren't 100% ready yet :(
@Andy and Thomas - yep, looks like there are some Atlas problems. I've assigned it to Ben, but know that Atlas is not a priority for 1.0 release.
#27
01/25/2007 (1:46 am)
I was hoping that Atlas was one of the priorities. It's why a lot of us purchased TGEA. Oh well.
#28
01/25/2007 (1:48 am)
By the way, I did recompile Atlas from version 4.0 into 4.2, and had the same problem in Atlas. So maybe it's not Atlas per se?
#29
01/25/2007 (1:51 am)
Atlas isn't a priority? I thought that was a large selling point of TGEA previously.. You know, Shaders, Large Terrains, Pretty Water... etc etc
#30
Don't worry - there's plenty of post-1.0 dev happening on all our engines.
01/25/2007 (1:51 am)
The priority is making TGEA solid and usable for shipping games... we think people'd rather have that than a neat-o terrain system and lots of bugs. :)Don't worry - there's plenty of post-1.0 dev happening on all our engines.
#31
01/25/2007 (1:52 am)
(Is anyone else getting white-on-Atlas issues? Can they check their console log for any error spam? I did rejigger the shaders a bit, might be causing problems. Is it a SM1 or SM2 card? You can e-mail me off-list with details if you like.)
#32
01/25/2007 (2:00 am)
@Ben - I don't know off-hand if the white textures is a water problem only, because they don't appear on land terrains. However, the rendering distance is "short" and I think that maybe related to the white texture problem. As if, the far distance textures are not rendering when you remove fog, or change visibility to 1000. In Cornell's situation, he's got a lot of water, plus he's flying altitude and probably removed the fog and has larger visibility set as well.
#33
Strange , i using the default TGEA.exe and no other things then the demo map.
2 different comps same drivers.
If you say it works for you then i must try to find my problem.
01/25/2007 (2:05 am)
@Brian Strange , i using the default TGEA.exe and no other things then the demo map.
2 different comps same drivers.
If you say it works for you then i must try to find my problem.
#34
01/25/2007 (2:15 am)
Same problem with the Water Demo too.
#35
Interesting if I shrink my tree depth I delay's the error for abit. Since got compiler working correctly compiled debug TSE4.0 and also getting the math error there also. So all this time I had this hidden from me hehe.
SYS Specs:
6300 C2D Intel
2GB DDR2
7900GS Nvidia
WinXP Pro
01/25/2007 (2:32 am)
Yeah it was screwed up and everything compiled. I recompiled my Terrain and Difs with new functions but still getting the math error after taking a couple of steps. Interesting if I shrink my tree depth I delay's the error for abit. Since got compiler working correctly compiled debug TSE4.0 and also getting the math error there also. So all this time I had this hidden from me hehe.
SYS Specs:
6300 C2D Intel
2GB DDR2
7900GS Nvidia
WinXP Pro
#36
Here is my problem , when i use resolution 800x600, 1024x768 the detail textures disappear
when i go higher it works real good with one minor bug it disappear when i look straight down.
Can you check if you can reproduce this ?
01/25/2007 (2:56 am)
@Brian Here is my problem , when i use resolution 800x600, 1024x768 the detail textures disappear
when i go higher it works real good with one minor bug it disappear when i look straight down.
Can you check if you can reproduce this ?
#37
01/25/2007 (3:37 am)
I'm seeing no issues with Atlas terrains based on our previous terrains that worked in MS4.. We're having issues getting shadows to work, but thats been that way for awhile lol
#38
I decided to create a new terrain and cant even boot into the map without it crashing with the mplane.h error. GG seemed surprised to see this error so I checked the forum and this was an old issue from back in the day. Seemed to be linked to sun or model collision tried changing all the variables around some to no avail. :(
And couldnt even test with our custom avatar...seems debug picked up some things that were wrong in the setup of the DTS and failed to let the game boot up(easy fix tho for 3D modeler).
And shadows that kork produces show up only half on the terrain. Remeber seeing something about that and hopefully I bookmarked it for future reference. Not too worried about shadows at the moment since they are a major FPS killer.
01/25/2007 (5:04 am)
Hmm my problem alittle different from the white textured. But my maps with custom water and stuff I havent seen anything acting up. Maybe try updating drivers if there are new ones out. I decided to create a new terrain and cant even boot into the map without it crashing with the mplane.h error. GG seemed surprised to see this error so I checked the forum and this was an old issue from back in the day. Seemed to be linked to sun or model collision tried changing all the variables around some to no avail. :(
And couldnt even test with our custom avatar...seems debug picked up some things that were wrong in the setup of the DTS and failed to let the game boot up(easy fix tho for 3D modeler).
And shadows that kork produces show up only half on the terrain. Remeber seeing something about that and hopefully I bookmarked it for future reference. Not too worried about shadows at the moment since they are a major FPS killer.
#39
What might be contributing to our problems is, that we have 2 Atlas terrains. One for the island itself, and one for the sea floor. Water is on top - and thus you have 3 layers of "something" where the white textures are shown. Sea floor atlas then water then island atlas. Maybe that fubars the lighting or something?
BTW - This worked fine in MS 4.1 (which is from what I upgraded). Will send offline details to you Ben including mission files.
01/25/2007 (8:34 am)
Atlas not a priority? Eh? So TGEA will end up with legacy terrain instead of Atlas? If so, why not rename it to Torque Shader Engine again? (Sorry for being somewhat pissed here, but I'm quite disappointed)What might be contributing to our problems is, that we have 2 Atlas terrains. One for the island itself, and one for the sea floor. Water is on top - and thus you have 3 layers of "something" where the white textures are shown. Sea floor atlas then water then island atlas. Maybe that fubars the lighting or something?
BTW - This worked fine in MS 4.1 (which is from what I upgraded). Will send offline details to you Ben including mission files.
#40
01/25/2007 (8:56 am)
Just wanted to point out that I dont get the white terrain issue that Thomas is seeing on my 9800 pro. Will test on the 8800 later :)
Employee Stephen Zepp
Try using models exported through the map2dif supplied with TGE-A.