Torque 3D 3.9 Released

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Skipper
Posts: 15
Joined: Fri Apr 24, 2015 3:25 pm
by Skipper » Wed Jul 13, 2016 2:50 pm
http://wiki.torque3d.org/main:downloads
The binaries and package file is the same is that right, no package?
Johxz
Posts: 404
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Wed Jul 13, 2016 6:42 pm
Skipper wrote:http://wiki.torque3d.org/main:downloads
The binaries and package file is the same is that right, no package?


No, if you don't want to compile, you need to download the binary files
Johxz
Posts: 404
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Wed Jul 13, 2016 7:15 pm
When will be reviewed, cleaned or included those PR with 3.9 milestone tag from github??

Thx
TorqueFan
Posts: 87
Joined: Thu Apr 30, 2015 5:35 am
by TorqueFan » Thu Jul 14, 2016 4:43 pm
Hey this is great news! Thanks so much for all of this effort, to all involved. Open source power at its finest - revealing the true strength of Torque!

I am so ready to convert all my resources and tools over to module form! Is that a realistic goal for this release, or is the module system not complete in this build? I've been twiddling my thumbs for a bit dealing with other company matters while this whole 3.9->4.0 update blows over...but if the module system is ready for my tinkering I could start pumping out some tools/resources!

Speaking of the new modules etc., is there a 'guide' or explanation someplace on how to use all this new shiny stuff? Like templates to follow, tutorials on new module creation and so on?
LukasPJ
Site Admin
Posts: 342
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by LukasPJ » Fri Jul 15, 2016 10:25 pm
We're also looking at possible C# support, based on Lukas's fine work.

Ooh, we are?
Interesting :P Although, I'd like to point out that my work on the C# stuff is split into: "supporting any desired scripting language" and "generate C# libs for scripting Torque".

So it might pave the way for other languages too.
JeffR
Steering Committee
Steering Committee
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Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Wed Jul 20, 2016 5:32 am
Sorry for the delay, but it was quite a few PRs that got pulled!

Here's the list!

I'll also update the OP with it.
Azaezel
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Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed Jul 20, 2016 6:11 am
@
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LukasPJ
: That was kinda the main point behind the mass-convert https://github.com/GarageGames/Torque3D/pull/887. To give a more straightforward set of hooks to play off of, wasn't it?
LukasPJ
Site Admin
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by LukasPJ » Wed Jul 20, 2016 9:17 am
Azaezel wrote:@LukasPJ: That was kinda the main point behind the mass-convert https://github.com/GarageGames/Torque3D/pull/887. To give a more straightforward set of hooks to play off of, wasn't it?

Yeah it was, but there is still a few changes here and there that needs to be made. And I've also created a parser that outputs an XML file with information about script-exports, which I use for generating a C#-bridge (but could be used to generate other bridges as well).
Hebblewhite
Posts: 18
Joined: Fri Mar 13, 2015 11:42 pm
by Hebblewhite » Fri Jul 29, 2016 3:38 pm
Hi Guys,

After porting some projects over to v3.9 I notice that there seems to be an issue with real time shadows. They just don't seem to render correctly. Is there a known issue in this regard ?
Azaezel
Posts: 377
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Fri Jul 29, 2016 3:53 pm
Hebblewhite wrote:Hi Guys,

After porting some projects over to v3.9 I notice that there seems to be an issue with real time shadows. They just don't seem to render correctly. Is there a known issue in this regard ?

If your seeing hitches, probably https://github.com/GarageGames/Torque3D/pull/1442 ( viewtopic.php?f=9&t=387 for the status-thread with pics)*

*edit: should note due to a bug with translucent objects, had to shut down the capacity to specify a cycle for the freqency lights update dynamic marked materials at. immobile, unanimated objects can still be left updating their shadows at a low rate.
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