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JeffR

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  1. @fLUnKnhaXYU It's hypothetically possible it's a cookies thing, but I don't believe so. I'd just logged out of my accounts completely and am still able to see the download link this end. I can't say I've seen the issues or reflection the opinions Duion has, as there's never to date been any issues with Github. Given that it's the most used and robust platform, I think dismissing it out of hand because of an odd bit where the download link is gone is probably overshooting by quite a bit. What browser are you currently using when looking at the repository page?
  2. So that option doesn't appear for you at all?
  3. Certainly unusual. Far as I can tell there shouldn't be anything that'd block access as they're public repos. Presumably you can see the main https://github.com/TorqueGameEngines/Torque3D repo alright? Is there a specific error or message when you try and access the FPS module repos?
  4. JeffR

    Installing T3D

    Hey So, we've been working at folding all the docs stuffs back to one location, namely here: https://docs.torque3d.org For the setup and compilation instructions, we've got pages that should square you away here: https://docs.torque3d.org/for-programmers/compiling-the-engine I will note that I'm fairly certain VS 15 won't work at all, and I'm unsure if 17 will pay nice. I've been using VS 2022 for all my stuff which 100% will definitely work. So go ahead and walk through those sections following the instructions and that should guide you through the system setup requirements as well as the cmake steps and compilation.
  5. I had done up a build of it myself a little while after the original guys had tossed it up onto github. At the time it compiled OK because the delta between the library versions and windows and all that weren't that bad yet, so I managed to make it work, but as of the last attempt a few years back that grew too much to just slap compile and call it a day, meaning you'd need to do what you're doing, with actually updating stuff to more recent versions. If you wanted to compare, though, this is the version I'd done that i'd been using ever since: http://ghc-games.com/SC/Torsion.zip
  6. There's a few alternate projects in play, @LukasPJ has work done with plugins for other IDEs which has been going well. But I still use the old version for version of Torsion I manged to build years back before it got too gnarled. So getting a workable, updated version of it back up and running would be absolutely lovely! I'll have to grab your branch and take a swing. There'd been some changes to the internal compiler and parser and stuff that's caused the debugging to be a little skiddish, but the vast majority of the behavior works in my old build version, so I can at least take some time and do a side-by-side and see if I not anything obvious. This is definitely a good forward step in keeping Torsion running for people that like it, so already fantastic work there
  7. I want to say that'd be all that is required, yeah, but I haven't yet tested it myself. If you run into any issues with that feel free to let us know
  8. https://github.com/TorqueGameEngines/Torque3D/blob/6605ddc66ab6cffb5df7c82db6fa06e19895bcdc/Engine/source/app/mainLoop.cpp#L626 https://github.com/TorqueGameEngines/Torque3D/blob/6605ddc66ab6cffb5df7c82db6fa06e19895bcdc/Engine/source/platform/platformTimer.cpp#L35 So by default it'll call setBackground to set the app 'in the background' and that causes a a time delay between updates, which is where the slowdown is coming from. So you can change it so it doesn't go in the background and that should resolve the behavior for your testing purposes.
  9. Ah, if it's on one machine then that probably explains it. There's logic in the 3.10 and earlier versions where if the window is unfocused, then it utilizes less CPU time. You can see this in action if you have the game window unselected, and have the metrics(fps) command so you can see the framerate. It'll normally run at whatever FPS when focused, then go down to 5 or 10 fps when unfocused. It's to keep the CPU draw low if you're not 'actively playing' but this means it impacts the packet processing as well, so it expresses as high latency. If you try with two machines I'd expect to not see that happen.
  10. So just to be sure I'm following the configuration: You're using a version before 3.10 and you have one machine that is hosting the game AND connected to it, and then a second machine connected to the first as a client. And even though they're on a LAN connection, you're seeing 180ms ping. That about right for the reproduction steps? If so, I'll see if I can reproduce the circumstances on my LAN and see where that takes me.
  11. Hey dude, Good to hear from you again, glad you're doing well other than some undesireable comments on the ol' github. And yeah, it looks like they're talking about the *.t3d file format. How that's relevant to....anything is anyone's guess. That said, if they keep going on about it I can comment as well to further back up the point.
  12. Sure, but I don't actually know what you mean by "tell people beforehand what has changed" The changelogs are ALWAYS posted when a new version of the engine is released, and the changelogs have been a thing since version 3.6. So I'm not really sure what the expectation of action is?
  13. You specifically asked for documentation on changes, and that was provided. Now you say you don't want to have to read through the documentation of changes to find out what changed? I'm not sure what you're actually expecting, here.
  14. I'm not sure what you mean by "legacy cod"?
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