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Re: Torque 3D 3.8 Released

Posted: Sun Nov 01, 2015 3:21 am
by JeffR
Generated it via cmake

Re: Torque 3D 3.8 Released

Posted: Mon Nov 02, 2015 6:39 pm
by JeffR
So, given how weird git can be, you guys may not be familiar with an easy way to pull and test PRs.

As such, I've started a new wiki page and added an instruction set for utilizing TortiseGit for pulling down PRs, here.

Anyone that's familiar with other methods or tools is encouraged to add onto that page with a new section.

Like the page says, the more people we get testing on the PRs, the more assured we can be that they work properly and don't introduce any new issues.

Re: Torque 3D 3.8 Released

Posted: Sun Nov 29, 2015 5:29 am
by Shandy6661
Dont firget about cutscene editor pppfffttt

Re: Torque 3D 3.8 Released

Posted: Wed Dec 09, 2015 3:25 am
by Bishop
Hi all,I'm new here, I want to say I love the Torque 3d and big thanks for a great job!!
I look forward to my adventures and creations with Torque

Re: Torque 3D 3.8 Released

Posted: Wed Dec 09, 2015 3:32 am
by JeffR
Glad to have you here :)

Re: Torque 3D 3.8 Released

Posted: Wed Dec 09, 2015 1:24 pm
by Bishop
Glad to have you here :)
Thank you very much JeffR!!
I'm happy that I can be here with excellent community!

Re: Torque 3D 3.8 Released

Posted: Wed Dec 09, 2015 7:59 pm
by chriscalef
So hey, I'm working today and didn't have time to test it extensively, but when I updated to 3.8 I got a weird lighting effect. In a level with a sun object and a grass object, the grass as well as other transparencies flickered really bad. When I removed the sun and replaced it with a point light went away. I haven't had time to verify this in a stock build though, so odds are high it's something local, but I thought I'd mention it in case anyone else sees it.

Re: Torque 3D 3.8 Released

Posted: Thu Dec 10, 2015 6:31 am
by JeffR
Regular Sun, or Scatter sky?

Re: Torque 3D 3.8 Released

Posted: Thu Dec 10, 2015 7:33 pm
by chriscalef
Regular sun, here's the specifics I was using:

Code: Select all

new Sun(theSun) { azimuth = "125"; elevation = "70"; color = "0.968628 0.901961 0.901961 1"; ambient = "0.078431 0.113725 0.156863 1"; brightness = "1.0"; castShadows = "1"; coronaEnabled = "1"; coronaScale = "0.5"; coronaTint = "1 1 1 1"; coronaUseLightColor = "1"; flareScale = "1"; attenuationRatio = "0 1 1"; shadowType = "PSSM"; texSize = "1024"; overDarkFactor = "3000 1500 750 250"; shadowDistance = "200"; shadowSoftness = "0.25"; numSplits = "4"; logWeight = "0.9"; fadeStartDistance = "0"; lastSplitTerrainOnly = "0"; representedInLightmap = "0"; shadowDarkenColor = "0 0 0 -1"; includeLightmappedGeometryInShadow = "0"; position = "0 0 0"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; bias = "0.1"; Blur = "1"; enabled = "1"; height = "1024"; lightBleedFactor = "0.8"; minVariance = "0"; pointShadowType = "PointShadowType_Paraboloid"; shadowBox = "-100 -100 -100 100 100 100"; splitFadeDistances = "1 1 1 1"; width = "3072"; };
Observed behavior was fast and irregular flickering, which oddly enough stopped when the camera was facing due south (minus Y). Facing any other direction, both the grass and the transparent windows in my helicopter flickered at the same rate. I'll try to reproduce it on a stock build and poke around at it some more this weekend.

Re: Torque 3D 3.8 Released

Posted: Sun Feb 14, 2016 11:02 pm
by practicing01
https://github.com/practicing01/Torque3 ... g.cpp#L209

For me, a lot of the gui elements for the dialogs don't show. I get the most important one though, the address bar. With that you can navigate and input the file name.