### Torque 3D 3.8 Released

#### Re: Torque 3D 3.8 Released

JeffR
Steering Committee
Posts: 945
Joined: Tue Feb 03, 2015 9:49 pm

Generated it via cmake

#### Re: Torque 3D 3.8 Released

JeffR
Steering Committee
Posts: 945
Joined: Tue Feb 03, 2015 9:49 pm

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

Shandy6661
Posts: 13
Joined: Thu Mar 26, 2015 4:30 pm
Dont firget about cutscene editor pppfffttt

#### Re: Torque 3D 3.8 Released

Bishop
Posts: 94
Joined: Wed Dec 09, 2015 2:30 am
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

JeffR
Steering Committee
Posts: 945
Joined: Tue Feb 03, 2015 9:49 pm

Glad to have you here

#### Re: Torque 3D 3.8 Released

Bishop
Posts: 94
Joined: Wed Dec 09, 2015 2:30 am
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

chriscalef
Posts: 382
Joined: Mon Feb 09, 2015 7:48 pm
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

JeffR
Steering Committee
Posts: 945
Joined: Tue Feb 03, 2015 9:49 pm

Regular Sun, or Scatter sky?

#### Re: Torque 3D 3.8 Released

chriscalef
Posts: 382
Joined: Mon Feb 09, 2015 7:48 pm
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

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm
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.

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