Work enumeration since the 9th of November for version 0.3.6.9:
Vehicle rotation basics working: We can now spawn the vehicles with any rotation. Some minor usability problems are to be fixed in the upcoming days. 64 Bit support basics added: We added support for 64 bit for Torque3D and it was quite some work to get 64 bit support working well with all the libraries and the new Lua integration. Added little launcher that will launch the 32 bits (x86) or 64 bits (x64) version, depending on the operating system. The real binaries are now in separate folders as this is the only possible workaround. Added internationalization basics to the user interface. Not done at all yet, still WIP (needs to use the steam language if available) Lua basics integrated into Torque3D. We slowly replace the integrated scripting language with Lua. FMod re-integration tests (not published, for internal testing only) OpenAL sound backend integrated Joystick absolute axis support for spacemouse 3d support (also input map added for that) Mouse Cursor hiding: It hides itself automatically now if no activity is detected for a certain amount of time. This function is disabled for some special cases (cefdev, mainmenu) Triggers now work with the new T3D Lua new Thrustmaster TX F458 wheel input mapping The console now defaults to T3D Lua, also improved support for the other languages in there. added Fanatec Base v2 input mapping basics T3D Material selector defaulting to 100 materials per page, more materials per page possible now Improved Wheel debug UI App
Sync with latest Torque3D upstream (lots of bugfixes, some minor new features) more bugfixing on the new Scene Octree fixed lots of memory problems, errors and potential crashes, as well as used, uninitialized variables that were found during static code analysis. fixed bug #155 where objects rotation modified its scale: 155 Changed default decalBias for fix DecalRoads render too high over terrain. 3D roads now have collision Fixed crash to desktop bug on async shader compilation Fixed userpath usage: now the file is called 'userpath.ini' and works well with relative paths. (Also added examples to that file) Fixed some bugs on the XInput manager, improved xinput cache file format, added some default known controllers Lua FFB code now knows about the attached devices and can get the config Fixed invalid normals on 3d mesh loading Improved D3D9 fatal error messages: Now they produce a messagebox and show it to the user instead of the game failing in some undetermined way. More work on Force feedback, nearly usable now fixed simple gearbox app crashing the UI when no engine was installed Loading screen loads first now, fixing the half-rendered loading screens Fixed the new HTML part chooser Fixed Bug "Beamng enters infinite loop if .swp file is present in vehicle directory" Fixed Bug #108 (http://redmine.beamng.com/issues/108): Restore driveshaft disabled status after user changes shifterMode. Removed cleanup.bat script. Please delete your cache folder simply if you want to clean the cache. Fixed Bug with red shifting in in grid map near big pipe Fixed console spam when changing focus with FFB enabled Fixed Input Test feature not working Printing command line args to logfile as well for better crash reporting New Vehicle Reset hook for UI apps slightly fixed up main menu links width Drivetrain: Fix for rotators and Optimizations.
minor changes to the hamster wheel more textures added to HR + objects improved the town base on eca increased caster and SAI on hatch Fixes to the cannon and angletester lua Fixed water detail adjust for all maps except DRI HR fixes: start bridge to HR, new lighting, start positions, checkered finish line, adjusted forest, road work, created checkpoints, terrain texture work, created new roadblock object Added collision to a lot of the HR buildings + lod, minor improvements HR: collisions working + terrain edits, new preview image updated UI Winds app Fixed material case names causing errors on GM, HR stuff, etc New ramp prop, useful for loading things on the flatbed Semi fueltanks: fix for improperly mirrored coltris New prop; Metal Box, 100kg each Hatch: work on toe out/in Added a bit more power to stage 1 engine tuning on gavril v8s
New team Members:
B25Mitch joined our team and works on a new vehicle and other things (like our new vehicle creation introduction: Introduction_to_Vehicle_Creation)Ali joined our team and will work with the C++ Team on improving the T3D engine and their shadersChris joined our team as business consultant in order to keep things a bit more ordered
Some small stats:
153 committed changes to our Torque3D source code git repository195 committed changes to our game SVN repository43 Bug and 3 Feature issues closed in our internal ticket system
And yes, i went through all of those by hand to write this blogpost.
Above changes are work in progress and might not be released at this point but will be released within the next updates.
New User interface concepts (WIP)
The last week we worked out a general concept on how our user interface should look and behave. The goal is to have a simple to use, yet powerful tool that helps the user along.
We will completely get rid of the main menu and replace it with the dashboard, which will offer all kinds of functions just one click away for the user. (via ESC key)
The environment changer and the level/vehicle choosers might look like this:
So, we will simplify the user interface: panel left, ESC to do anything
Updated 2 Weeks Ago at 02:20 PM by tdev
Work enumeration since the 29th of September (last experimental release) (not released yet):
Force Feedback: We worked the last weeks on proper force feedback support, and we are currently trying the 4th approach to get it working better without the issues that are related to the implementation we used so far. The first results are promising but we want to deliver a very nice experience so we got to tune the way it works more Controls Binding UI (WIP)New parts choosing UI (WIP)OpenGL / Linux Support (WIP): We are currently pushing the first prototype of the gameengine out for testing: https://github.com/GarageGames/Torque3D/issues/587 Torque3D render speedups (WIP): We are working on an improved Octree for T3D that will speed up the rendering quite a bit Imposter instancing (WIP): We are trying to speed up the rendering of the Tree Imposters by using Instancing Oculus Rift DK2 (WIP): We got the DK2 and started to add the support for it. It is a lot of work as the way it renders completely changed.
Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on. Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast. New HTML GUI for options/settings (supports live changes) (WIP)
New CTRL + Space vehicle selector with filters and factory colors (WIP)
Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedbackLua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)Unannounced 3rd party steering thingy (not, we will not ruin the fun by telling you what the outcome will be)
Fixed 360 controller zoom buttons sticking Fixed stretching parts on T75 when certain parts fell off Fixed occlusion handler for the headlights shining through under certain conditions Fixed several memory issues with the game Fixed combo box render bug within the UI, renders correctly now Fixed laggy main menu: reverted to older CEF version to use the software-only rendering which is a lot faster and easier on the CPU/GPU Fixed filesystem file change notifications: working recursively now, removing the need for empty directories inside the cache folder. Fixed "Parts Configuration" dialog from always popping up when hitting ctrl+r Remodeled the col mesh for the race stands Removed BeamNG watermark logo from the bottom left corner finally re-encoded mainmenu videos to 720p for increased performance Fixed bad video mode bug where the game's res could end up bigger than the current screen's resolution.
Added tents. stadium lights to Hirochi Raceway Added parking lot to HR Added corner distance signs to HR Improved roadside visuals for HR by adding in lined edging to suggest maintenance + road materials Improved road barriers and rumble strips on HR (rumbles aren't so high anymore) Improved the lighting on HR and ECA (the distance is more blue now, slight ambient changes as well) Improved terrain and grass colors for HR More work on the details of HR (more forest, decals, etc), improvements and texture additions Minor adjustments and additions to ECA Fixed a heightmap issue on ECA (there was a sharp pyramid sticking out of the road) Removed duplicate car on Small Island (it was sitting in the ocean) Added new startup screen Textured D15 flatbed trailer Lots of changes and fixes for T75 deformation Other minor vehicle tweaks and fixes Hamster wheel now detachable
Above changes are work in progress and are not released at this point but will be released within the next update.
New team Members: We are happy to have Ben and Bruno with us helping us on the C++ side and Yale and Svetlozar on the web/UI side of things.
Fatal webserver crash: We experienced a fatal webserver crash (RAID1 failed hard) last week in which we spent quite some hours into recovering the data, setting up the new server, etc.
New steering wheel hardware: we now got the G25, G27, Thrustmaster RS500 and Fanatec base v2 wheels so we can test the input and force feedback with different hardware.
Team meetup: for the first time, we were able to meet up in real life and nearly everyone was able to get to our office to work hard for one week from the same location
(team picture, Sept/2014)
Updated 11-09-2014 at 10:52 AM by tdev
While creating some extra decal road textures I stumbled on something that could be a cool feature for weather transitions. First, a little background; currently all environmental materials can be transitioned to a "wet" state by adjusting their material values (it doesn't require any texture or material swapping - at least that is the theory). I posted a while back about this as a possible solution for rain, here are the screens from back then:
These materials are just standard dry materials that are currently in the game but with different specular values.
Which brings us to a cool little thing I found the other day.
With a standard road the repetition is sometimes a bit high and there isn't enough variation.
By placing another road above that uses a much longer texture (at a lower resolution) you solve both of these problems.
Because the ruts are a different material they could be animated to dry out more slowly than the main road. So even when everything else has dried out there can still be ruts with a little water in them.
Here you can see the transition:
Updated 10-10-2014 at 03:13 PM by LJFHutch
After we finally found and fixed a crash that we were working on for some days, we are now able to update the experimental branch again:
Hirochi raceway has collision again More work on Hirochy raceway: barriers, forest, added undergrowth, road and vegetation work, updated signs, texture workSunburst: improvements on the suspension, added simple traction control, improved fuel tank and windshield wipers, cvt ratios, increased turbo power, tuning the driving characteristicsTire stabilization improvements on some vehiclesFixed hamster wheel ramp and large tilt base having no collisionReduced shakiness of large crusher (also removed duplicate example crusher)T75: fixes on the engine and the radiator, improving stability a lot when crashing the frontLess torsional frame rigidity for pickup and vanTuned shift points for some vehiclesAdded cubemap to smallgrid (vehicles now have reflections)Added vehicle thumbnails for new vehicle selector (press Space)Parkingbrake hydros added to h45 cargo boxImproved collision mesh for the industrial bridges to prevent tire catching when breaking or slidingCorrected some path issues for the rock material on gridmapBolide collision fixes
Collisions with heavy objects are a lot more stable nowRebalanced friction calculations, slightly differently nowCull individual forest item for improved performance of render shadow pass (saves some ms per frame)Fixed vibrations when changing simulation speed to slow motionFixed UI hiding: should hide properly nowFixed lua split() discarding string parts (be sure to check if your lua script now behaves differently)Fixed file system notifiers taking too much time: faster startupIncreased precision on ui update rate
LuaSocket is now completely integrated and always enabled. It has a security sandbox and can only connect to localhost and private IPv4 addresses (the previous command line switch is now obsolete)The ingame UI now uses local:// instead of file://. That enables it to use the virtual filesystem and i.e. load preview images from inside zips. There might be some stuttering in the main menu which we are working on. (This was a huge undertaking to get working well)
Also, we found a problem with switching steam branches. To make sure the game does not have a broken state, please switch the branch, delete the local game content and then install the game again. The problem is that some files of the default branch cause problems when switching to experimental as steam does not seem to remove them properly.
We also open-sourced two components that we are not working on further due to design decisions: https://github.com/BeamNG/jsflowgraph and https://github.com/BeamNG/luawebserver
Updated 09-24-2014 at 12:22 AM by tdev
... a C/C++ developer (see attached job offer)
... and a Web developer
Updated 09-19-2014 at 12:33 PM by tdev