Code_Man Posted February 19 Share Posted February 19 (edited) I switched over to 4.0.3 some time ago, using it despite some issues. All in all it runs very smoothly and looks nice, even on lowest settings, which is much more than i can say for most engines on this toaster. The asset and package system is enormously useful despite the hastles, which i am using to the max. All of my porting and assetizing was done by hand, so i haven used the editor asset tools much. As i noticed the base packages were removed, this makes it much harder for new people to make games or evaluate the engine properly. In addition the new level editor doesnt have a tab to place map environment entities. I overcame those since i already had working asset bases to use and copy. There are also a few bugs, such as players landing cause a crash and so does spawning a particleemitternode. I also seem not to be able to crouch, idk if thats not related to something else however. The shape editor also doesnt update the tab data for models neither, making it somewhat useless. All in all however im pretty satisfied with it and those little issues can be worked around, it has many nice improvements but those little regressions are gnarly. Looking forward to 4.0.4 and getting more out of this one. Edited February 21 by Code_Man Quote Link to comment Share on other sites More sharing options...
Azaezel Posted February 24 Share Posted February 24 Will note for the 4.0 spec, the mandate was to shift to https://github.com/Torque3DResources for non-required functionality with a side of pop-in protocols up to and including source incorporation, and per-module tooling. Will also note the https://github.com/TorqueGameEngines/ProjectManager points at that and leverages git functionality so when we add or update modules you should (in theory) be able to check that right on out. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted March 2 Author Share Posted March 2 Trimming down on stuff is good and fine, but not having the ability to add non assetized stuff(Skyboxes, terrains, lights etc) is quite crippling the editing ability. And while its all nice and stuff to have a clean slate, i cant say that this system is attractive for new people, but then again most people who use 4.0 are people who port their stuff. Also the project manager when i used to caused a crash for me so i havent tried too much yet. Quote Link to comment Share on other sites More sharing options...
Azaezel Posted March 3 Share Posted March 3 (edited) There's actually a couple ways to do that nowadays (at least with devhead): Creator at the bottom and by request, also an add bar up top Also probably worth noting: datablocks can be defined scriptside and drug in to create the used-instance-class as well. Edited March 3 by Azaezel further clarification Quote Link to comment Share on other sites More sharing options...
Code_Man Posted March 12 Author Share Posted March 12 Those look very cool, sounds like you guys make lots of headway, looking much forward to that. Quote Link to comment Share on other sites More sharing options...
Azaezel Posted March 12 Share Posted March 12 That's actually all already committed to head, for what it's worth. as well as a few additional shineys we had time for while wrapping up this next release. Quote Link to comment Share on other sites More sharing options...
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