Azaezel Posted September 30, 2019 Share Posted September 30, 2019 I'm simply going to note that while not perhaps as informative as an 'in face' conversation as it were, nor one of jeffs excellent writeups, https://github.com/Areloch/Torque3D/commits/Preview4_0 does contain roughly weekly updates regarding what made the cut after going over what exploded in our faces experiment-wise. While the ability to also read the code is useful for those of us following the minutia, the general commit notes are intended for public consumption.Tieing that into the website talk, it'd probably be useful down the line to have tickers for a 'forks to follow' style announcement area to help folks stay in the loop. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 30, 2019 Share Posted September 30, 2019 Tieing that into the website talk, it'd probably be useful down the line to have tickers for a 'forks to follow' style announcement area to help folks stay in the loop. Yeah i have that in one of my examples, also full site editing for admins in site (wordpress blah blah) Only thing is we can either link to these forums as they are which would require logging in when landing on the page or migrate to bbpress forums which will allow site wide accounts just in case later on down the line your not on the forum page but just browsing the site users remain logged in and would receive notifications on accessing the site about latest topics they have subscribed to etc.main page sections from top down:- Header with video showcasing torque3dlatest news slider over the top of video - probably most of the time will be news updates by jeff on changes being made/already made and pushednext section is showcase of torques features and toolsnext section is games made with torquefooter section is 3 columscolumn 1 latest blog posts/news section updated by admins, this would be great for jeff to get the changes out to a wider audience since people wont have to navigate to/through the forums to see the changes.column 2latest forums and topicscolumn 3github feed - highlights active forks and latest pushes to dev branch Quote Link to comment Share on other sites More sharing options...
Caleb Posted October 1, 2019 Share Posted October 1, 2019 The last few pages of comments have been rather tangential to the original topic. If we have more suggestions about the best way to handle update announcements and best practices, then consider creating a new topic for the subject. Quote Link to comment Share on other sites More sharing options...
JeffR Posted October 6, 2019 Author Share Posted October 6, 2019 Original post updated with Build 5 precompiled builds. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted October 11, 2019 Share Posted October 11, 2019 Thanks for posting the Linux version.My version of glibc is 2.27 because I'm on Mint which is Ubuntu 18.04 so I get this---- libm.so.6: version `GLIBC_2.29' not found (required by ./torque3d)But it compiles without errors so awesome!Edit: Some files seem to be invalid. I can't add terrain or apply materials.Loading a Level fails.I've attached a console.log file.console.log.zip Quote Link to comment Share on other sites More sharing options...
brother_david Posted October 21, 2019 Share Posted October 21, 2019 Enjoying each release!Found that PostFx Tonemapping isnt available in the latest release, even removed from the PostFx window/menu/app, it does still exist in the shader files though. Any reason behind that?I found that the tonemapping code is the same non-working Uncharted 2 style version as the one used in BeamNG atm. Ive replaced that with the old one slightly modified, to get it working, atleast in BeamNG. Quote Link to comment Share on other sites More sharing options...
Skipper Posted May 6, 2021 Share Posted May 6, 2021 (edited) any new precompiled builds available for testing? I have windows and macs I can test on. Also a 4k monitor. Edited May 6, 2021 by Skipper Quote Link to comment Share on other sites More sharing options...
Azaezel Posted May 6, 2021 Share Posted May 6, 2021 We're mostly focused on some bits to batch convert old script files to the new entries and one-to-one source line replacements to make it simpler for folks to upconvert at present. Shouldn't be too much longer on a new binary build, but don't want to make promises as far as when beyond that. Mean time, the fork were beating up prior to throwing it into preview head is https://github.com/Areloch/Torque3D/tree/AssetMacros_w_ProjectImport if folks want to see where that's going in general. Quote Link to comment Share on other sites More sharing options...
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