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 post Share on other sites
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 post Share on other sites
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 post Share on other sites
JeffR Posted October 6, 2019 Author Share Posted October 6, 2019 Original post updated with Build 5 precompiled builds. Quote Link to post Share on other sites
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 post Share on other sites
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 post Share on other sites
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