BETA R1 is out
BETA R1 is now out and available from the Project TINT Members Area. BETA B3 expires 1st September, so if you have not already grabbed it please do so before that date. Thanks
BETA R1 is now out and available from the Project TINT Members Area. BETA B3 expires 1st September, so if you have not already grabbed it please do so before that date. Thanks
We are making progress on the next build, which should be out soon.
The good news is, I’ve rewritten the TeamSpeak 3 component to include the Log display features that were missing, and fixed lots of bugs. The disappearing / reappearing speaker list in show all mode should now be resolved.
The bad news is, I’ve dropped the Media Player OSD plugin from this release for Pro as I wanted to prioritise getting some of the core engine bits and pieces in better order first. Never fear though, this will come along in the not too distant future, along with another plugin that reads Temperatures, etc from Core Temp. I haven’t decided if these should be optional downloads from an “extra components” area of the website or simply be bundled with Pro yet
In regards to the #1 reported support query regarding the difficulty some people are having with theĀ TeamSpeak 3 helpers due to the fact that TeamSpeak keep updating the Plugin API thus making the bundled Helpers incompatible, I will be writing up something on the Forums as an “FAQ” for this issue soon, with further improvements to the actual handling to come later.
Right, after ages saying the OpenGL code is below par, I’ve got it up to par, and then some
Basically a lot of of the code has been refactored, the way that vertex data for the text is created and used has been overhauled, and many other nip ‘n’ tuck improvements have been made. All in all it’s much better.
These updates will land with the next release, and hopefully I will also address a few more items off the long to-do list, starting with:
BETA B3 is now available for testing – please grab it from the Project TINT Members Area
You will still need to signup for an account to download any TINT BETA builds, however from now on, no “Secret Word” is required to signup as a BETA Tester. I only really want people genuinely interested in testing TINT and providing good feedback signing up, so if I get too high an influx of non-tester users I may have to put this back in place. Let’s see how it goes for now!
Sorry the next TINT update is taking its sweet time. Events IRL are the cause of the hold up as I’m the only one with the ability to publish a release at present and all my kit is in boxes as moving home.
BRB
I’ve got round to automating the Password Recovery on the TINT Members Area, so if you do follow the lost password procedure you should now be sent an Email by return containing the details.
Just to update you, there will be another BETA out in the next month that addresses:
So hold on guys, it’s coming
Also with the release of BETA B3, I aim to take the “secret word” restrictions off of the BETA signup – you will still need to sign up for an account however whilst in BETA (Standard Accounts are free though!). This will mean it’s in the hands of more gamers and hopefully this will mean we can get even more diverse range of games tested to further improve compatibility, etc.
To all tracking this Blog, I know there’s a few reasons for pushing out a new build for testing.
Long and short of the reason for the delay is that I made significant changes to how the project was laid out and structured in Visual Studio to facilitate some changes that will hit BETA B2 (as the next build is tentatively called), tried to commit it back to subversion, and subversion crapped out and won’t let me commit it. So at the moment trying to fix that first!
*EDIT* have fixed the svn repo as of latter end of last week (w/c 20th April), that little hiccup has put things back a few weeks unfortunately. Work is now progressing as normal and I should be shoving out B2 soon.
Sometimes, developing with Visual C++ really is a bitch. I have officially fallen out with it. It’s now decided that after pulling in a patch via Microsoft Update (Windows Update with “update other MS products on the system” selected) the Debug versions of the CRT aren’t on my system. They definitely are!
So I’ve just spent several hours reinstalling my complete development enviroment to “get them back”. Thoroughly unproductive!