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Hodo33

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Everything posted by Hodo33

  1. Thanks for all the answers. @Steve I didn't realize you could get a count, now I can verify a clean delete, great idea...
  2. Given this instance: %obj = new Door() { dataBlock = %block; parentGroup = "MissionGroup"; }; Should I include this after creation ? MissionGroup.add(%obj); If I make the parentgroup equal to MissionGroup will it get automatically deleted on zone unload ?
  3. Hodo33

    Missing DLL

    I have a couple people that can't run the game with dll issue. Game.exe click on it and they get game dll.dll can't be found. Have wiped it reloaded multiple times but game wont run on their system Windows 7 home premium. Wont run to the point that it wont even create a console.log file. I am sure it has something to do with their setup but not sure where to look. We play SWTOR together so I know he has dx9 loaded and video capable any hints/clues where to look ?
  4. @Neon that was the trick, resized it and it works, thanks
  5. It works in 3.6 did a DIFF on guiMLTextCtrl.cpp and little or no changes
  6. What effect of doing a no TORQUE_TOOLS in the engine vs just deleting the tools directory? I have an issue where I need to use file open write pathcopy etc but that fails using no TORQUE_TOOLS for release. Can I hoist the functions out of fileSystemFunctions.cpp without causing issues or having no tools directory in the scripts cause issues..
  7. Hodo33

    Engine Crash

    Lot more stable now. I had my own truck::onAdd() and left the parent::onAdd() changed the truck to not call the one in vehicle.cs I had changed some files and the new version I got from steam still had the old garbage files so did a complete uninstall, delete the directory and get new. Found a couple of schedules running, I cancel those before calling endMission() and added some delay between the final part of endMission and first part of loadMission(next) seems one of the testers has a SSD and that fixed his issue. Thanks to everyone that helped on this, I'm sure I'll crash it again.
  8. Hodo33

    Engine Crash

    I had made one change in hovervehicle.cpp here some time ago // Todo: ScopeAlways? mNetFlags.set(Ghostable); << had this set to scopealways, changed it back. I do use the hovervehicle for a helicopter. Which brings up a question about vehicles in general, they are not scoped ? In the vehicle creation in my code I was calling onAdd() on each of the vehicles I made, and discovered the vehicle.cs also did an onAdd so each vehicle was hitting an onAdd twice via Parent:;onadd so I changed that. I wanted to be sure it wasn't some object I was adding to the scene so I added this at line 970: // Iterate through the scope always objects... for (j = mGhostZeroUpdateIndex - 1; j >= 0; j--) { Con::printf("Ghost %d %s",j,mGhostArray[j]->obj->getClassName()); What this did was allow me to see each object from the mission file get loaded ( but it doesn't show vehicles ) After these changes we got through the game couple times with no crash. @Happenstance I did add the TORQUE_DEBUG_NET define and now I get this in the log file. Mostly around mount and dismount and on death Game crashed shortly after this line. PlayerData::doDismount(331, Kublah, 1) packetDataChecksum disagree! packetDataChecksum disagree! @Azaezel yes all that code is there. I use the same code you would do for a dm cycle I call cancel all game schedules then endMission() in gamecore.cs then delay 1 to 5 seconds before a call to loadMission(x.mis) and it fails on the load in ghost loading
  9. Hodo33

    Engine Crash

    @Bloodknight that worked... no crash. I couldn't figure how to do it exactly AssertFatal((mGhostArray[j]->flags & GhostInfo::ScopeAlways) << GhostInfo does not compile setting this to Ghostable so I looked up the flag for it and just hard coded the number like this AssertFatal((mGhostArray[j]->flags & 256) != 0 And you dont have to tell me that is a bad way to do things I know. Just can't figure how to just make it work the nice c++ way. NetObject::NetFlags::Ghostable is not part of the mGhostArray so any hint there would be great. Thanks for the help...
  10. Hodo33

    Engine Crash

    Quick question I was tracking down this netGhost.cpp line 973 AssertFatal((mGhostArray[j]->flags & GhostInfo::ScopeAlways) != 0 << game will crash here I see where most objects have this as part of the constructor first line: mNetFlags.set(Ghostable | ScopeAlways); Looking around I don't see that the vehicles have this set in the constructor. I added it in but wont compile as mNetFlags is not part of the wheeledvehicle What include file do I need to make this vehicle ghostable? and why wouldn't all objects be ghostable by default ? Thanks
  11. Hodo33

    Engine Crash

    Max objects per zone is 400. I see the onFire() function does a missioncleanup.add(BULLET) every time a gun is fired. Yet the projectile has a finite time to exist. I have 10 or so bots all shooting (300 - 500 count) so is every bullet stacking or does it self delete on life timeout? That looks like something that could cause an issue if memory is allocated for data on each bullet. @Jason so far it never has crashed in debug. The one consistent time it crashes is trying to ghost objects at a zone transition.
  12. Hodo33

    Engine Crash

    Well I was wrong on that last post. It just pushed the bug out to another location. I have 8 missions and it will always crash going into number 5. If I go to main menu after 4 then re enter the game, no crash. So something is not being cleared on a zone switch. I was careful to put everything into missioncleanup.add(%x) I delete things in order, cancel all schedules and cleanup every thing I can find that might hang out there. It still crashes in the ghosting.
  13. Hodo33

    Engine Crash

    I found the issue and fixed or hacked it here is what happens: I am running 8 missions cycle. The game crashes downloading ghosts on the 4th or 5th mission. In the engine netGhost.cpp line 961 we have this // Set up a buffer for the object send. U8 iBuffer[4096]; BitStream mStream(iBuffer, 4096); I thought that array would be cleared with the call to clearGhostInfo but it is not. I calculated the ghost count and size and it seems I overrun the array so I changed it to 8192 and the game runs fine. So perhaps that should be a malloc/free or dmemset on each call ... not sure but changing the size of that array makes the game work without fail now.... sorry to drop bug stuff in this area and thanks for help everyone ....
  14. Hodo33

    Engine Crash

    I tracked the problem or closed in on it some. The crash happens here BATCH OF DATABLOCKS DONE 8 8 ON TO NEXT PHASE LOADING PROGRESS SET TO 1 *** Phase 2: Download Ghost Objects 8 levels/Meyrud.mis Happened here more than once so I am thinking it's a ghost issue. Next question is: I have 300 to 400 objects being loaded ( added a counter in script) could it be the game wants to start running before the ghosting is complete ? As a side note I have been chasing the "cant find material for this texture" console spam so to hone in on what object was causing it I did this: Line 373 MaterialList.cpp added in the full path so I know which directory to look in: Con::errorf( "[MaterialList::mapMaterials] Unable to find material for texture: %s %s",mLookupPath.c_str(), mMaterialNames.c_str() ); Not sure if that spam causes any issues but I don't like red ink... Thanks for the help...
  15. Hodo33

    Engine Crash

    I have Torsion Tried a debug build but it runs at 2 fps Did a optimized debug build but it wouldn't run Just looking for any other flags or defines in the engine to alter. I can chase it down but trying to minimize or optimize what should be there on a release build. I have read through the books/docs but not much of explanation on order of execution for loading and unloading a game zone. Just curious if any of the engine gurus have some insight. I would like to think it's a timing issue like server being shut down before client data, ghosting, materials get cleared. That sort of thing has never been defined. thanks for help
  16. Hodo33

    Engine Crash

    I say engine crash but probably my bad script code so I'll open with that. Did a release build and getting crashes at various parts of script execution. Got in the engine and altered a couple defines and it's a bit more stable. #define TORQUE_TOOLS commented out and removed tools directory from release #define TORQUE_SHIPPING added in Other than these two are there any other defines or flags that should be set ? The crash mostly happens on a zone switch. I use triggers to call a zone switch and tried to follow the cyclegame routines. Stop all schedules, wait for any mid schedule events to complete, stop all client side actions kill the server, endgame etc then load the new zone. The transition seems to be the crash point. Is there a "safe" order to shutdown one zone and load another? Yeah I know big ask in the blind but any suggestions would help... thanks....
  17. Building a help system for game. Used to be able to do this Can't get the bitmap to show up. Does this not work any more ?
  18. Thanks for the reply. I was thinking of adding a transparent layer to the material if I could see the U,V layout. Just wanted a sign on the side of my helicopters...
  19. Is the engine capable of rendering a decal on a vehicle? If so how can I do that. Have tried but they don't seem to want to render on a dynamic object
  20. The collision box edge vs the bot los hit point was what I was thinking. I know the width of the box, if I knew where on the box the ray hit me then I could calculate. So 1 unit wide, ray hit at 0.75 units I wind up with 25% in view
  21. I added one but the rest wouldn't run till I added each cs. I think I remembered a switch somewhere to build or rebuild shaders.
  22. Looking at Mixamo, don't see a price on it. Have you used that for your games?
  23. Thanks for the reply. My artist decided to take a different job. Hard to find someone that can do this. I don't mind paying for a reskin of something just need to get in contact. I have sent some requests but no one has got back to me yet.
  24. Would like to purchase characters with animations to drop into torque 3.8 contact me for details.
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