Screen Flickering Lockup crash
by Rapid Fire · in Torque 3D Professional · 12/06/2009 (12:40 am) · 6 replies
On random occasion (sometimes it takes 2 seconds, sometimes 2 hours) my version of Torque Crashes. I am never doing anything specific when it happens (one time I was using a shield, another I was shooting at some enemies, another I was standing there alt tabbed). It seems to be more common with water reflections on, or with water in some way visible.
The probelm is my computer hard locks completely, both my monitors flicker immensly, and I gain access to my computer for about 2 seconds every 20 to try to exit the program, other than that it is unresponsive with heavy screen flicker.
The Last Outputs were:
DirectInput deactivated.
Window focus status changed: focus: 0
Using background sleep time: 200
c:\torque\torque 3d 2009 sdk 1.0.1\engine\source\gfx\d3d9\gfxd3d9device.h(43) : Fatal - D3DERR_NOTAVAILABLE
Not available
Unable to lock vertex buffer.
Robotype_DEBUG.exe has triggered a breakpoint
The Breakpoint took me to SceneGraph::renderScene() just under BuildSceneTree(). The Stack doesn't specify anything deeper than that. Anyone have any suggestions where to look or what I could possibly be looking for?
Specs (off the top fo my head):
NVidia GeForce 9800 GT
2 2.66 GHZ Intel Core 2 Duo CPU
2 Gigs Ram
The probelm is my computer hard locks completely, both my monitors flicker immensly, and I gain access to my computer for about 2 seconds every 20 to try to exit the program, other than that it is unresponsive with heavy screen flicker.
The Last Outputs were:
DirectInput deactivated.
Window focus status changed: focus: 0
Using background sleep time: 200
c:\torque\torque 3d 2009 sdk 1.0.1\engine\source\gfx\d3d9\gfxd3d9device.h(43) : Fatal - D3DERR_NOTAVAILABLE
Not available
Unable to lock vertex buffer.
Robotype_DEBUG.exe has triggered a breakpoint
The Breakpoint took me to SceneGraph::renderScene() just under BuildSceneTree(). The Stack doesn't specify anything deeper than that. Anyone have any suggestions where to look or what I could possibly be looking for?
Specs (off the top fo my head):
NVidia GeForce 9800 GT
2 2.66 GHZ Intel Core 2 Duo CPU
2 Gigs Ram
#2
in engine\source\gfx\d3d9\gfxd3d9device.h(43)
D3DERR_OUTOFVIDEOMEMORY
out of video memory
Failed to create Z surface
This happened in Debug on Startup, it won't load a level at all in release.
Seems like it's either my video card directly or Torque doing something to my video card (other 3D applications work fine)
12/06/2009 (1:33 am)
New Error: in engine\source\gfx\d3d9\gfxd3d9device.h(43)
D3DERR_OUTOFVIDEOMEMORY
out of video memory
Failed to create Z surface
This happened in Debug on Startup, it won't load a level at all in release.
Seems like it's either my video card directly or Torque doing something to my video card (other 3D applications work fine)
#3
12/06/2009 (7:26 am)
I would suspect we are having the same issue. (http://www.torquepowered.com/community/forums/viewthread/104895) I could only trace down that it's an issue with the particles used in the scene. But never found a fix for it, so you could try removing any particles you are using and see if it fixes your problem.
#4
That explains why it locks up sporadically for me. I have a large Flamethrower testing emitter in the sky.
Since I'm now looking at particles, I noticed mine has custom particles, and if yours has 3 Splash emitters, I am assuming it has custom particles somewhere as well.
When you load up the Editor, after all the Builders and Editors are initialized, I get a couple errors, such as ParticleEmitterData(DefaultEmitter) unable to find particle datablock: flameThrowerFire
ParticleEmitterData(DefaultEmitter) unable to find any paticle datablocks
47: Register Object failed for object DefaultEmitter of class ParticleEmitterData.
I just noticed these errors (in cyan not red on the console though). I'm going to try to go about fixing them, but I'm curious if they may be instigating a larger problem.
12/06/2009 (2:04 pm)
Ohh ok.That explains why it locks up sporadically for me. I have a large Flamethrower testing emitter in the sky.
Since I'm now looking at particles, I noticed mine has custom particles, and if yours has 3 Splash emitters, I am assuming it has custom particles somewhere as well.
When you load up the Editor, after all the Builders and Editors are initialized, I get a couple errors, such as ParticleEmitterData(DefaultEmitter) unable to find particle datablock: flameThrowerFire
ParticleEmitterData(DefaultEmitter) unable to find any paticle datablocks
47: Register Object failed for object DefaultEmitter of class ParticleEmitterData.
I just noticed these errors (in cyan not red on the console though). I'm going to try to go about fixing them, but I'm curious if they may be instigating a larger problem.
#6
04/13/2011 (5:19 pm)
Fixed in 1.1 Final and Preview.
Torque 3D Owner Rapid Fire
Rapid Fire Studios
It also seems that over the span of 3 hours my framerate goes from 160 to 10 on a default project. Restarting seems to fix it, but the longer I run torque the slower the system starts running.
Also I am losing Textures at certain angles on certain models. For example, at 10-20 degrees Yaw my Player will go black, but will still render correctly at other angles. This happens with Weapon Models as well, and they are lost at the same camera angles.