Issues with TGB and iTorque
by Rapid Fire · in iTorque 2D · 02/18/2010 (4:13 pm) · 10 replies
I couldn't find a specific forum for iTorque, but I'm having current issues with what seems a mix of both.
Currently I have iTorque and TGB pro and I'm having a number of seemingly related issues. I am curently using both for windows XP.
1) iTorque crashes on startup. It just has a windows unrecoverable error, it cannot be debugged, and nothing is written to console.log. The editor will not start, most of the time.
2)iTorque runs on rare occasions, after just waiting (no new applications running or not running, no restart) When it runs, it runs great, and everything works well.
3)TGB pro runs all the time. but it has an entirely different interface and manages it's assets differently as well. so while it runs, and I can run any iTorque project on TGB pro, the textures are broken as it does not correctly manage the spritesheets on the default iPhone project. It also does not contain the iPhone input information. It seems like it MAY work for temporarily as I figure out iTorque issues.
4)I can't seem to figure out how the source code links up to the external projects in TGB Pro. iIn iTorque there are the individual solutions constructed for each project, but I don't seem to have that in TGB Pro. I can alter the source, b ut I can't seem to figure out how to make it modify a specific project.
5)I have no way to discern which engine I'm using when I open a project. iTorque and TGB Pro both have the name Torque Game Builder, and so even using Open With has no recognizable difference between the two options. Since one crashes constantly and one has the incorrect interface, once I start fixing some of these issues this seems lke it will be a large one coming next.
I know I have a number of issues, I just got iTorque, and ha d it functioning long enough to check it all out, and it seems like it would work great, if it only worked for me :S. Hopefully someone else must have run into at least a few of these problems before, and can give some advice.
Currently I have iTorque and TGB pro and I'm having a number of seemingly related issues. I am curently using both for windows XP.
1) iTorque crashes on startup. It just has a windows unrecoverable error, it cannot be debugged, and nothing is written to console.log. The editor will not start, most of the time.
2)iTorque runs on rare occasions, after just waiting (no new applications running or not running, no restart) When it runs, it runs great, and everything works well.
3)TGB pro runs all the time. but it has an entirely different interface and manages it's assets differently as well. so while it runs, and I can run any iTorque project on TGB pro, the textures are broken as it does not correctly manage the spritesheets on the default iPhone project. It also does not contain the iPhone input information. It seems like it MAY work for temporarily as I figure out iTorque issues.
4)I can't seem to figure out how the source code links up to the external projects in TGB Pro. iIn iTorque there are the individual solutions constructed for each project, but I don't seem to have that in TGB Pro. I can alter the source, b ut I can't seem to figure out how to make it modify a specific project.
5)I have no way to discern which engine I'm using when I open a project. iTorque and TGB Pro both have the name Torque Game Builder, and so even using Open With has no recognizable difference between the two options. Since one crashes constantly and one has the incorrect interface, once I start fixing some of these issues this seems lke it will be a large one coming next.
I know I have a number of issues, I just got iTorque, and ha d it functioning long enough to check it all out, and it seems like it would work great, if it only worked for me :S. Hopefully someone else must have run into at least a few of these problems before, and can give some advice.
#2
As such you have to ensure that your drivers are fully up to date and opengl capable, depending on the os (vista+) that might also mean that you have to disable the visual composition on the compatibility settings or if you are on older intel (gma 950 and older) you might at worst be totally out of luck depending on the os
there are a few threads on that
4) there is no such thing in TGB Pro. But realistically seen there isn't either in T2Di. The source code for all projects is shared, so changes in one project to the engine affect all projects!
5) You could rename one of them and recolor its icon (extract and reinject through res hacker or by recompiling it)
02/18/2010 (7:43 pm)
1-3) T2Di has no longer support for DX as it no longer supports desktop builds (among the optimizations for the iphone and stability focus, there were also other things like the removal of 3d shapes, finally).As such you have to ensure that your drivers are fully up to date and opengl capable, depending on the os (vista+) that might also mean that you have to disable the visual composition on the compatibility settings or if you are on older intel (gma 950 and older) you might at worst be totally out of luck depending on the os
there are a few threads on that
4) there is no such thing in TGB Pro. But realistically seen there isn't either in T2Di. The source code for all projects is shared, so changes in one project to the engine affect all projects!
5) You could rename one of them and recolor its icon (extract and reinject through res hacker or by recompiling it)
#3
I've recently updated my video drivers (dated Jan 2010), and am using XP, as far as the compatibility settings. I'm using an Intel Core 2 Duo E6750, which I believe is relatively recent.
In Console.log, the last handful of lines are:
Torque Game Builder (v1.7.4) initialized...
Torque2D for iPhone | v1.3 is active...
% Opening Project C:Documents and SettingsTomDesktopT2D_iPhone_1_3_1MyProjectsiPhoneExampleprojectFilesproject.t2dProj ...
Executed C:/Documents and Settings/Tom/Desktop/T2D_iPhone_1_3_1/MyProjects/iPhoneExample/projectFiles/game/managed/datablocks.cs. Took 16 ms
Executed C:/Documents and Settings/Tom/Desktop/T2D_iPhone_1_3_1/MyProjects/iPhoneExample/projectFiles/game/managed/brushes.cs. Took 0 ms
inside t2dParticleEffect load stream
Executed C:/Documents and Settings/Tom/Desktop/T2D_iPhone_1_3_1/MyProjects/iPhoneExample/projectFiles/game/data/levels/emptyLevel.t2d. Took 32 ms
inside t2dParticleEffect load stream
It seems to list my device correctly and activates the OpenGL device, although it gets the device and vendor ids as VEN_0000 and DEV_0000.
Also the load times seem to be 99% 0 ms and 1% 16 ms on scripts.
There seem to be a handful of warnings and errors, but it is a clean test project, and the builder seems to crash on all projects.
I've been looking at other threads, and can't seem to find a similar out of the box non-functioning as mine.
NOTE: It can run the executables, it crashes on loading the t2dProj file, or the TorqueGameBuilder executeable.
02/20/2010 (9:37 pm)
Thanks for the reply, I'll focus on 1-3 for now, as the other stuff is later, and I've already done 5, now that you suggested it.I've recently updated my video drivers (dated Jan 2010), and am using XP, as far as the compatibility settings. I'm using an Intel Core 2 Duo E6750, which I believe is relatively recent.
In Console.log, the last handful of lines are:
Torque Game Builder (v1.7.4) initialized...
Torque2D for iPhone | v1.3 is active...
% Opening Project C:Documents and SettingsTomDesktopT2D_iPhone_1_3_1MyProjectsiPhoneExampleprojectFilesproject.t2dProj ...
Executed C:/Documents and Settings/Tom/Desktop/T2D_iPhone_1_3_1/MyProjects/iPhoneExample/projectFiles/game/managed/datablocks.cs. Took 16 ms
Executed C:/Documents and Settings/Tom/Desktop/T2D_iPhone_1_3_1/MyProjects/iPhoneExample/projectFiles/game/managed/brushes.cs. Took 0 ms
inside t2dParticleEffect load stream
Executed C:/Documents and Settings/Tom/Desktop/T2D_iPhone_1_3_1/MyProjects/iPhoneExample/projectFiles/game/data/levels/emptyLevel.t2d. Took 32 ms
inside t2dParticleEffect load stream
It seems to list my device correctly and activates the OpenGL device, although it gets the device and vendor ids as VEN_0000 and DEV_0000.
Also the load times seem to be 99% 0 ms and 1% 16 ms on scripts.
There seem to be a handful of warnings and errors, but it is a clean test project, and the builder seems to crash on all projects.
I've been looking at other threads, and can't seem to find a similar out of the box non-functioning as mine.
NOTE: It can run the executables, it crashes on loading the t2dProj file, or the TorqueGameBuilder executeable.
#4
Marc was referring to your GPU. If you have integrated Intel graphics, all sorts of wonderful and wrong things can happen. Then again, same thing happens with certain cards from any manufacturer. T2Di is really targetted at OS X+iPhone OS, but you also get a desktop TGB included with the purchase (separate download) which is more appropriate for Windows desktops.
I'm hoping the forthcoming TGB 1.7.5 smooths out things a bit, and includes setting the resolution to iPhone sizes. It would be handy for those who do desktop+iPhone versions, and people who prefer to build in Windows first.
02/20/2010 (11:37 pm)
The E6750 is your CPU ;)Marc was referring to your GPU. If you have integrated Intel graphics, all sorts of wonderful and wrong things can happen. Then again, same thing happens with certain cards from any manufacturer. T2Di is really targetted at OS X+iPhone OS, but you also get a desktop TGB included with the purchase (separate download) which is more appropriate for Windows desktops.
I'm hoping the forthcoming TGB 1.7.5 smooths out things a bit, and includes setting the resolution to iPhone sizes. It would be handy for those who do desktop+iPhone versions, and people who prefer to build in Windows first.
#5
The largest issue I have with TGB in replacement of T2Di is that it doesn't handle the spritesheets in the same fashion. so T2Di projects become massed amounts of miscaled spritesheets.
Though I guess I can convert it into a better packed form later as well.
The GPU is a GeForce 9800, but at this point I think I just need to have a Mac to even begin development.
02/21/2010 (12:57 am)
Yeah, I'm thinking I need to get a Mac sooner than previously planned.The largest issue I have with TGB in replacement of T2Di is that it doesn't handle the spritesheets in the same fashion. so T2Di projects become massed amounts of miscaled spritesheets.
Though I guess I can convert it into a better packed form later as well.
The GPU is a GeForce 9800, but at this point I think I just need to have a Mac to even begin development.
#6
the desktop one has to fullfill completely different needs and constraints than the iphone one and forcing one into the box of the other will make at least one of the two target platforms suffer significantly (as seen in iTGB 1.0 - 1.3 Beta for the iphone side)
people that want to target both can develop the base in either but then must port to the other if you try to develop more than the base. might sound like thats more work than you want to do but if thats the case you should rethink your reasons why you wanted to target both because the design obviously didn't fit one of the two platforms if you were thinking that "move over and compile" was enough to fit both sides ... there are just optimizations and hardware - resource constraints that differ by far too much to make it evne desireable to get one to conform to the other.
srcrect stuff etc for example is just more work than required on the desktop. on the iphone its vital if you don't want to get performance breakins, pooling is unavoidable on the iphone and stuff like that
02/21/2010 (11:51 am)
I hope that the iphone and desktop techs differ even more than they already do.the desktop one has to fullfill completely different needs and constraints than the iphone one and forcing one into the box of the other will make at least one of the two target platforms suffer significantly (as seen in iTGB 1.0 - 1.3 Beta for the iphone side)
people that want to target both can develop the base in either but then must port to the other if you try to develop more than the base. might sound like thats more work than you want to do but if thats the case you should rethink your reasons why you wanted to target both because the design obviously didn't fit one of the two platforms if you were thinking that "move over and compile" was enough to fit both sides ... there are just optimizations and hardware - resource constraints that differ by far too much to make it evne desireable to get one to conform to the other.
srcrect stuff etc for example is just more work than required on the desktop. on the iphone its vital if you don't want to get performance breakins, pooling is unavoidable on the iphone and stuff like that
#7
I've tried updating my drivers on chipset and GPU to the latest. Now Nvidia 9800GTX with the latest 172 (I think) driver... No change, still crashes like crazy.
I've tried tinkering at length with the compatibility settings also to no avail.
Finally, I tried disabling system wide Data Execution Prevention (because of the nature of the error I was getting), and this, too did nothing.
I'm running Windows Vista 32 Ultimate.
It's an E6420 Core2Duo
Nvidia Chipset
Nvidia 9800GTX.
There is no error, but rather it crashes after loading a particle stream like with Rapid Fire's example.
It, like Rapid Fire, opens finished games, but cannot open the project files without crashing. This includes CREATING projects, making the software useless atm.
Thoughts? It's just a 0x000000C5 memory access violation error from windows...
03/22/2010 (5:55 pm)
I don't mean to be a thread necromancer, but I'm having this same exact issue. Is there no resolution but "buy a mac"... I've tried updating my drivers on chipset and GPU to the latest. Now Nvidia 9800GTX with the latest 172 (I think) driver... No change, still crashes like crazy.
I've tried tinkering at length with the compatibility settings also to no avail.
Finally, I tried disabling system wide Data Execution Prevention (because of the nature of the error I was getting), and this, too did nothing.
I'm running Windows Vista 32 Ultimate.
It's an E6420 Core2Duo
Nvidia Chipset
Nvidia 9800GTX.
There is no error, but rather it crashes after loading a particle stream like with Rapid Fire's example.
It, like Rapid Fire, opens finished games, but cannot open the project files without crashing. This includes CREATING projects, making the software useless atm.
Thoughts? It's just a 0x000000C5 memory access violation error from windows...
#8
03/22/2010 (5:59 pm)
Can you run the regular version of TGB Pro (not iTGB)?
#9
03/22/2010 (6:46 pm)
Yeah, you need a mac to run iTGB, not too difficult to get a TGB Pro project running with iTGB, on osx.
#10
One thing to check that the old settings are deleted. Check this url for how to clean it. The iphone version did not work until I deleted the old settings.
www.torquepowered.com/community/forums/viewthread/108691
****************************************
One problem I also had that when I had the T2D_iPhone_1_3_1 directory in the program files, it had a few problems. I moved it to the root directory and things started to work (VS 20008, etc).
These may or may fix your problems, I just wanted to give a few things to check and let you know, Windows development works.
****************************************
This part of my log file for the sample game. Download from www.deanparker.com/console.txt. It might give you an idea where the compile crashes.
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Using OpenGL rendering. Fullscreen: 0
03/22/2010 (7:19 pm)
I am coding Windows games and iphone games on Windows 7, 64bit. The video card I have is the on-board, cheap intel video and it works good. My old video card was a geforce 9800GT but it died and I haven't replaced it.One thing to check that the old settings are deleted. Check this url for how to clean it. The iphone version did not work until I deleted the old settings.
www.torquepowered.com/community/forums/viewthread/108691
****************************************
One problem I also had that when I had the T2D_iPhone_1_3_1 directory in the program files, it had a few problems. I moved it to the root directory and things started to work (VS 20008, etc).
These may or may fix your problems, I just wanted to give a few things to check and let you know, Windows development works.
****************************************
This part of my log file for the sample game. Download from www.deanparker.com/console.txt. It might give you an idea where the compile crashes.
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Using OpenGL rendering. Fullscreen: 0
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