REALLY weird crash in Torque 1.1 beta - LOGGED
by Sebastian Zegers · in Torque 3D Professional · 03/11/2010 (5:08 am) · 9 replies
I think i'm going crazy.
i'm working in a proyect involving a really big terrain (2048px heightmap at 3mts/pix for a 6000 units terrain with 600 height) with relatively low poly trees and about 6 rivers.
sometime ago the world editor just stop working. so to access the level I have to open emptyterrain.mis in the same proyect and from within the world editor access the level by Open Level command.
curiously, that doesn't happen as much when i access the level in game mode. it crashes sometimes anyway.
now, the REALLY WEIRD CRASH i'm having is this one:
if i manage to enter the level in world editor through the alternative route i described, i can work on my level, but at any random time TORQUE WILL JUST LOSE IT AND GET THE GUI AL WEIRD WITH ALL THE ICONS MIX UP WITH RANDOM PICTURES IN THE PROYECT. INSTEAD OF SHOWING ME MY LEVEL THE GUI WINDOW WILL DISPLAY ANY RANDOM TEXTURE EXTENDED TRHOUGH THE FULL GUI WINDOW. WITH ANY MOVEMENT OF THE MOUSE, THE TEXTURE SHOWING WILL SWAP WITH ANY RANDOM TEXTURE IN THE PROYECT.
after that, unless i calm down and stop moving the mouse, the computer will give me a BLUE SCREEN AND CRASH
i insist. i think i'm going crazy
i'm working in a proyect involving a really big terrain (2048px heightmap at 3mts/pix for a 6000 units terrain with 600 height) with relatively low poly trees and about 6 rivers.
sometime ago the world editor just stop working. so to access the level I have to open emptyterrain.mis in the same proyect and from within the world editor access the level by Open Level command.
curiously, that doesn't happen as much when i access the level in game mode. it crashes sometimes anyway.
now, the REALLY WEIRD CRASH i'm having is this one:
if i manage to enter the level in world editor through the alternative route i described, i can work on my level, but at any random time TORQUE WILL JUST LOSE IT AND GET THE GUI AL WEIRD WITH ALL THE ICONS MIX UP WITH RANDOM PICTURES IN THE PROYECT. INSTEAD OF SHOWING ME MY LEVEL THE GUI WINDOW WILL DISPLAY ANY RANDOM TEXTURE EXTENDED TRHOUGH THE FULL GUI WINDOW. WITH ANY MOVEMENT OF THE MOUSE, THE TEXTURE SHOWING WILL SWAP WITH ANY RANDOM TEXTURE IN THE PROYECT.
after that, unless i calm down and stop moving the mouse, the computer will give me a BLUE SCREEN AND CRASH
i insist. i think i'm going crazy
About the author
Recent Threads
#2
//-------------------------- 3/11/2010 -- 10:11:06 -----
Processor Init:
Intel Core 2, ~2.33 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
MP detected [2 cores, 2 logical, 1 physical]
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD not available.
GFX Init:
Direct 3D (version 9.x) device found
Direct 3D (version 9.x) device found
Null device found
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA GeForce 8600 GT (D3D9)
Device created, setting adapter and enumerating modes
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
o Chipset : 'GeForce 8600 GT'
o Card : 'GeForce 8600 GT '
o Version : '6.14.0011.9062'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
- Loading card profiles...
- Loaded card profile core/profile/D3D9.cs
- No card profile core/profile/D3D9.GeForce8600GT.cs exists
- No card profile core/profile/D3D9.GeForce8600GT.GeForce8600GT.cs exists
- No card profile core/profile/D3D9.GeForce8600GT.GeForce8600GT.61400119062.cs exists
% - Initialized Core
(to be continued)
03/11/2010 (6:29 am)
here's the torque console generated when i can't open the world editor//-------------------------- 3/11/2010 -- 10:11:06 -----
Processor Init:
Intel Core 2, ~2.33 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
MP detected [2 cores, 2 logical, 1 physical]
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD not available.
GFX Init:
Direct 3D (version 9.x) device found
Direct 3D (version 9.x) device found
Null device found
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA GeForce 8600 GT (D3D9)
Device created, setting adapter and enumerating modes
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
o Chipset : 'GeForce 8600 GT'
o Card : 'GeForce 8600 GT '
o Version : '6.14.0011.9062'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
- Loading card profiles...
- Loaded card profile core/profile/D3D9.cs
- No card profile core/profile/D3D9.GeForce8600GT.cs exists
- No card profile core/profile/D3D9.GeForce8600GT.GeForce8600GT.cs exists
- No card profile core/profile/D3D9.GeForce8600GT.GeForce8600GT.61400119062.cs exists
% - Initialized Core
(to be continued)
#3
sfxStartup...
SFXSystem::createDevice - created OpenAL device 'Generic Software'
Provider: OpenAL
Device: Generic Software
Hardware: No
Buffers: 16
--------- Initializing Vegetalista: Server Scripts ---------
--------- Initializing Vegetalista: Client Scripts ---------
--------- Initializing Lighting Systems ---------
Using Advanced Lighting
--------------
Attempting to set resolution to "1024 768 false 32 60 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level 0
--------------
38: Cannot re-declare object [MainMenuAppLogo].
Illegal CodeBlock path detected (no mod directory): main.cs
Illegal CodeBlock path detected (no mod directory): main.cs
Binding server port to default IP
UDP initialized on port 0
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing World Editor
% - Initializing Sketch Tool
- Initializing Datablock Editor
% - Initializing Debugger
% - Initializing Decal Editor
% - Initializing Forest Editor
% - Initializing Gui Editor
% - Initializing Material Editor
% - Initializing Mesh Road Editor
Failed to load profile bitmap (tools/meshRoadEditor/textEdit)
% - Initializing Particle Editor
% - Initializing Physics Tools
No physics plugin exists.
% - Initializing River Editor
- Initializing Road and Path Editor
% - Initializing Shape Editor
Missing file: tools/shapeEditor/gui/shapeEdMountWindow.ed.gui!
Missing file: tools/shapeEditor/gui/shapeEdThreadWindow.ed.gui!
Engine initialized...
Exporting server prefs...
ParticleEmitterData(newEmitter) unable to find particle datablock: newParticle
ParticleEmitterData(VolcanEmitter) unable to find particle datablock: WaterfallParticle
ParticleEmitterData(VolcanEmitter) unable to find any particle datablocks
44: Register object failed for object VolcanEmitter of class ParticleEmitterData.
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
*** LOADING MISSION: levels/Vegetalista.mis
*** Stage 1 load
*** Stage 2 load
tools/worldEditor/scripts/cameraBookmarks.ed.cs (36): Unable to find object: 'EditorCameraBookmarks' attempting to call function 'addItem'
Could not find data block "TestEmitterNodeData"
game -> activatePackages
*** Mission loaded
Connect request from: IP:0.0.0.0:0
Connection established 8548
CADD: 8549 local
*** Sending mission load to client: levels/Vegetalista.mis
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
03/11/2010 (6:30 am)
--------- Initializing Directory: scripts ---------sfxStartup...
SFXSystem::createDevice - created OpenAL device 'Generic Software'
Provider: OpenAL
Device: Generic Software
Hardware: No
Buffers: 16
--------- Initializing Vegetalista: Server Scripts ---------
--------- Initializing Vegetalista: Client Scripts ---------
--------- Initializing Lighting Systems ---------
Using Advanced Lighting
--------------
Attempting to set resolution to "1024 768 false 32 60 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level 0
--------------
38: Cannot re-declare object [MainMenuAppLogo].
Illegal CodeBlock path detected (no mod directory): main.cs
Illegal CodeBlock path detected (no mod directory): main.cs
Binding server port to default IP
UDP initialized on port 0
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing World Editor
% - Initializing Sketch Tool
- Initializing Datablock Editor
% - Initializing Debugger
% - Initializing Decal Editor
% - Initializing Forest Editor
% - Initializing Gui Editor
% - Initializing Material Editor
% - Initializing Mesh Road Editor
Failed to load profile bitmap (tools/meshRoadEditor/textEdit)
% - Initializing Particle Editor
% - Initializing Physics Tools
No physics plugin exists.
% - Initializing River Editor
- Initializing Road and Path Editor
% - Initializing Shape Editor
Missing file: tools/shapeEditor/gui/shapeEdMountWindow.ed.gui!
Missing file: tools/shapeEditor/gui/shapeEdThreadWindow.ed.gui!
Engine initialized...
Exporting server prefs...
ParticleEmitterData(newEmitter) unable to find particle datablock: newParticle
ParticleEmitterData(VolcanEmitter) unable to find particle datablock: WaterfallParticle
ParticleEmitterData(VolcanEmitter) unable to find any particle datablocks
44: Register object failed for object VolcanEmitter of class ParticleEmitterData.
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
*** LOADING MISSION: levels/Vegetalista.mis
*** Stage 1 load
*** Stage 2 load
tools/worldEditor/scripts/cameraBookmarks.ed.cs (36): Unable to find object: 'EditorCameraBookmarks' attempting to call function 'addItem'
Could not find data block "TestEmitterNodeData"
game -> activatePackages
*** Mission loaded
Connect request from: IP:0.0.0.0:0
Connection established 8548
CADD: 8549 local
*** Sending mission load to client: levels/Vegetalista.mis
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
#4
the weird thing with the texture maps and the crazy gui just happens with that proyect
but the crashing at startup seems to "infect" the hole program from time to time!
03/11/2010 (6:32 am)
there's full console.the weird thing with the texture maps and the crazy gui just happens with that proyect
but the crashing at startup seems to "infect" the hole program from time to time!
#5
but if i go into play mode and then go back in the world editor, the problem with the terrainmap details appears agains
03/11/2010 (6:44 am)
There also seem to be a problem in all the missions, in which whenever I enter a level in World Editor mode, it doesn't show me the right DetailMap on the Terrain Materials. But then if I go into terrain painter tool and I just double click any terrain material from the terrain painter material selector list and click "Apply &Select" it works.but if i go into play mode and then go back in the world editor, the problem with the terrainmap details appears agains
#6
L3DT Professional Indies $ 34.95 USD
L3DT Professional Commercial $ 149.95 USD
This is the result of 20 minutes of work:
The terrain in the video was generated with a heightmap from 2048x2048. It is not perfect, but thanks to T3D Exporter, it took me little time
03/11/2010 (7:42 am)
Have you tried to use L3DT? You can get good results quickly. It does not cost much either:L3DT Professional Indies $ 34.95 USD
L3DT Professional Commercial $ 149.95 USD
This is the result of 20 minutes of work:
The terrain in the video was generated with a heightmap from 2048x2048. It is not perfect, but thanks to T3D Exporter, it took me little time
#7
03/11/2010 (9:02 am)
There's a fix for detailmaps in the forums, plus a few other bugfixes.
#8
it really gives great results for terrain :)
03/11/2010 (9:30 am)
We actually are using L3DT pro. it really gives great results for terrain :)
#9
08/21/2010 (8:56 am)
Logged as TQA-875.
Associate Steve Acaster
[YorkshireRifles.com]
Can you make a new (as a test) mission, stick some stuff in it, save it, restart T3D, and does everything work okay?
2. System specs? Also level performance specs - what are your drawcalls, texture memory etc? metrics("FPS GFX"); in console .. I forget how to get texture memory... Make sure you aren't using any Nvidia exploding video drivers. (personally I think their drivers have become increasingly unstable over the versions anyhow)
3. Is your fan overheating? What is the nature of the crash - it should say if it's video driver related in error report
4. Check your hard drive with scandisk
5. Reinstall T3D - software gets corrupted some times, especially if #4 is an issue