Vehicule in debug mode = Crash - Explanation inside
by elvince · in Torque 3D Professional · 03/16/2010 (9:16 am) · 13 replies
Hi,
If you add a vehicle on a map, save & reload the map in debug the game crash.
error: enginesourcet3dfxparticleemitter.cpp(590) : Fatal - Error, could not find ClientMissionCleanup group
Thanks,
If you add a vehicle on a map, save & reload the map in debug the game crash.
error: enginesourcet3dfxparticleemitter.cpp(590) : Fatal - Error, could not find ClientMissionCleanup group
Thanks,
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#2
But as soon as the mission is loaded, the game crash so as you said the ClientMissionCleanup is not created at this point.
For this test I was in Client/server mode.
In dedicated mode it's working perfectly.
I will see if I can find a way to fix this, but this is clearly an issue in the way the loading process is setup in BETA1
03/16/2010 (11:13 am)
In fact, the new SimGroup( ClientMissionCleanup ); is only called in clientCmdMissionStart.But as soon as the mission is loaded, the game crash so as you said the ClientMissionCleanup is not created at this point.
For this test I was in Client/server mode.
In dedicated mode it's working perfectly.
I will see if I can find a way to fix this, but this is clearly an issue in the way the loading process is setup in BETA1
#3
This is the correct way to prevent some bad things to happen.
03/16/2010 (11:35 am)
I can not say this is a bug,because objects like players,camera,vehicles must be created after the mission is networked.This is the correct way to prevent some bad things to happen.
#4
So if we want to add vehicle, we should use a spawn sphere for vehicle instead of adding wheeled vehicle directly. Is it correct?
Thanks,
03/16/2010 (12:25 pm)
I understand your point.So if we want to add vehicle, we should use a spawn sphere for vehicle instead of adding wheeled vehicle directly. Is it correct?
Thanks,
#5
03/16/2010 (12:27 pm)
Correct.
#6
03/16/2010 (12:33 pm)
I updated the topic status as it's not a bug!
#7
Actually, that is a bug that I fixed recently in the repo. I assume that this is with a WheeledVehicle. It was creating ParticleEmitter for tires on the server too whereas that must only happen with ghosts.
03/16/2010 (10:29 pm)
Actually, that is a bug that I fixed recently in the repo. I assume that this is with a WheeledVehicle. It was creating ParticleEmitter for tires on the server too whereas that must only happen with ghosts.
#8
So do we need to use spawn sphere for vehicle? Or can we just drop the buggy in our scene?
Thanks
03/17/2010 (12:43 am)
Good news. So do we need to use spawn sphere for vehicle? Or can we just drop the buggy in our scene?
Thanks
#9
A level with a saved WheeledVehicle will reload correctly and the vehicle will behave as expected, i.e. you can just drop it in the scene and need not spawn it.
Minor correction for this thread: it's quite okay to not spawn Cameras and Vehicles but rather have them as part of the MissionGroup.
03/17/2010 (12:52 am)
A level with a saved WheeledVehicle will reload correctly and the vehicle will behave as expected, i.e. you can just drop it in the scene and need not spawn it.
Minor correction for this thread: it's quite okay to not spawn Cameras and Vehicles but rather have them as part of the MissionGroup.
#10
But in all case add it to the mission group. Correct?
May be a stupid question but how do you create a vehicle without adding it to the mission group?
Thanks
03/17/2010 (5:25 am)
if i understand properly It's quite ok but it's better to spawn it. But in all case add it to the mission group. Correct?
May be a stupid question but how do you create a vehicle without adding it to the mission group?
Thanks
#11
The vehicles should work regardless of which group they end up in as the separation is mostly a matter of persistence.
//Oh damn I'm tired... crap I'm writing...
03/17/2010 (5:33 am)
Spawned control objects are usually not added to the MissionGroup (which you see in the editor) but rather to the sibling MissionCleanup. When you add an object through the editor, though, it will end up in MissionGroup.The vehicles should work regardless of which group they end up in as the separation is mostly a matter of persistence.
//Oh damn I'm tired... crap I'm writing...
#13
03/17/2010 (7:38 am)
Thanks for the tips & clarification.
Torque Owner Ivan Mandzhukov
Liman3D
- ClientMissionCleanup is created after the particle emitter and onAdd() ends to assertfatal
- ClientMissionCleanup is not created at all.
I think you should check the first one.
Also try to add ClientMissionCleanup manually to the mission.
Actually I have seen this bug a few times triggering particle emissions,finally I workaround this manually.