Blank screen only on my projects [SOLVED]
by Genaro · in Technical Issues · 04/01/2011 (12:35 am) · 6 replies
SOLVED: My resolution settings were messed up.
Hi, I've been following the Whackamole tutorial and also the Fish Demo tutorial, and when pressing Run, all I get is a white screen.
I finished part 1 of the whackamole tut, press Run and I get a blank screen.
I finished up to
part 2 of the fish demo
Opening and running included examples work.
My OS:
Torque 2D 1.7.5 (first time install, not updated from previous version)
Mac OSX 10.6.7
RAM 2GB
2.4 GHz Core 2 Duo
Hi, I've been following the Whackamole tutorial and also the Fish Demo tutorial, and when pressing Run, all I get is a white screen.
I finished part 1 of the whackamole tut, press Run and I get a blank screen.
I finished up to
part 2 of the fish demo
Opening and running included examples work.
My OS:
Torque 2D 1.7.5 (first time install, not updated from previous version)
Mac OSX 10.6.7
RAM 2GB
2.4 GHz Core 2 Duo
About the author
#2
I'm getting a similar blank screen. Looking at the log I get the following.
Loading compiled script /Users/Jez/MyGames/MyFishDemo&rdquo/game/gameScripts/game.cs.
game/gameScripts/game.cs (21): Unable to find function enableJoystick
Error loading level fishyLevel2.t2d. Invalid file.
The file loads fine into the builder. I've tried saving it out as a different name too, but that didn't help at all.
Any suggestions?
Mac Mini - OSX 10.6.7
Core 2 Duo 2.26
4Gb Ram
TGB 1.7.5
04/02/2011 (12:41 pm)
Hello. I'm a complete noob, and I'm just starting on the fish example...I'm getting a similar blank screen. Looking at the log I get the following.
Loading compiled script /Users/Jez/MyGames/MyFishDemo&rdquo/game/gameScripts/game.cs.
game/gameScripts/game.cs (21): Unable to find function enableJoystick
Error loading level fishyLevel2.t2d. Invalid file.
The file loads fine into the builder. I've tried saving it out as a different name too, but that didn't help at all.
Any suggestions?
Mac Mini - OSX 10.6.7
Core 2 Duo 2.26
4Gb Ram
TGB 1.7.5
#3
EDIT: BTW Torque installs to a folder called "TorqueGameBuilder1.7.5", dots included. Is that the default behavior? I find it odd because if there's an update, it makes one think that it will install to a different folder: e.g. 1.7.6, and so on.
EDIT2: Here's the console.log
BTW I uninstalled TGB2D, reinstalled it (again it installed itself to TorqueGameBuilder1.7.5, I removed the 1.7.5 part), run the Whackamole tutorial and again no luck.
I removed some "loading" with no error to make it fit into this post.
04/03/2011 (5:45 pm)
Hi mr. Perry, it seems I'm also missing the enablejoystick fileEDIT: BTW Torque installs to a folder called "TorqueGameBuilder1.7.5", dots included. Is that the default behavior? I find it odd because if there's an update, it makes one think that it will install to a different folder: e.g. 1.7.6, and so on.
EDIT2: Here's the console.log
BTW I uninstalled TGB2D, reinstalled it (again it installed itself to TorqueGameBuilder1.7.5, I removed the 1.7.5 part), run the Whackamole tutorial and again no luck.
I removed some "loading" with no error to make it fit into this post.
//-------------------------- 4/3/2011 -- 19:47:29 ----- System & Processor Information: MacOS version: 10.6.7 CarbonLib version: 1.6.0 Unknown Getstalt value for processor type: 0x78ea4fbc platform layer should be changed to use sysctl() instead of Gestalt() . Unknown Processor, assuming x86 Compatible, 2147 Mhz FPU detected Math Init: Installing Standard C extensions Input Init: Video Init: active displays = 0x10060bc CGDisplayID = 0x4271ac0 using display 0x10060bc Accelerated OpenGL display device detected. Initializing chunk mappings... o 'TEXT' maps to TextChunk o 'SCHK' maps to UnknownChunk o 'SCHK' maps to SimChunk Using OpenGL rendering. Fullscreen: 0 Activating the OpenGL display device... OpenGLDevice activating... OpenGL driver information: Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 2400 OpenGL Engine Version: 2.1 ATI-1.6.26 OpenGL Init: Enabled Extensions ARB_multitexture (Max Texture Units: 8) EXT_blend_color EXT_blend_minmax EXT_compiled_vertex_array EXT_texture_env_combine EXT_packed_pixels EXT_fog_coord ARB_texture_compression EXT_texture_compression_s3tc (ARB|EXT)_texture_env_add EXT_texture_filter_anisotropic (Max anisotropy: 16.000000) Vertical Sync ATI_FSAA OpenGL Init: Disabled Extensions EXT_paletted_texture NV_vertex_array_range 3DFX_texture_compression_FXT1 set screen mode 320 x 320 x 32, windowed, force it, dont repaint Cleaning up the display device... Killing the texture manager... Clearing the current AGL context... Clearing the current drawable... Deleting the rendering context... >> Attempting to change display settings to windowed 320x320x32... using display 0x10060bc Set up AGL windowed support Cleared gl buffers >>Number of FSAA samples is now [1]. Resurrecting the texture manager... Max Texture Size reported as: 8192 set screen mode 1024 x 600768 x 32, windowed, dont force it, repaint Cleaning up the display device... Killing the texture manager... Clearing the current AGL context... Clearing the current drawable... Deleting the rendering context... Destroying the window... >> Attempting to change display settings to windowed 1024x600768x32... using display 0x10060bc invalid memory allocation Set up AGL windowed support Cleared gl buffers >>Number of FSAA samples is now [1]. Resurrecting the texture manager... OpenAL Driver Init: Vendor: Apple Computer Inc. Version: 1.1 Renderer: Software Extensions: AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE AL_EXT_float32 AL_EXT_STATIC_BUFFER Torque Game Builder (v1.7.5) initialized... Loading compiled script /Users/adminn/Documents/Torque/Wackamole/resources/moleArt/resourceDatabase.cs. resources/moleArt/resourceDatabase.cs (16): Unable to find function GuiFormManager::BroadcastContentMessage % Game Resources : Loaded Resource moleArt Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/managed/datablocks.cs. Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/managed/persistent.cs. Compiling /Users/adminn/Documents/Torque/Wackamole/game/managed/brushes.cs... creating path /Users/adminn/Documents/Torque/Wackamole/game/managed/brushes.cs.dso Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/managed/brushes.cs. Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/gameScripts/datablocks.cs. Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/gameScripts/guiProfiles.cs. Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/gui/mainScreen.gui. Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/gameScripts/game.cs. Compiling /Users/adminn/Documents/Torque/Wackamole/game/gameScripts/mole.cs... creating path /Users/adminn/Documents/Torque/Wackamole/game/gameScripts/mole.cs.dso creating path /Users/adminn/Documents/Torque/Wackamole/game/gameScripts/ Loading compiled script /Users/adminn/Documents/Torque/Wackamole/game/gameScripts/mole.cs. game/gameScripts/game.cs (24): Unable to find function enableJoystick
#4
@Jeremy - Your problem is shown in this line:
The engine cannot find your level file, or is trying to load the wrong one
@Genaro - Your problem is much odder and critical:
1024x600768? Check your files and preferences to make sure the right resolution is being used.
04/03/2011 (8:03 pm)
The joystick error has nothing to do with the blank screen@Jeremy - Your problem is shown in this line:
Error loading level fishyLevel2.t2d. Invalid file.
The engine cannot find your level file, or is trying to load the wrong one
@Genaro - Your problem is much odder and critical:
Attempting to change display settings to windowed 1024x600768x32... using display 0x10060bc invalid memory allocation
1024x600768? Check your files and preferences to make sure the right resolution is being used.
#5
04/03/2011 (8:38 pm)
thx! problem solved!
#6
Thanks.
04/03/2011 (8:44 pm)
I'd like to add that this has in part been caused by this annoyance with the software: For example in the Whackamole example, when you add a variable (dynamic fields), you click on the textarea and EXPECT that this temporary text will dissapear the moment you (single) click the textbox. Having to click and then double click causes some hesitant/annoyance, since this is kind of an unexpected behavior.Thanks.
Employee Michael Perry
ZombieShortbus