Game Development Community

Problems after Clean build

by Lhh · in Torque Game Engine · 08/17/2001 (1:41 pm) · 32 replies

Hello,
I have recompiled the SOurcecode unter VC6SP5 successfully.

FOllowing problems occured then while playing around in
the game:

right mouseclic causes an error (index type of bitmap ...)
when you run your debug version... in release this works.. why??

the Opengl to DirectX drivers (both dlls) are inoperatable... when i use mine in release build(clean
it crashes then when it checks for directX I asume.

when I use the precompiled drivers it works... where could be here the problem... I checked if the code is using some D3D files i might habe in my include dir of VC but I'm pretty sure that they are not used..(i removed them ;D )

If somebody could help me out...because it starts messign aroudn before I even have started to do something
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#1
08/17/2001 (5:55 pm)
On the mouseclick thing, is this happening in the mission editor, when you right click on an object in the tree view? If so, this is a known bug (and it does only happen with the debug build). If it isn't, can you post more a little more detail, like are you in the shell?, or in the game?, etc.

On the driver side.. you'r saying that the opengl2d3d dll shipped with the SDK works, but the version that you build does not? hmm, that's strange. Does the OpenGL driver function correctly?
#2
08/17/2001 (6:43 pm)
The right mouseclick bug is in worldeditor mode when you select a item in your 3d window and press right mouse button.

The Dll problem...well...I can run it without both Dlls, it just doesn'T detect the D3D Device then.....

But when I use my copiled DLLs I can start with -directx or -opengl ... it crashes :[

On a friends PC it just stops... the last visible message is "Accelerated OpenGL Device detected"

after that Message the "accelerated direct3d device detected/not detected" message should appear... but it stops there... on mine-> crash.

So I checked the links of the d3d files shipped with VC++, but they aren't used....(I temporary removed them to force VC++ to use the d3d files shipped with the sdk)

On my other PC over here I get the same trouble(+some extra bonus of waiting time to compile
#3
08/19/2001 (11:11 am)
So some kind of problem in the DLL detecting DX. You do have directX installed right? (Just checking) Do you know which version? Do you have other DX apps that run correctly? Also, what kind of video card to you have?

Assuming everything looks good, the next step would be to run it in the debugger and try to find out if it's crashing in our code, or somewhere in DX. If it's crashing in DX code, we need to back up the stack and try to find out which call it is, etc.
#4
08/19/2001 (11:17 am)
That was happening to me too. I just created a shortcut to run the game and added the "-directX" switch and it doesnt crash anymore. I can only assume it uses OpenGL as the default or something. That fixed MY problem, dont know if it will fix yours but you can try it.
#5
08/19/2001 (11:30 am)
Well everything works fine for me... WITH the shipped Dlls... not those that i have compiled!

So there is no problem running the game, with the shipped DLLs I can also run in DX mode, without them only OpenGL.

And no, it also wont work with the parameter -directX.

It's just crashing when I copy those self compiled Dll from engine\lib\out.VC6.RELEASE\*.dll to the root of examples where the others are.

cannot somebody try to compile the LIBs with VisualC in release build and copy them over to your examples dir?(btw they wont be automatically copied like the v12test.exe)
#6
08/19/2001 (1:59 pm)
I just re-built my debug glu & opengld3d dll's (the objs had already been built earlier) and a bunch of very strange things started to happen; crashes, memory errors, DLL errors that have aren't in our code, etc. very weird. I deleted out.VC6.DEBUG/*, re-built, and now it all works fine. ?? not sure what happened or under what conditions the earlier objs had been built. Very strange. I did a clean build of the release version and that worked fine as well.

Any other clues? I can't seem to reproduce it here any more.
#7
08/19/2001 (2:25 pm)
well... *clueless* you mentioned debug build... wehn I do so, it runs... just says in the console that it didn't found a accelerated d3d device --> runs in ogl mode.

would you be so kind and install the downloadable sdk into a temp dir of yours and would compile all in release mode? non debug versions.. both rel. exe and rel. dlls with vc++(6).

I really have no more ideas... the system is 2 days young, after reinstalling all I hoped that these problems where gone..but no...

..I'm not well wi'th the debuger but it seems that one of my drivers is causing the error... but I used before others(detonator, now asus original) and the same crap happened.

Maybe need some "special" compiler settings?
#8
08/19/2001 (2:55 pm)
I'm not sure why you're calling me clueless :) If you'd read my post fully, you would have noticed that I said I compiled with the release build and it works fine. You also haven't answered any of my earlier questions. What kind of video hardware are you running? what driver versions? etc.

As for my debug build, I was just curious why my debug build failed to work before I did the clean build. That was a little odd, and maybe somehow related to your problem.
#9
08/19/2001 (3:03 pm)
nooo I didn't called you clueless.. it was on me... I'm sitting here and yeah....I have absolutely no idea.

Ok..

GFX: Asus V7700 Deluxe 64MB Graphic Card
CPU: AMD 1GHz, CLassic Model
Ram: 1024MB
OS: Windows 2000, SP2, Build 2195
DirectX: 8.0

Used Driver: before OS reinstall Nvidias Detonator Drivers (latest Beta)

now: Original ASUS "Ethusiast Drivers for V7700" (they call it so :D)

uhm.. any more?..and sorry.. I really didn't called you clueless... it was for my situation supposed
#10
08/19/2001 (4:26 pm)
Sorry lhh, in a bad mood today and I mis-interpreted your post. I'm not sure what is causing your problem though, so maybe I am clueless :) I think the problem I had was memory related, as I was running out of swap space a the time. Been a long day.

Looks like Asus is a Gforce 2 card, I don't know of any issues with those cards. It is strange that it works in debug mode, but not release.

I think your going to have to get the debugger going and see if you can locate where it's crashing.
#11
08/19/2001 (4:40 pm)
Runs fine on my card and I have the same one. The only problem is changing resolution in window mode. Same spec of a machine as well, just half the memory.
#12
08/19/2001 (5:26 pm)
I would recommend that you get the latest nVidia drivers.

I noticed that you have an Athlon which has a history of AGP issues. The easiest way to test to see if your card is working right is to Start->Run dxdiag.exe and click on the Display Tab. If your card is working correctly the AGP Texture Acceleration should be Enabled.
#13
08/20/2001 (2:57 am)
k, the Dxdiag works fine.. all acceleration options are enabled.

What else might affect a compile? I still belive that my VC compiler might use an "other" library than it was supposed to.

I found out that I had also a ddraw.lib in my VC default lib folder..and maybe more..I'm actually try to filter all libs to make sure that the compiler is forced to use the lib files shipped with the DX8 sdk files of the V12 sdk.

I am also setting up here my other Pc to make a testcompile there.

..if all fails...hmm dunno...if I really need to compile the Opengl to DirectX Dlls...all is almost done so that I can use the precompiled ones... and please: for the next V12 sdk update, please ship precompiled Driver dlls :} *please*
#14
08/20/2001 (3:06 pm)
&$
#15
08/20/2001 (6:25 pm)
Whats really interesting is that Tribes 2 does not run any more after their latest patch. But V12 smokes.
#16
08/21/2001 (5:56 pm)
Hi,

Although this comment doesn't really help and is not meant to be a NVidia vs **** war...
NVidia is known for writing drivers that break previous driver compatibility -- ie: you install the latest version to fix new games and then games that were working before will now quit.
I was so frustrated with it that I yanked the GeForce out of my one system and made them all 3Dfx and ATI cards.

David
#17
08/21/2001 (6:08 pm)
How far back nVidia are you talking? I did the same thing with my first TNT...got frustrated after months of finagling with it, pulled it out, put it up for sale the next day on eBay, and bought a Voodoo3 that kept my poor old system lasting much longer than it should have. When I got my GeForce 2 GTS, I even had some nasty driver issues up until the 6.50 drivers but I have been very happy since. I think nVidia's drivers have really started to mature. Now, it is my Voodoo3 giving me fits running things =)
#18
08/21/2001 (10:20 pm)
Matthew, hmmm can somebody correct me if I am wrong?

How can a Driver, which is responsible for graphic display, and no libraries, headers or else is used of them affect a compile?

I dunno if I didn't bring over the problem at the beginning, but I had the feeling peaople are thinking that I have problems to run the V12. Thats not the full truth.
The V12 runs smooth and well and I can run in directx and Opengl mode... WITH the 2 Dlls containing inside the examples folder(glut2d3d.dll and opengl2d3d.dll)

I dunno if peaople have recognized that, but when you compile the engine and all of it libraries, the only file which is getting automatically copied over is the v12test.exe (or in case of debug the v12test_DEBUG.exe) into you examples folder. So it might not be taken from far away that ppl haven't found the same experience as I did... :[

I have moved worlds here....

I installed Visual C++ on every PC I got into my fingers and tryed a Test compile... even at work (which is not allowed) the result is always the same, when i copy dlls over (which have since SP5 the same file size as the old ones do) --> crash. while running the binaries on a friends machine he said that the program doesn't crash, but locks up after the message: accelerated opengl.... *blah*

the next message would be the same with directX ...

I have really no more ideas about that.. the compile was done on NT4 systems, win2k, with dx .. and without.... different Graphicscards.. and so on...(btw one of them uses a V3 card...)

I worked out every path for the additional library files, to make sure that all libraries that are shipped with the SDK are taken from there, and not from the libraries collection of Visual C++.

I don't know exactly on what IDE the Dlls in the sdk are compiled, but I read that GarageGames uses a lot the CodeWarrior Compiler, which I can't test because I am not in own of it.
And the Ming32 Compiles...well can't believe that I can compile with it the DirectX files...


Maybe I don'T need even to compile the Dlls... because.. there is noting to change... it's just the i'nterface between Opengl and DirectX... but I just wanted to add this little DirectX fix, that you can find in this forum(GUI display problem).

PS: Sorry that I am so annoying....
#19
08/22/2001 (11:33 am)
Well, I always build with the makefile, which does copy the dll files into the example dir. Those dlls appear to work fine and the dll's shipped with the SDK were also built with the makefiles. If the IDE does not copy the DLL's into the example dir, then maybe nobody but Lhh has actually tried the IDE versions of these files.

Can sombody rebuild the DLL's on their machine with the IDE, copy them into the example dir, and post the results :)
#20
08/22/2001 (11:45 am)
Assuming that you got everything compiled in the correct order and the the results are coming out the way you describe I would look at the following possibilities...

1. Are you using the latest version of NASM (not MASM) to do the assembly part of the compile?

2. Are you accidentally mixing the debug and release versions of some of the libraries during their compile and link operations? You should not have to rename anything to get the compiles to work using the Batch Build operations as described.

3. Have you uninstalled VC6 and reinstalled it then reapplied VC SP2?

4. Are you running DirectX 8.0, 8.0a or 8.0b? Most people seem to be using 8.0a.

With all that said, I am investigating a problem here at work where Win2K OpenGL drivers stopped working after DirectX 8.0a was installed on three of our systems running Win2K. Even after uninstalling 8.0a and reinstalling both Win2K SP1 and SP2 the OpenGL drivers failed to come back.
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