Game Development Community

physx could not be started

by Entr0py · in Torque 3D Professional · 06/14/2011 (12:38 pm) · 9 replies

I have a PNY NVidia GTX 550 Ti with the newest drivers installed (Physx is now part of the NVidia drivers).

I did try to install PhysX_9.10.0513_SystemSoftware from NVidia developers site, but I get "the version you are trying to install is older than what you have" (or whatever). My installed version is showing PhysX_9.10.0514.

#1
06/14/2011 (12:42 pm)
Nevermind, I assumed the project generator would have put the PhysX dll files into my project, and they did not. I had to take them from the Pacific demo and put them in manually. Isn't there a better way to do this?
#2
06/14/2011 (1:04 pm)
Error exiting from a mission....

*** Phase 3: Mission Lighting
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
Mapping string: RefreshWeaponHud to index: 13
*** Initial Control Object
Activating DirectInput...
Mapping string: setNumericalHealthHUD to index: 14
Orphan NxActor - '(null)'!
Orphan NxActor - '(null)'!
c:torquetorque 3d pro 1.1enginesourcet3dphysicsphysxpxworld.cpp(230) : Fatal - PhysXWorld::_destroy() - Some actors and/or joints were not released!
#3
06/14/2011 (1:07 pm)
I guess I should add this is straight out of the box. A newly generated project running the Empty Terrain mission.
#4
06/14/2011 (1:10 pm)
With PhysX 2.8.4.5 the System Software is no longer needed. Nvidia changed the PhysX EULA so that the dlls could be redistributed with games. The dlls were included in Pacific but are not part of the project generator.
#5
06/14/2011 (1:12 pm)
Ok, so the project generator is unfinished then, got it.

I am assuming the crashing is happening because there is no supporting script in the Empty Terrain level for Physx objects so it is trying to free an actor that is not there.
#6
06/15/2011 (4:27 am)
Actually do some checking in the forums...
The Default Project templates do NOT include PhysX / Bullet
Nor do they include the needed Script parts to Turn On/Off, etc..
any of the Physics.

Those are in the Pacific demo. The default Templates need to have
the Physics part added before you create your own project if you
want Physics in a project.
#7
06/15/2011 (5:25 am)
Yes after about 5 hours of digging through these terrible forums I found that. Apparently a lot of things are left out of the project templates, including information on how to add them.
#8
06/15/2011 (10:17 am)
The Project Generator isn't unfinished, that was functionality that was never originally intended to be part of it. I have seen quite a bit of confusion from people on how to set up a project using PhysX, so I'll see if we can get an improvement in there to help clear it up.
#9
06/15/2011 (10:24 am)
Thanks Scott!

I was confused about modules in general since they are not in the docs or project generator. Lol, I was working all this time on my project and it just never occurred to me the Physx files were not there (and others).