Whack a mole problem GuiFormManager::BroadcastContentMessage??
by David froberg · in Torque Game Builder · 08/21/2011 (10:16 pm) · 3 replies
I'm working through the tutorials and almost finished the whack a mole. I got the VS2008 installed and got the game running, but when I added the hammer, ONLY the standalone version (built version) won't pop up moles and I get the following in both built and TGB console logs:
Torque Game Builder (v1.7.5) initialized...
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/resources/moleArt/resourceDatabase.cs.
resources/moleArt/resourceDatabase.cs (16): Unable to find function GuiFormManager::BroadcastContentMessage
% Game Resources : Loaded Resource moleArt
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/managed/datablocks.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/managed/persistent.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/managed/brushes.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gui/mainScreen.gui.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/game.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/mole.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/respawnPoint.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/moleLevel.cs.
Activating DirectInput...
DirectInput joystick failed to enable!
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/data/levels/Level1.t2d.
DirectInput deactivated.
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
I can't find the method
GuiFormManager::BroadcastContentMessage in the documentation but ResourceDatabase.cs does use it:
// Load Resource Function - Hooks into game
function moleArt::LoadResource( %this )
{
// Update Object library once datablocks are loaded.
GuiFormManager::BroadcastContentMessage( "LevelBuilderSidebarCreate", 0, "refresh" );
}
I'mm assuming this is why the moles don't appear.
any ideas?
Torque Game Builder (v1.7.5) initialized...
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/resources/moleArt/resourceDatabase.cs.
resources/moleArt/resourceDatabase.cs (16): Unable to find function GuiFormManager::BroadcastContentMessage
% Game Resources : Loaded Resource moleArt
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/managed/datablocks.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/managed/persistent.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/managed/brushes.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gui/mainScreen.gui.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/game.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/mole.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/respawnPoint.cs.
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/gameScripts/moleLevel.cs.
Activating DirectInput...
DirectInput joystick failed to enable!
Loading compiled script C:/Users/Froberg/Documents/Whack a matt/game/data/levels/Level1.t2d.
DirectInput deactivated.
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
I can't find the method
GuiFormManager::BroadcastContentMessage in the documentation but ResourceDatabase.cs does use it:
// Load Resource Function - Hooks into game
function moleArt::LoadResource( %this )
{
// Update Object library once datablocks are loaded.
GuiFormManager::BroadcastContentMessage( "LevelBuilderSidebarCreate", 0, "refresh" );
}
I'mm assuming this is why the moles don't appear.
any ideas?
#2
Why does it work through TGB but not through the stand alone engine?
thanks
08/22/2011 (7:30 pm)
ok.. but it is, in a script file I never touched. But I guess TGB did when I added the hammer.Why does it work through TGB but not through the stand alone engine?
thanks
#3
When I "built" the project in TGB at some point I unchecked "include script source". I checked it and now the game plays. But I don't understand why, I was trying to only use the "compilied" DSO files like I would if I was distributing the game. Why do the .CS files have to be there in the "built" directories?
Thanks again
08/22/2011 (7:45 pm)
I found the Problem! But I don't understand why it works....When I "built" the project in TGB at some point I unchecked "include script source". I checked it and now the game plays. But I don't understand why, I was trying to only use the "compilied" DSO files like I would if I was distributing the game. Why do the .CS files have to be there in the "built" directories?
Thanks again
Torque Owner Rpahut
According to the log resources are loaded normally and your game makes it all the way to the actual gameplay, so I assume there is something wrong with your scripts. There is possibility that something is wrong with resources, but as you say it was working before you added a hammer, so you should probably check your hammer scripts first.