RW melee code crashing engine.....
by Josh Moore · in Torque Game Engine · 03/05/2004 (10:10 am) · 10 replies
I recently tried to add the Realm Wars melee code to my codebase. I added it all in, compiled with no errors. However when I loaded up a game, it just crashes(right after mission lighting).
I copied the code exactly in shapeBase.cc, shapeBase.h, player.cc, player.h, and in shapeImage.h. I think the code just isn't compatable. Has anyone else tried to use the RW melee code? I could really use a point in the right direction.
Edit: If you need me to post what I added, just say so.
I copied the code exactly in shapeBase.cc, shapeBase.h, player.cc, player.h, and in shapeImage.h. I think the code just isn't compatable. Has anyone else tried to use the RW melee code? I could really use a point in the right direction.
Edit: If you need me to post what I added, just say so.
#2
-Pascal
03/07/2004 (8:09 pm)
I added the RW melee code in a while ago and was able to get it to work...Do you have a stack trace of where it is crashing? It also needs a number of script (.cs) files to work correctly. -Pascal
#3
03/11/2004 (2:17 pm)
I've figured out that UpdateImageRaycastDamage is causing the crash. I've tried to fiw the fuction but with no results. Does anyone see anything worng with this function?void ShapeBase::UpdateImageRaycastDamage( F32 dt,U32 imageSlot)
{
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData* imageData = image.dataBlock;
if (!image.dataBlock) return;
// test if our mount nodes are available.
if (imageData->damageStartNode == -1) return;
if (imageData->damageEndNode == -1) return;
// temporarily say this is false so we get
// the image transforms from the MOUNT points
ShapeBaseImageData& data = *image.dataBlock;
bool oldUse = data.useEyeOffset;
data.useEyeOffset = false;
// if we have our mount nodes, transform them to world space
MatrixF startTrans;
getImageTransform( imageSlot, imageData->damageStartNode, &startTrans );
VectorF vecStart = startTrans.getPosition();
MatrixF endTrans;
getImageTransform( imageSlot, imageData->damageEndNode, &endTrans );
VectorF vecEnd = endTrans.getPosition();
// restore
data.useEyeOffset = oldUse;
// then call the raycast function in script to do the damage. lets call it onImageIntersect
char buff1[32];
char buff2[100];
char buff3[100];
dSprintf(buff1,sizeof(buff1),"%d",getShapeServerId());
dSprintf(buff2,sizeof(buff2),"%f %f %f",vecStart.x, vecStart.y, vecStart.z);
dSprintf(buff3,sizeof(buff3),"%f %f %f",vecEnd.x, vecEnd.y, vecEnd.z);
// call the script function!
Con::executef(image.dataBlock, 5, "onImageIntersect",scriptThis(),buff1,buff2,buff3);
}
#4
I recently updated RW to torque Head and the code runs fine.
Could you post your error or assertion text?
This may help in tracking the problem down.
-- Markus
03/12/2004 (12:05 am)
The code looks fine.I recently updated RW to torque Head and the code runs fine.
Could you post your error or assertion text?
This may help in tracking the problem down.
-- Markus
#5
Edit: I looked over my player.cc & .h, shapeBase.cc & h, and shapeImage.cc. All the editions in the RW files are in mine(except new console functions). If I get rid of this call in ShapeBase.cc, the animations will work but the collition call isn't there(no sword collitions). :-( I made a quick script function that searchs for a player directy in front and damages it, but its really crappy.
03/12/2004 (9:35 am)
Thanks for the reply. When I use the trace function, the game freezes after "Entering SwordImage::onFire(82, 1569, 0)" It has something to do with this function and the way its called(or something like that). I'll post again when I have a bit more time. ;-)Edit: I looked over my player.cc & .h, shapeBase.cc & h, and shapeImage.cc. All the editions in the RW files are in mine(except new console functions). If I get rid of this call in ShapeBase.cc, the animations will work but the collition call isn't there(no sword collitions). :-( I made a quick script function that searchs for a player directy in front and damages it, but its really crappy.
#6
Thanks - The_Force
Edit: I got it working.
03/16/2004 (12:49 pm)
I've checked and rechecked, that function is what freezes up the game. I've been able to get ingame with the collition call on, but when I mount a melee weapon the game freezes. I'm new to programing so I don't understand whats wrong with it(it compiles just fine). If anyone could help me out I would greatly appreciate it.Thanks - The_Force
Edit: I got it working.
#7
03/18/2004 (8:41 am)
Care to share, Josh?
#8
03/18/2004 (4:03 pm)
Sure, I'll submit it as a resource. I'll post here with a link when its up.
#9
03/19/2004 (12:02 am)
Excellent, thanx.
#10
Edit: Heres the link: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5377
03/19/2004 (8:53 pm)
Ok, its up, but the download isn't, you'll have to wait untill its is. I'm planing on adding shield and sword rebounding to the tut, but I have to wait too.Edit: Heres the link: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5377
Torque Owner Josh Moore