Game Development Community

Problem with MinApp

by Michael \"Evic\" Wales · in Torque Game Engine · 11/18/2004 (10:49 am) · 2 replies

I was referred to this forum for this post by an Employee, so it is posted here as well as in a public area (he said I may get results posting it here):

Trying to run through the MinApp tutorials to give myself a better understanding of TorqueScript - unfortunately, I can't even get passed the first tutorial.

Here is what's happening:
I'm getting a range of errors. Sometimes the program just crashes after it compiles and loads common/client/canvas.cs, other times it only gets to canvas.cs, and just now it told me the Arial font must always be available...

Here's my console.log:

Quote:--------------------------------------------------------------------------------
//-------------------------- 11/17/2004 -- 21:55:51 -----
Processor Init:
Intel Pentium 4, ~2.60 Ghz
(timed at roughly 2.58 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.

Console trace is on.
--------- Loading MODS ---------
Entering loadMods(demo;common)
Entering loadMods(common)
Loading compiled script common/main.cs.
Leaving loadMods() - return
Loading compiled script demo/main.cs.
Loading compiled script demo/client/defaults.cs.
Loading compiled script demo/client/prefs.cs.
Leaving loadMods() - return
Entering [demo]onStart()
Entering [common]onStart()

--------- Initializing MOD: Common ---------
Entering [common]initCommon()
Loading compiled script common/client/canvas.cs.
Leaving [common]initCommon() - return
Leaving [common]onStart() - return

--------- Initializing MOD: Demo ---------
Loading compiled script demo/client/init.cs.
Entering initClient()

--------- Initializing MOD: Torque Demo Client ---------
Entering initCanvas(Torque Game Engine)
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce4 MX 440 with AGP8X/AGP/SSE2
Version: 1.4.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_paletted_texture
EXT_compiled_vertex_array
NV_vertex_array_range
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: 2.000000)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
3DFX_texture_compression_FXT1

Entering resetCanvas()
Leaving resetCanvas() - return 1
Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/client/cursor.cs.
--------------------------------------------------------------------------------

Anyone, anywhere, have any ideas?

#1
11/18/2004 (11:32 am)
Have you tried to debug the crash?
#2
11/18/2004 (3:06 pm)
I hit the debug button, got some sort of accessing error - VC6 loaded it up into what appeared to be ASM and I looked at it with the strong color of retarded.

I then came here and posted. :P