Game Development Community


#1
07/10/2005 (3:07 pm)
If you bring the console down with ~ do you see any errors? It might be something as simple as the .png files aren't in the right place.
#2
07/11/2005 (12:15 am)
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#3
07/11/2005 (12:23 am)
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#4
07/11/2005 (3:54 am)
Hmm, odd. You could try reinstalling the SDK to a different location, or redownloading it again just incase something funky has happened.
#5
07/14/2005 (2:06 pm)
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#6
07/17/2005 (11:31 am)
I might have had the same problem. When I imported the Torque2D SDK into my local CVS repository, my import script did not set the file type of the spacescroller's "scroller.map" file to binary. On OSX and Linux, the spaceshooter demo I built worked OK, on Win32 I got ships but only a white background.

Try putting a fresh copy of ".../spacescroller/client/maps/scroller.map" into your tree for the spaceshooter and see if that fixes it.
Also, recursively delete all *.dso files in your tree.

In my case the error message was buried in console.log with something like "Invalid Stream Header ID".
#7
08/04/2005 (1:51 am)
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#8
08/04/2005 (9:19 am)
I wonder if this is similar to something I saw last night. I was testing on a Win2K box with a rather old SiS video chipset. Up until last night everything was showing up fine, but those versions had no Tilemaps in them. Last night I added tilemaps to the game (ripped almost verbatim out of the shooter demo) and suddenly almost all of the other staticsprite graphics disappeared. If I $tilelayer.setVisible(false) in the console, the magically appear. They're not behind the tilelayer either, I moved the (non-wrapped) tilelayer half-way off the screen and you can see the spot where a staticsprite would be and it isn't there. As soon as you setVisible(false) on that tilelayer, the sprite appears.

My first thought was some kind of alpha blending conflict. But then I saw the strangest thing. I restarted the game and looked *really* closely and most of my game sprites were 1/100th their proper size crammed into the upper-left hand corner (as if their position were scaled as well). This made me think it was some other kind of layer bug, but why it doesn't happen on the dozen other machines I've tested the game with I've no idea yet.

Anyway, what I'd suggest is to test to see if this is happening to you. Go into the code in scene.cs and either comment out/delete the tilemap and tilelayer lines, or add .setVisible(false) to %skyLayer, %mountainsLayer, %buildings1Layer, %hillsLayer, %groundLayer and %buildings2Layer. If the ships appear after doing this, I'd suspect it's the same issue. Upgrading DirectX fom 8.1 to 9.0c didn't help here.
#9
08/04/2005 (9:25 am)
I just threw the spacescroller demo on that win2k box and saw the exact same thing you did, so I'm guessing it is the same issue. Perhaps it isn't exactly a bug but some lacking feature in the video chipset? What video card are you using?
#10
08/05/2005 (3:49 pm)
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#11
08/05/2005 (3:53 pm)
Directx version?

may need to update drivers or that or both.. :)
#12
08/05/2005 (6:50 pm)
Quote:
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run

Looks like DirectX 9.0+ at least.

Perhaps Melv can speculate on what may have changed between the two builds (1.0.2 and whatever build was used in the freely downloadable shooter demo) that could cause this, since one worked for Jim and one didn't. I've not tried the downloadable shooter demo yet to see if it works on the W2k box, I'll give that a shot.
#13
08/08/2005 (8:18 pm)
A bit off topic - but a suggestion for those using the spaceScroller as a starting point - there's an unwanted result in the code that if you pause the game and let it run for a bit, you'll hear the sound cueing the boss ship and you can unpause it and destroy him. Sometimes this bug happens when you need to charge/recharge something (such as a "charge shot" or if your stamina recharges over time). You can pause/wait/unpause.
#14
08/08/2005 (8:51 pm)
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#15
08/09/2005 (1:47 am)
If you're working on your current project in the T2D folder, rather than a brand new folder, many of your code changes/additions will filter into the fish and spaceshooter demos, since they run with the -mod switch. I only noticed this when the movement code from the stuff I was working on got filtered into the spaceshooter demo when I wanted to unwind.
#16
08/21/2005 (6:58 pm)
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