Crash on object removal (particles and shapebases)
by Andy Schatz · in Torque Game Engine · 08/20/2005 (11:23 am) · 4 replies
I am having a lot of problems removing objects.
Many times, when I try to remove a ParticleEmitter, I get the Assert "Trying to remove from wrong container".
Other times, I try to remove a ShapeBase, and it crashes on render or in a number of other places.
This seems to be a fairly recent thing, so I'm wondering if anyone has experienced this before and has found a fix I may have to remove all particle effects and the like in order to hit beta... which is no fun.
Many times, when I try to remove a ParticleEmitter, I get the Assert "Trying to remove from wrong container".
Other times, I try to remove a ShapeBase, and it crashes on render or in a number of other places.
This seems to be a fairly recent thing, so I'm wondering if anyone has experienced this before and has found a fix I may have to remove all particle effects and the like in order to hit beta... which is no fun.
#2
08/20/2005 (1:37 pm)
I'm using TGE 1.3 and I've never had crashes that I didn't indroduce. Are you sure something you added/changed isn't causing this? Maybe something with networking?
#3
08/20/2005 (1:41 pm)
I'm sure it's something I added that's causing this, because it wasn't happening 2 weeks ago. But the reason I'm posting here is A) I'm supposed to go beta tomorrow and B) quite often problems that are introduced are common and someone may have seen a similar problem and figured it out. I believe all the crashes are happening because something on the client side is getting screwed up, I'm just not sure what.
#4
The cloud is created in a server-side script, but it is a client-only object (IsGhost flag is set) and then a delete is scheduled for the client-side cloud from the server-side script.
I switched it to a TSStatic object that is networked, which seems to have fixed the problem, although it may have introduced a crash on level exit. More results forthcoming...
08/20/2005 (2:15 pm)
I believe it may be related to an entirely different object: my raincloud.The cloud is created in a server-side script, but it is a client-only object (IsGhost flag is set) and then a delete is scheduled for the client-side cloud from the server-side script.
I switched it to a TSStatic object that is networked, which seems to have fixed the problem, although it may have introduced a crash on level exit. More results forthcoming...
Torque 3D Owner Andy Schatz
This seems to be a client side removal problem. I'll keep posting info as I get it. Any help would be tremendously appreciated.