World Editor Bug with Current Head
by Thomas Oliver · in Torque Game Engine Advanced · 09/09/2005 (7:45 am) · 11 replies
I have only tested this with VC 6 so I do not know if the problem also occures with VC 7. But with the current head release of TSE there are two files guiOtherTreeViewCtrl.cpp and guiOtherTreeViewCtrl.h that are left out of the VC 6 workspace.
Both of these files are used by the ingame editor to create the tree listing on the right hand side of the screen. If you startup the editor without these to files being compiled into the list the tree listing will be unpopulated with data from the game world.
To fix the bug just add the above to files into the /gui/controls/ area inside your VC 6 workspace. Recompile and now when you open the editor ingame the tree listings will be populated with the world data.
Both of these files are used by the ingame editor to create the tree listing on the right hand side of the screen. If you startup the editor without these to files being compiled into the list the tree listing will be unpopulated with data from the game world.
To fix the bug just add the above to files into the /gui/controls/ area inside your VC 6 workspace. Recompile and now when you open the editor ingame the tree listings will be populated with the world data.
#2
I had to change these when porting over the tank pack.
before:
after:
09/16/2005 (2:31 pm)
Your falling bots are most likely caused by not including the AtlasObjectType as a collidable type.I had to change these when porting over the tank pack.
before:
const U32 sConformToMask = TerrainObjectType | InteriorObjectType;
after:
const U32 sConformToMask = TerrainObjectType | InteriorObjectType| AtlasObjectType;
#3
09/16/2005 (2:59 pm)
Thanks for the ideas man, the problem was just that they were spawning below the terrain, I had to hand write everything in as the world editor tends to crash on me when i move stuff around or when I try to add stuff, from what I've read on it so far, the editor's not 100% yet, so I'm just making do until then. Thanks for the help anyway.
#4
This hopefully will resolve it, thanks.
09/17/2005 (5:30 am)
Thanks Tom, I had this bug and was scratching my head thinking, huh?This hopefully will resolve it, thanks.
#5
09/18/2005 (11:40 pm)
Does anyone find that the retail compiles fine but debug does not?
#6
d:\tse.head.9-11-05\engine\gui\controls\guiothertreeviewctrl.cpp(184) : error C2065: 'mImageBounds' : undeclared identifier
d:\tse.head.9-11-05\engine\gui\controls\guiothertreeviewctrl.cpp(184) : error C2228: left of '.setFileAssociation' must have class/struct/union type
Before I compiled I noticed that guiothertreeviewctrl.cpp and guiothertreeviewctrl.h wasn't added to the project, so I added them and tried compiling. Then I got those 2 errors.
Any ideas?
Thanks
09/25/2005 (12:11 am)
I download TSE (HEAD 9-11-05) and tried compiling it but I got two errors.d:\tse.head.9-11-05\engine\gui\controls\guiothertreeviewctrl.cpp(184) : error C2065: 'mImageBounds' : undeclared identifier
d:\tse.head.9-11-05\engine\gui\controls\guiothertreeviewctrl.cpp(184) : error C2228: left of '.setFileAssociation' must have class/struct/union type
Before I compiled I noticed that guiothertreeviewctrl.cpp and guiothertreeviewctrl.h wasn't added to the project, so I added them and tried compiling. Then I got those 2 errors.
Any ideas?
Thanks
#7
After adding "guiothertreeviewctrl.cpp" and "guiothertreeviewctrl.h" to "engine\gui\controls\" then go to guiothertreeviewctrl.cpp and search for "VECTOR_SET_ASSOCIATION(mImageBounds);". Then just comment out that line and rebuild. Then TSE should compile fine.
09/25/2005 (1:07 pm)
With the help from Paul Dana on Mirc, I fixed my errors when compiling TSE (HEAD 9-11-05) with VC6. After adding "guiothertreeviewctrl.cpp" and "guiothertreeviewctrl.h" to "engine\gui\controls\" then go to guiothertreeviewctrl.cpp and search for "VECTOR_SET_ASSOCIATION(mImageBounds);". Then just comment out that line and rebuild. Then TSE should compile fine.
#8
That enables those macros. We don't always test with that macro as it's not enabled by default. And sometimes the macros are out of date. :)
09/25/2005 (5:44 pm)
You have DEBUG_GUARDS turned on. ;)That enables those macros. We don't always test with that macro as it's not enabled by default. And sometimes the macros are out of date. :)
#9
09/25/2005 (6:10 pm)
Where can I find "DEBUG_GUARDS" to turn them out? So if I turn off "DEBUG_GUARDS", I won't have to add "guiothertreeviewctrl.cpp" and "guiothertreeviewctrl.h" to "engine\gui\controls\" and it should compile fine?
#10
I'll try the above suggestions.. sigh. Need to update my compiler.
Edit: After following stephens fix it compiled fine thanks. Ben ignore that email asking you about the debug thing.
11/09/2005 (8:34 am)
Yea I just compiled a fresh build of HEAD and I have no world editor. (VC6pro)I'll try the above suggestions.. sigh. Need to update my compiler.
Edit: After following stephens fix it compiled fine thanks. Ben ignore that email asking you about the debug thing.
#11
11/09/2005 (2:14 pm)
The macro is TORQUE_DEBUG_GUARDS in 1.4, incidentally.
Torque 3D Owner Chris Kuykendall