Game Development Community

Waterblock Crash in RTS

by Shon Gale · in RTS Starter Kit · 09/20/2005 (10:59 am) · 6 replies

Everytime I insert a Waterblock in the world editor, it works fine in the RTS. I save my mission and everything is dandy. When I exit and then reload the mission it crashes the entire game. With a debug report. Go ahead and trace it. I did but forget exactly where it went. I believe it was in terrData.cc and was a divide by zero fault. Anyway after manually editing the .mis file and reloading the program with no other changes, it worked perfect!
Help I want water!!

#1
09/20/2005 (4:29 pm)
Bump bump similar issue. disabling specular and removing mini-map helps
#2
09/20/2005 (8:49 pm)
Part of the problem is that the stock RTS-SK mission uses a blockSize of 5, while the TGE engine still has some hard coded values within the waterblock code that expect (and pretty much require) a blockSize of 8 for full functionality.

While this is a known bug, it's one of those very low priority ones for fix since it is both complex, and has a workaround (setting your blocksize to 8).

Give that a try: set your blockSize to 8 in the mission file, and see if it resolves your issue.
#3
09/21/2005 (4:39 am)
OK changed the squaresize to 8 and added the waterblock. Now it works fine.
I would really like to get a response to my forum post on the realFog ConsoleMethod PLEASE!!
By the way thanks for the quick response.
#4
10/09/2005 (3:21 pm)
There are actually two issues. One, as Stephen points out, is that the waterblock code is hard coded to expect a squaresize of 8. This is easy to cope with, just set your squaresize to 8.

The other issue is that Large waterblocks cause crashes or map corruption when the minimap is enabled. I do not have a fix for this except disabling the mini-map.
#5
10/09/2005 (6:07 pm)
This is what we have done. commented this section out of the terrain/fluidrender.cc

// store specular color in vert
// vert->SPECULAR = m_SpecColor * pow( specular, m_SpecPower );

it was assigning an emtpy value.

it works with min-map now and a large 2048 water map with an island.

we had to remove the mini-map due to previously cited polys being dropped in the actual render ofhte map. once removed the map looks beautiful

www.jsmariucci.com/storage1/HumanBase2.jpg

www.jsmariucci.com/storage1/HumanBase4.jpg
#6
09/13/2007 (4:46 pm)
Quote:The other issue is that Large waterblocks cause crashes or map corruption when the minimap is enabled. I do not have a fix for this except disabling the mini-map.

This should be fixed by my changes listed in this thread.