Game Development Community

TGE 1.4 current CVS problems

by Anthony · in Torque Game Engine · 09/22/2005 (1:02 am) · 7 replies

I have searched but haven't found any problems similar to the ones I am having. I was trying to update our game to the current CVS build, it worked fin (got all the code we have changed to work great), but there are some problems.

First problem is that the triggers outline box shows, when you are not in the editor, if you load the editor once and exit the editor, the boxes go away (the triggers still work).

Second problem is that certain guns don't seem to shoot a projectile, can't seem to find the problem. I am using the mp5 and ak47 from the old GameBeavers: Beaver Patrol, the ak47 seems to work great, but the mp5 wont emit a projectile???

Other than those two, it seems as though everything else runs great, I tested the Theora playback works awsome, love it.

If there are any threads which deal with this please stear me in the right direction.

Thank you in advanced for any help :)

Anthony Bertolo
BBiGames

#1
09/22/2005 (2:23 am)
About the triggers outline box problem :


in the trigger constructor, change mNetFlags.set(Ghostable) to mNetFlags.clear(Ghostable);
#2
09/22/2005 (12:39 pm)
@Stephane: Thanks for the fix. That makes the trigger code much more consistent. Going out on next CVS commit.

@Anthony: Don't know about the beaver mp5. Any console errors or anything?

Glad to hear the Theora is working for you. :)
#3
09/22/2005 (2:19 pm)
Actually, mNetFlags.set(Ghostable) is in there for a reason. It is sometimes handy to use triggers for client-side gui effects (changing your crosshair when it goes over a goal, having an arrow pointing to the next checkpoint, etc). Setting mNetFlags.clear(Ghostable) means that the triggers will be server-side only.

My guess would be that there is some rendering state not getting ghosted properly when it is being toggled in and out of the mission editor or that there is something in the mission editor itself causing this.
#4
09/22/2005 (7:03 pm)
Is there a list of changes made that I may be able to take a look at? Perhaps something in some code that I have added is not fitting with some of the 1.4 code changes.
#5
09/23/2005 (2:09 am)
@Matt :

"Setting mNetFlags.clear(Ghostable) means that the triggers will be server-side only."

so why mNetFlags.clear(Ghostable) is called when leaving the editor (in Trigger::onEditorDisable) ?
#6
09/23/2005 (4:39 pm)
Stephane,

Because Triggers used to be only server-side and that was a gross hack to have the triggers render on the client side in the Mission Editor. Looking at the code that this change got merged from I realize that we never saw this because Trigger rendering is disabled in TSE. For now stick with your change in the constructor but I am going to put it on my list to make a pass on the trigger code and properly network it.
#7
09/23/2005 (9:20 pm)
Just to follow up - I've included this change as it makes the Trigger code act consistently on TGE. But a better fix (with ghosting) would be welcome. (Matt. :P)