Please helpme Torque2D don't start
by Adam Johnston · in Torque Game Builder · 09/23/2005 (10:18 am) · 17 replies
Hi
I'm new in Torque2D (I purchased yesterday)
I was testing the demos in my house computer
and they runed well, but in my office computer
with a MatroxMillenium G400 it shows a black screen
and dies painfully...
I was thinking in make a 2D game targeted to lower
machines (HGE. Gobling 2D+ and SDL runs well in this computer)
so I was expectig T2 too. :(
I've used another engine and it has an option to
render in *weak* mode, any solution?
this is the console.log
> //-------------------------- 9/23/2005 -- 11:23:40 -----
> Processor Init:
> AMD Athlon, ~1.65 Ghz
> (timed at roughly 1.65 Ghz)
> FPU detected
> MMX detected
> 3DNow detected
> SSE detected
>
> Math Init:
> Installing Standard C extensions
> Installing Assembly extensions
> Installing FPU extensions
> Installing MMX extensions
> Installing 3DNow extensions
> Installing SSE extensions
>
> Input Init:
> keyboard0 input device created.
> mouse0 input device created.
> DirectInput enabled.
>
> --------- Loading MODS ---------
> Loading compiled script T2D/main.cs.
> Loading compiled script common/main.cs.
> Loading compiled script T2D/defaults.cs.
> Loading compiled script T2D/client/prefs.cs.
> Loading compiled script tileeditor/main.cs.
> Loading compiled script tileeditor/defaults.cs.
> Loading compiled script tileeditor/client/prefs.cs.
> Loading compiled script particleeditor/main.cs.
> Loading compiled script particleeditor/defaults.cs.
> Loading compiled script particleeditor/client/prefs.cs.
>
> --------- Parsing Arguments ---------
>
> --------- Initializing MOD: Common ---------
> Loading compiled script common/client/canvas.cs.
> Loading compiled script common/client/audio.cs.
>
> --------- Initializing MOD: T2D ---------
> Loading compiled script T2D/client/client.cs.
> Loading compiled script common/client/message.cs.
> Loading compiled script common/client/mission.cs.
> Loading compiled script common/client/missionDownload.cs.
> Loading compiled script common/client/actionMap.cs.
> Loading compiled script common/client/scriptDoc.cs.
> Loading compiled script common/client/optionsDlg.cs.
> Video Init:
> Accelerated OpenGL display device not detected.
> Accelerated D3D device not detected.
> Voodoo 2 display device not detected.
>
> "OpenGL" display device not found!
> "OpenGL" display device not found!
> "D3D" display device not found!
> "Voodoo2" display device not found!
> Loading compiled script common/ui/defaultProfiles.cs.
I'm new in Torque2D (I purchased yesterday)
I was testing the demos in my house computer
and they runed well, but in my office computer
with a MatroxMillenium G400 it shows a black screen
and dies painfully...
I was thinking in make a 2D game targeted to lower
machines (HGE. Gobling 2D+ and SDL runs well in this computer)
so I was expectig T2 too. :(
I've used another engine and it has an option to
render in *weak* mode, any solution?
this is the console.log
> //-------------------------- 9/23/2005 -- 11:23:40 -----
> Processor Init:
> AMD Athlon, ~1.65 Ghz
> (timed at roughly 1.65 Ghz)
> FPU detected
> MMX detected
> 3DNow detected
> SSE detected
>
> Math Init:
> Installing Standard C extensions
> Installing Assembly extensions
> Installing FPU extensions
> Installing MMX extensions
> Installing 3DNow extensions
> Installing SSE extensions
>
> Input Init:
> keyboard0 input device created.
> mouse0 input device created.
> DirectInput enabled.
>
> --------- Loading MODS ---------
> Loading compiled script T2D/main.cs.
> Loading compiled script common/main.cs.
> Loading compiled script T2D/defaults.cs.
> Loading compiled script T2D/client/prefs.cs.
> Loading compiled script tileeditor/main.cs.
> Loading compiled script tileeditor/defaults.cs.
> Loading compiled script tileeditor/client/prefs.cs.
> Loading compiled script particleeditor/main.cs.
> Loading compiled script particleeditor/defaults.cs.
> Loading compiled script particleeditor/client/prefs.cs.
>
> --------- Parsing Arguments ---------
>
> --------- Initializing MOD: Common ---------
> Loading compiled script common/client/canvas.cs.
> Loading compiled script common/client/audio.cs.
>
> --------- Initializing MOD: T2D ---------
> Loading compiled script T2D/client/client.cs.
> Loading compiled script common/client/message.cs.
> Loading compiled script common/client/mission.cs.
> Loading compiled script common/client/missionDownload.cs.
> Loading compiled script common/client/actionMap.cs.
> Loading compiled script common/client/scriptDoc.cs.
> Loading compiled script common/client/optionsDlg.cs.
> Video Init:
> Accelerated OpenGL display device not detected.
> Accelerated D3D device not detected.
> Voodoo 2 display device not detected.
>
> "OpenGL" display device not found!
> "OpenGL" display device not found!
> "D3D" display device not found!
> "Voodoo2" display device not found!
> Loading compiled script common/ui/defaultProfiles.cs.
#2
maybe GG could improve the library's performance to
lower specs because we are doing 2D games not 3D games...
09/23/2005 (1:24 pm)
Yes upgrading the drivers work for Matrox, still it runs slowlymaybe GG could improve the library's performance to
lower specs because we are doing 2D games not 3D games...
#4
Even though Torque 2D is a 2D engine, it still uses OpenGL / Direct3D to render the graphics. As such, your card would function better if it were better 3D accelerator. The G400 comes in either a 16MB or 32MB flavor, and is probably not up to the rendering required for even Torque 2D.
Just to give you an idea, my laptop is a fairly mid-performance machine, running hyper-threaded P4 3GHz with a GeForce FX Go5200 (64MB onboard), and runs T2D fine.
So, I think a safe bet is to get a card that has at least 64MB memory, and you should be set.
09/23/2005 (1:37 pm)
@Adam:Even though Torque 2D is a 2D engine, it still uses OpenGL / Direct3D to render the graphics. As such, your card would function better if it were better 3D accelerator. The G400 comes in either a 16MB or 32MB flavor, and is probably not up to the rendering required for even Torque 2D.
Just to give you an idea, my laptop is a fairly mid-performance machine, running hyper-threaded P4 3GHz with a GeForce FX Go5200 (64MB onboard), and runs T2D fine.
So, I think a safe bet is to get a card that has at least 64MB memory, and you should be set.
#5
One of the machines I test and dev for Torque 2D is a Pentium III 600 Mhz, 256 MB RAM, Intel 32 mb (integrated pos) and it surprisingly runs halfway decent, though its definately not my target specs... this is using the presently released version without performance boosts...
My main machine is a laptop Pentium 4 M 2.4 ghz, 512 MB RAM, Radeon 9000 64MB Mobile video... and Torque 2D runs quite nicely on that.
(just for some more example specs)
09/23/2005 (1:43 pm)
Good points by SamOne of the machines I test and dev for Torque 2D is a Pentium III 600 Mhz, 256 MB RAM, Intel 32 mb (integrated pos) and it surprisingly runs halfway decent, though its definately not my target specs... this is using the presently released version without performance boosts...
My main machine is a laptop Pentium 4 M 2.4 ghz, 512 MB RAM, Radeon 9000 64MB Mobile video... and Torque 2D runs quite nicely on that.
(just for some more example specs)
#6
09/23/2005 (1:53 pm)
@Matthew: I've read the post it seems interesting, when could be a release date of this wonderfull T2D HEAD?
#7
and those libraries runs fast (in reverse order), so I think 2D could be improved... I'm relly awaiting these updates...
09/23/2005 (1:56 pm)
@Sam: but I have tried 3DGS, HGE ans Goblin 2D++ in this machine (and this is my target spec)and those libraries runs fast (in reverse order), so I think 2D could be improved... I'm relly awaiting these updates...
#8
09/23/2005 (1:58 pm)
Have you gotten the latest drivers for your video card?
#9
09/23/2005 (2:04 pm)
@Matthew: Yes now I'm using the latest I found in the Matrox website... before that T2D crashed at startup.
#10
09/23/2005 (2:06 pm)
Sorry, missed that post... Guess the next version of T2D will give it a lot better performance :) Not much more to do for now, unless you try running it in Direct 3D vs OpenGL
#11
09/23/2005 (2:40 pm)
@Matthew: Yes now I'm using the latest I found in the Matrox website... before that T2D crashed at startup.
#12
The physics have been upgraded in performance in the update coming soon. As far as I am aware, there are no rendering specific performance upgrades, so it most likely won't resolve this issue.
Also please keep in mind that there is always a "low end" and a "high end" for target platforms, and while T2D is absolutely aiming at supporting lower end machines as compared to TSE for example, there are still limits. There is a very large diminishing return for targetting extremely low end machines, especially when it may affect the range of higher end machines that can be supported.
Also note in your console.log the fact that it doesn't appear your card supports OpenGL at all (or at least reports that it doesn't). Near the top you are getting "OpenGL display device not found!"...and that's a problem obviously!
In fact, your card is even reporting that it isn't a D3D device...
09/23/2005 (3:52 pm)
I wanted to insert a caveat into this thread:The physics have been upgraded in performance in the update coming soon. As far as I am aware, there are no rendering specific performance upgrades, so it most likely won't resolve this issue.
Also please keep in mind that there is always a "low end" and a "high end" for target platforms, and while T2D is absolutely aiming at supporting lower end machines as compared to TSE for example, there are still limits. There is a very large diminishing return for targetting extremely low end machines, especially when it may affect the range of higher end machines that can be supported.
Also note in your console.log the fact that it doesn't appear your card supports OpenGL at all (or at least reports that it doesn't). Near the top you are getting "OpenGL display device not found!"...and that's a problem obviously!
In fact, your card is even reporting that it isn't a D3D device...
#13
09/23/2005 (3:59 pm)
I used to game on a G400MAX card (when they were new) so I know it's capable, but like most cards from that era (I think the GF2 was nVidias offering at the time) they're going to be showing their age running more modern software.
#14
Stephen made some very good points that I didn't even bother to read enough into lol... I'd say its time to get a new video card :)
EDIT: typo's, lol you can tell I was tired when I originally posted this
09/23/2005 (4:01 pm)
His first two tests were on stationary objects I 'beleive'... so I think he squeezed some general performance issues... don't think it was on the rendering though as much as it was on handling massive ammounts of objects.Stephen made some very good points that I didn't even bother to read enough into lol... I'd say its time to get a new video card :)
EDIT: typo's, lol you can tell I was tired when I originally posted this
#15
09/23/2005 (4:42 pm)
I thought the Millenium was not even a 3D Gfx card. It's a 2D card for business apps. Although Torque 2D is a 2D game engine it uses the Torque core engine which requires 3D gfx card with OpenGL support, so I woudn't expect this card to work with Torque.
#16
09/24/2005 (12:46 am)
The G400 was/is a 3D card and IIRC the first to introduce hardware bump mapping. I think it was also one of the early consumer cards with two monitor outputs. You might be thinking of the G200 which is the multi-headed 2D card.
#17
09/26/2005 (6:44 am)
The G400 was a very good card in it's day (I used to have one). It's bigest failing was poor OpenGL driver support which I suspect is your problem.
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