1.5 Content Demo1 - fxShapeReplicator lockup
by Paul Jan · in Torque Game Engine · 10/26/2006 (10:37 pm) · 44 replies
I start the 1.5 fps demo, load the Content Demo 1, then enter the editor and select a fxShapeReplicator object. Torque then locks up "not responding".
#42
=)
Glad to know I am still on the right track, now it's a race to see who will solve this first.
03/06/2007 (1:51 pm)
Damn it Matt! You stole my thunder! That was gonna be my mystery fix, because I was almost certain it was an optimization problem cause by 2K3, and those were the functions I was gonna re-arrange.=)
Glad to know I am still on the right track, now it's a race to see who will solve this first.
#43
I'm using the VC7.1 and got a "stable" 1.5 build after I merge the "shapeReplicator with multiple shapes" in one replicator, so it seems to be the case Matt is talking about. Before that I've spend many hours trying to find where is a problem, but - no luck.
And now I have a stable build of Torque from VC2003 that is working, but (!) sometimes, when I do select replicator in WorldEditor, the Torque "hangs" for a small time (from 0.5 upto 2-3 seconds, but too rare).
Hope this helps somehow.
03/06/2007 (3:03 pm)
Okay, now I see it's a time to post my own findings on this..I'm using the VC7.1 and got a "stable" 1.5 build after I merge the "shapeReplicator with multiple shapes" in one replicator, so it seems to be the case Matt is talking about. Before that I've spend many hours trying to find where is a problem, but - no luck.
And now I have a stable build of Torque from VC2003 that is working, but (!) sometimes, when I do select replicator in WorldEditor, the Torque "hangs" for a small time (from 0.5 upto 2-3 seconds, but too rare).
Hope this helps somehow.
#44
Installed the Express , rebuild Torque and indeed no more problems :)
03/07/2007 (1:04 am)
Thanks Matt for pointing that out, completly forgot about the Express edition.Installed the Express , rebuild Torque and indeed no more problems :)
Associate Matt Fairfax
PopCap
I spent a while on this right after TGE 1.5 launched but didn't get a fix before I *had* to roll back onto Constructor. What you guys are noticing now is similar to my observations: VC2003 can create bad builds (not always) while VC2005 works fine. To me that indicates a nasty assembly/optimization "bug" that is going to be difficult to track down. To make matters worse, the only VC2003 instance that I could get to reliably reproduce the bug is the one on our build system.
I did have one programmer work with me a little and he said that if he put a Con::errorf() or Con::printf() in fxShapeReplicator::inspectPostApply() it would cause the bug to go away on VC2003. This is also symptomatic of an optimization bug (rearranging/adding unrelated code "fixes" things). You could also try just adding some little garbage code like "U32 bar = 0xf00;" and see if that is enough to cause the optimizer to change things just enough to make this bug go away. Another thing you could try is to rearrange a little bit of the code in DestroyShapes() or CreateShapes().
I am tracking this thread with interest and will definitely roll any solid fixes you guys find into the next release.
Btw, Faster....VC2005 Express is free and pretty nice to use so I wouldn't stress over it.