What happened in this release?
by Chris Byars · in Torque Game Engine Advanced · 02/20/2007 (5:31 pm) · 22 replies
Attempting to add a water object in the demo game crashes TGEA.
(This question was directed at the TGEA 1.0 release, and GarageGames has since solved it)
(This question was directed at the TGEA 1.0 release, and GarageGames has since solved it)
#2
02/20/2007 (7:58 pm)
You're telling me you can take the stock .exe and demo scripts, load the feature walkthrough, hit F11 and create Water? I cannot.
#3
02/21/2007 (12:03 am)
Very odd, I am not having the problem either. I've ported two projects to TGEA 1.0 and no issues.
#4
02/21/2007 (7:38 am)
Try running "terrain_water_demo" and altering that mission to add a WaterBlock.
#5
It could be that I'm using the legacy Geo-Terrain, and not Atlas... since the terrain_water_demo's water is working. But what would cause explosions to crash the game too? What changed? I haven't seen hide nor hair of a changelog/list at all on what exactly happened in 1.0.
02/21/2007 (12:03 pm)
Right, right, that one works. But what's the problem with the demo? It happens on my own maps as well; I can't load any mission with water or add water to my missions. What changed in this release compared to MS4? Anything script side I don't know about?It could be that I'm using the legacy Geo-Terrain, and not Atlas... since the terrain_water_demo's water is working. But what would cause explosions to crash the game too? What changed? I haven't seen hide nor hair of a changelog/list at all on what exactly happened in 1.0.
#6
02/23/2007 (6:50 pm)
I've been through about eight passes using a merger examining and comparing the files of the terrain water demo and my own project and still cannot get water to be created without crashing. Can ANYONE let me know WHAT changed script side that I'm missing? (Obviously copying over the common/server/client/data folders makes it work, but that essentially makes it the terrain demo and not our own project)
#7
To Demo\data\water
or whatever.. as there exists no water textures within the Demo.. Gj gg
02/23/2007 (6:52 pm)
Copy this folder - terrain_water_demo\data\waterTo Demo\data\water
or whatever.. as there exists no water textures within the Demo.. Gj gg
#8
04/12/2007 (7:17 pm)
That's not it, I have that in there. What's the problem? I've done many passes in file comparers and can find nothing causing this crash? What is needed script side to get water to work? In the 1.01 release (which is what I'm using) the notes say this problem was fixed, which it was, in the demo, but what was done to accomplish this?
#9
04/13/2007 (7:28 am)
Right, right, no one knows.
#10
Seriously. You need to get the material and shader definiations over to the demo mod, from terrain_water_demo - unless you are not talking about the demo. Take a careful look and copy it over piece by piece (like 3 files affected and a folder needs to be copied) and it will work. I did it a few days ago myself.
Good luck!
04/13/2007 (7:35 am)
You need to create more posts C2. Preferebly 50 in a row in a timespan of 12 hours. Or else no one will care to answer you. Bet everyone knows how to solve it, they just do not want to share it with you. Go figure?Seriously. You need to get the material and shader definiations over to the demo mod, from terrain_water_demo - unless you are not talking about the demo. Take a careful look and copy it over piece by piece (like 3 files affected and a folder needs to be copied) and it will work. I did it a few days ago myself.
Good luck!
#11
04/13/2007 (7:36 am)
We're just not having the same problem. It's hard to know what the problem is when you're not having it and cannot replicate it.
#12
If I set the defaultGame to "demo" or the "terrain_water_demo", water works. Something within the game directory, whether it be fps, demo, or terrain_water_demo, something in there is the problem. Like I said I've been through file comparers about 20 times now, and can find nothing relevant.
GG had the issue in the stock "demo" scripts, the walkthrough. That was confirmed. And they fixed it. That is why I am asking WHAT DID YOU DO, GG, to fix it?
Here's a graphical depiction for you.
www.ion-productions.com/graphical.jpg
- fps, demo, terrain_water_demo all are using the same "data" folders in their subdirectories
- fps, demo, terrain_water_demo all are using the same "common", "creator", "shaders" folders
The problem obviously lies in the client and server folders in the fps subdirectory, however the fps/client/*.cs files are the same, and the init.cs files all seem to execute the correct scripts.
*shaders.cs, commonMaterialData.cs, precip.cs
04/13/2007 (7:44 am)
Do you really think I wouldn't do that? I copied over the entire data folder. I compared the client and server files. I'm using all the same shader folders, shaders.cs, materials.cs, textures, common folder, .exe, everything from the stock scripts that has anything to do with water or materials or shaders. If I set the defaultGame to "demo" or the "terrain_water_demo", water works. Something within the game directory, whether it be fps, demo, or terrain_water_demo, something in there is the problem. Like I said I've been through file comparers about 20 times now, and can find nothing relevant.
GG had the issue in the stock "demo" scripts, the walkthrough. That was confirmed. And they fixed it. That is why I am asking WHAT DID YOU DO, GG, to fix it?
Here's a graphical depiction for you.
www.ion-productions.com/graphical.jpg
- fps, demo, terrain_water_demo all are using the same "data" folders in their subdirectories
- fps, demo, terrain_water_demo all are using the same "common", "creator", "shaders" folders
The problem obviously lies in the client and server folders in the fps subdirectory, however the fps/client/*.cs files are the same, and the init.cs files all seem to execute the correct scripts.
*shaders.cs, commonMaterialData.cs, precip.cs
#13
04/13/2007 (10:00 am)
Add the water shader definitions from terrain_water_demo/client/scripts/shaders.cs to your own projects client/scripts/shaders.cs script, and make sure that your client/init.cs is exec'ing that file in it's initClient() function.
#14
04/13/2007 (10:08 am)
Already did that. :/
#15
04/13/2007 (10:33 am)
OK what i haven't seen is the LOG file, it should say what its missing if its causing a crash should it not?
#16
04/13/2007 (10:39 am)
I wish it did. Console.log has no reports of errors or missing materials or warnings related to materials/water/shaders. There is no reason this should be happening, after many more passes with a file comparer, I see no changes at all that should have anything to do with water, everything should be perfect, yet something is not.
#17

That block of code it refers to:
04/13/2007 (1:26 pm)
Ran a debug version, looky what it says:That block of code it refers to:
bool WaterBlock::onAdd()
{
if( !Parent::onAdd() )
{
return false;
}
mPrevScale = mObjScale;
if( isClientObject() )
{
// Load in various Material definitions
for( U32 i=0; i<NUM_MAT_TYPES; i++ )
{
if( mSurfMatName[i] )
{
mMaterial[i] = static_cast<CustomMaterial*>(Sim::findObject( mSurfMatName[i] ));
if( mMaterial[i] )
{
mMaterial[i]->setStageData(); // LINE 89
}
}
if( !mMaterial[i] )
{
Con::warnf( "Invalid Material name: %s: for WaterBlock ps2.0+ surface", mSurfMatName[i] );
}
}
#18
Have a nice weekend.
04/13/2007 (1:52 pm)
I did exactly what I described, and added water manually to my .mis file via notepad, and when I go ingame the water is there.Have a nice weekend.
#19
To answer another one of your original questions, yes.. I can take the stock 1.01 TGEA, enter the stock mission walktrhough, hit F11, and create a water block.
As to what GG did between 1.0 and 1.1 to fix the problem, I can't say everything they did, but one of the things they did was to add the ShaderData defintions for the water stuff into the demo/client/shaders.cs file.
04/13/2007 (1:55 pm)
Because you were wondering, I have water working in my mod, and I am not using Atlas. Just using the old style terrain.To answer another one of your original questions, yes.. I can take the stock 1.01 TGEA, enter the stock mission walktrhough, hit F11, and create a water block.
As to what GG did between 1.0 and 1.1 to fix the problem, I can't say everything they did, but one of the things they did was to add the ShaderData defintions for the water stuff into the demo/client/shaders.cs file.
#20
Ya, exactly what you described, copied over "three files and a folder", descriptive. I'll try that. I might get it done by the time the Inner Circle Dev site is redesigned and up. ;)
04/13/2007 (3:03 pm)
The original question was directed at 1.00, when that problem WAS confirmed by GarageGames, and it did have that issue. They fixed it in 1.01, as they said. In the "demo" directory game, water works, as I have said.Ya, exactly what you described, copied over "three files and a folder", descriptive. I'll try that. I might get it done by the time the Inner Circle Dev site is redesigned and up. ;)
Associate Tom Spilman
Sickhead Games