Unusual lockup when starting the .exe
by Phil Carlisle · in Torque Game Builder · 04/07/2007 (8:54 am) · 9 replies
I'm starting beta 2 on my PC and its selecting 1440x800 as its screen res (its my 24 inch monitor), anyway, it sets this res, then locks..
Last line of console.log is:
Torque Game Builder (v1.5 Beta 2) initialized...
Which sounds like its ok.. but I dont get anything in the way of editor. I also had a similar thing on the TFT at work, only that was smaller.
Last line of console.log is:
Torque Game Builder (v1.5 Beta 2) initialized...
Which sounds like its ok.. but I dont get anything in the way of editor. I also had a similar thing on the TFT at work, only that was smaller.
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#2
04/07/2007 (2:48 pm)
Yeah, it was literally from a fresh install. It seems there isnt a pref that is setup to set the screen res. Unless I'm missing it.
#3
(both in your project common dir and the tgb/gamedata/t2dProject/common dir for new projects)
in common/canvas.cs - line 28 change this:
to this:
04/07/2007 (3:45 pm)
I've posted a fix for the player resolution not being set bug, to fix it manually you can set the resolution in you project xml file and apply the following fix:(both in your project common dir and the tgb/gamedata/t2dProject/common dir for new projects)
in common/canvas.cs - line 28 change this:
%goodRes = $Game::WindowResolution;
to this:
%goodRes = $Game::Resolution;
#4
cheers
~neo
04/07/2007 (3:49 pm)
Doh youre talking about the builder, screen res is set to the best it can find if the window res is not specifically set. In common/preferences/defaultPrefs.cs add a line e.g:$prefs::Video::windowedRes = "1024 768 32";
cheers
~neo
#5
Appreciate the fix neo, but I'm not sure this isnt a bug. I guess maybe OGL is returning that as a resolution to be used, but it feels wrong, either ogl is wrong, or something else is borked (i.e. that its not actually working at a resolution thats automatically selected).
Edit: Hmm, weird, so if I start the game from within the debugger, it handles the screen res as defined in defaultPrefs.cs, otherwise, it seems to ignore them completely (even though it actually compiles and runs defaultPrefs.cs
Clearly something is going awry here.. Not exactly sure how its MEANT to behave right now.
04/08/2007 (3:08 am)
Hmm, looking at it, it was setting 1440x880 which seems like it should work, only.. well, using that size it basically sits there looking black. Appreciate the fix neo, but I'm not sure this isnt a bug. I guess maybe OGL is returning that as a resolution to be used, but it feels wrong, either ogl is wrong, or something else is borked (i.e. that its not actually working at a resolution thats automatically selected).
Edit: Hmm, weird, so if I start the game from within the debugger, it handles the screen res as defined in defaultPrefs.cs, otherwise, it seems to ignore them completely (even though it actually compiles and runs defaultPrefs.cs
Clearly something is going awry here.. Not exactly sure how its MEANT to behave right now.
#6
04/08/2007 (5:14 am)
Now thats really strange, its started working.. might have been some fuckup on my machine I guess.
#7
04/08/2007 (6:50 am)
Rule 1 of bug hunting: Ignore it till it goes away ;p
#8
Any ideas?
04/11/2007 (5:32 pm)
I'm having the same problem... when starting TGB it opens the app window but stays black and locked (not responding). Not even a restart handles this. It's my third install because last two had the same error after a few hours of work.Any ideas?
#9
04/11/2007 (5:38 pm)
Forgot to say it's TGB 1.5 latest release
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