Game crashes while acquiring input devices
by Denise Bacher · in General Discussion · 05/15/2007 (8:31 am) · 2 replies
I'm having issues getting my game to run on an Alienware laptop, but it works fine on my HP laptop. It's a derivative of the fps demo, but we've added quite a bit to it as well as to the source. It acts like it has problems acquiring the keyboard or mouse while "Activating DirectInput..."
Here's the log:
*** New Mission: metablast/data/missions/Warsparrow_.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/crossbow
Could not locate texture: metablast/data/shapes/player/clip
Validation required for shape: metablast/data/shapes/player/player.dts
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/crossbow
Could not locate texture: metablast/data/shapes/player/clip
Validation required for shape: metablast/data/shapes/player/player.dts
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - Client Foliage Replication Startup is complete.
*** Phase 3: Mission Lighting
Successfully loaded mission lighting file: 'metablast/data/missions/Warsparrow__723e7d3d.ml'
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
*** Initial Control Object
Activating DirectInput...
keyboard0 input device acquired.
That's where it stops and crashes. Does anybody have any idea of how to fix this?
Here's the log:
*** New Mission: metablast/data/missions/Warsparrow_.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/crossbow
Could not locate texture: metablast/data/shapes/player/clip
Validation required for shape: metablast/data/shapes/player/player.dts
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/base.lmale
Could not locate texture: metablast/data/shapes/player/crossbow
Could not locate texture: metablast/data/shapes/player/clip
Validation required for shape: metablast/data/shapes/player/player.dts
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - Client Foliage Replication Startup is complete.
*** Phase 3: Mission Lighting
Successfully loaded mission lighting file: 'metablast/data/missions/Warsparrow__723e7d3d.ml'
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
*** Initial Control Object
Activating DirectInput...
keyboard0 input device acquired.
That's where it stops and crashes. Does anybody have any idea of how to fix this?
#2
05/15/2007 (5:33 pm)
I've tried running it using Torsion and walking through the code, but I can't figure anything out. I've put a break point on in client scripts serverConnection.cs where the "Initial Control Object" is echoed. After this point I believe the only thing that happens is the keys are mapped and the mouse is acquired. Maybe the problem is happening earlier, but I don't have a clue where or even where to start looking. I've added the RPG dialog, but I've already double checked to make sure everything has been implemented to get it to run and I don't think that's the problem. To make matters worse, the default game demos work fine on the Alienware, using the same common files and the same build of the engine as the game is using and the same ones that are on my HP. I've also tried running the game on other computers that aren't Alienware, and it works fine. Any idea where to start looking?
Torque Owner Adam Beer
Ignition Games Inc.