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TGEA 1.7.0 Beta 2 Bug - T3D Demo - Select Model

by Stephan Goebels · in Torque Game Engine Advanced · 03/29/2008 (12:34 pm) · 15 replies

Start the T3D DEMO, press "Play Game", press "ESC" Key, press "Select Model" look to the picture of the Model. If you start the T3D DEMO, press "Select Model" you can see a picture of the Model.

Windows XP. Latest DirectX (WEB March 2008) and Drivers 69.21: Nvidia 7800GS.

console.log

Exporting server prefs...
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/BoomBot/BoomBot.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Elf/Elf.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/ForgeSoldier/ForgeSoldier.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Spacesuit/Spacesuit.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/TorqueOrc/TorqueOrc.dts
sgDRLSurfaceChain::sgPrepChain - allocating 360x300px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 90x75px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 22x18px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 5x4px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 1x1px surface.
Default implementation. Override onQuit() to add game specific functionality
Exporting Gui preferences.
Exporting server prefs...
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/BoomBot/BoomBot.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Elf/Elf.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/ForgeSoldier/ForgeSoldier.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Spacesuit/Spacesuit.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/TorqueOrc/TorqueOrc.dts
Exporting client prefs
Exporting server prefs
Cur. D3DDevice ref count=1

#1
03/29/2008 (1:13 pm)
I was just about to report this
dayofwar.net/images/playerselect.png
#2
03/31/2008 (1:21 pm)
I'm not able to reproduce this =(

Can you give me more detail? Anything that will help us recreate this bug reliably?
#3
03/31/2008 (1:34 pm)
I got it reproduced.
Started the T3D demo, directly went to the game, jumped a couple of time, a couple of shoots. Exited from mission and pressed "Select model".
Inside GuiObjectView I see the grass texture.
Changing the model on menu does not update GuiObjectView.

Restart.

Went directly to model selection - all seems ok.
Loaded game, back to the menu - GuiObjectView again garbaged.
If I change resolution (windowed mode here) by double clicking on title-bar to maximize window and back - every time the GuiObjectView displays different kind of "garbage". The "garbage" is similar to what Bill posted.

GF8600GT 512 VRAM
Windows XP SP2 English, Core2 Duo E6550, 4GB RAM
Windows patched with latest updates.
Video drivers: 169.21
DirectX SDK: November 2007

Edit: nothing special in console.log
#4
03/31/2008 (1:39 pm)
Full console.log

//-------------------------- 3/31/2008 -- 22:26:49 -----
Processor Init:
Intel Pentium 4, ~2.80 Ghz
(timed at roughly 2.80 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Initializing platform...
Input Init:
unknown0 input device created.
unknown1 input device created.
DirectInput enabled.

Done
--------- Loading MODS ---------

--------- Parsing Arguments ---------
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Binding server port to default IP
UDP initialized on port 0
DirectX 9 version - 9.0.0 c
DirectX 8 version - 9.0$
Attempting to create GFX device: NVIDIA GeForce 7800 GS (D3D9)
Device created, setting adapter and enumerating modes
GFXD3D9Device - using 'd3dx9_35.dll' for dynamic linking.
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 8
Initializing GFXCardProfiler (D3D9)
o Vendor : 'NVIDIA'
o Card : 'NVIDIA GeForce 7800 GS'
o Version: '69.21'
- Scanning card capabilities...
- Loading card profiles...
- Loading card profile profile/D3D9.cs
- Loading card profile profile/D3D9.NVIDIA.cs
- No card profile profile/D3D9.NVIDIA.NVIDIAGeForce7800GS.cs exists
- No card profile profile/D3D9.NVIDIA.NVIDIAGeForce7800GS.6921.cs exists
Texture Manager
- Approx. Available VRAM: 505413632
- Threshold VRAM: 67108864
- Quality mode: high
% - Initialized Common

--------- Initializing MOD: FPS ---------

sfxStartup...
Provider: DirectSound
Device: Prim
#5
03/31/2008 (1:41 pm)
Mapping string: MissionStartPhase1 to index: 8
*** New Mission: scriptsAndAssets/data/missions/simple.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
Validation required for shape: scriptsAndAssets/data/shapes/players/Spacesuit/Spacesuit.dts
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/TorqueOrc/crossbow
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/TorqueOrc/clip
Validation required for shape: scriptsAndAssets/data/shapes/players/TorqueOrc/TorqueOrc.dts
Error: shape scriptsAndAssets/data/shapes/weapons/crossbow/ammo.dts-collision detail 1 (Collision-3) bounds box invalid!
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
Validation required for shape: scriptsAndAssets/data/shapes/players/BoomBot/BoomBot.dts
GFXTextureManager::createTexture - Unable to load Texture: ~/data/environment/lightning1frame1
GFXTextureManager::createTexture - Unable to load Texture: ~/data/environment/lightning1frame2
GFXTextureManager::createTexture - Unable to load Texture: ~/data/environment/lightning1frame3
GFXTextureManager::createTexture - Unable to load Texture:
GFXTextureManager::createTexture - Unable to load Texture:
GFXTextureManager::createTexture - Unable to load Texture:
GFXTextureManager::createTexture - Unable to load Texture:
GFXTextureManager::createTexture - Unable to load Texture:
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
Validation required for shape: scriptsAndAssets/data/shapes/players/Elf/Elf.dts
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
GFXTextureManager::createTexture - Unable to load Texture: E:/TORQUE/TGEA_1_7_0_Beta_2/GameExamples/T3D/game/scriptsAndAssets/data/shapes/players/common/base.lmale
Validation required for shape: scriptsAndAssets/data/shapes/players/ForgeSoldier/ForgeSoldier.dts
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Allocating a 512 px clipmap for a 16384px source texture.
- 5 base clipstack entries, + 1 cap.
- Using approximately 7.980000MB of texture memory.
Allocating a 512 px clipmap for a 16384px source texture.
- 5 base clipstack entries, + 1 cap.
- Using approximately 7.980000MB of texture memory.
Allocating a 512 px clipmap for a 16384px source texture.
- 5 base clipstack entries, + 1 cap.
- Using approximately 7.980000MB of texture memory.
Allocating a 512 px clipmap for a 16384px source texture.
- 5 base clipstack entries, + 1 cap.
- Using approximately 7.980000MB of texture memory.
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Successfully loaded mission lighting file: 'scriptsAndAssets/data/missions/simple_41e2f05sg.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...
sgDRLSurfaceChain::sgPrepChain - allocating 1280x1024px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 320x256px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 80x64px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 20x16px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 5x4px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 1x1px surface.
CDROP: 2111 local
*** ENDING MISSION
Exporting server prefs...
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/BoomBot/BoomBot.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Elf/Elf.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/ForgeSoldier/ForgeSoldier.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Spacesuit/Spacesuit.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/TorqueOrc/TorqueOrc.dts
sgDRLSurfaceChain::sgPrepChain - allocating 360x384px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 90x96px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 22x24px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 5x6px surface.
sgDRLSurfaceChain::sgPrepChain - allocating 1x1px surface.
DirectInput deactivated.
Activating DirectInput...
GlowBuffer (3c07d40) - Resizing glow texture to be 360x384px
Default implementation. Override onQuit() to add game specific functionality
Exporting Gui preferences.
Exporting server prefs...
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/BoomBot/BoomBot.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Elf/Elf.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/ForgeSoldier/ForgeSoldier.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/SpaceOrc/SpaceOrc.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/Spacesuit/Spacesuit.dts
Validation required for shape: scriptsAndAssets/data/shapes/players/TorqueOrc/TorqueOrc.dts
Exporting client prefs
Exporting server prefs
Cur. D3DDevice ref count=1
#6
03/31/2008 (1:48 pm)
TGEA 1.7.0 Beta 1 is without this error.
#7
03/31/2008 (2:04 pm)
...
#8
03/31/2008 (2:35 pm)
Ok...got it recreated on my end...definitely something related to DRL.

I'll log it and get it fixed.
#9
03/31/2008 (6:12 pm)
There is still some odd states in the DRL code that need looking at but for now the easiest way to fix this is to go into source\lightingSystem\synapseGaming\sgSun.cpp and add:

virtual void onRemove();

just below

virtual bool onAdd();

Than go down and add:

void sgSun::onRemove()
{
   sgLightManager::sgSetAllowDynamicRangeLighting(false);
   sgLightManager::sgSetAllowHighDynamicRangeLighting(false);
   sgLightManager::sgSetAllowDRLBloom(false);
   sgLightManager::sgSetAllowDRLToneMapping(false);

   // And let the rest of cleanup happen.
   Parent::onRemove();
}

just after

bool sgSun::onAdd()
{
   if (!Parent::onAdd())
      return false;

   if ((!mSgLight) || (!mSgRegisteredLight))
      return false;

   mSgLight->sgDoubleSidedAmbient = true;
   mSgLight->sgUseNormals = true;
   mSgLight->sgZone[0] = 0;

   return true;
}

That should be enough to get the Player Picker back into working shape after you exit a mission.
#10
04/01/2008 (1:26 pm)
Yes this works. It is fixed.
#11
10/30/2008 (5:52 am)
I have the above code in place, but my guiObjectViewer still gets very upset when DRL is turned on. Does a sort of Picture-In-Picture effect I've seen described elsewhere.
#12
12/13/2008 (3:06 pm)
Has anyone gotten guiObjectViewer to not have this error while in game? (Works fine in Unified Shell menu)
#13
12/13/2008 (4:55 pm)
Fixed this bug in TGEA 1.71. In guiTSControl comment out this line:
gClientSceneGraph->getLightManager()->hdrPrepare(updateRect.point, updateRect.extent);

That's it. Now it won't try to prepare hdr lighting, which you don't really need in a gui control anyway...
#14
04/16/2009 (3:06 pm)
I don't think this was ever fixed in TGEA 1.8 or 1.8.1 because I had to implement Dante's fix.
#15
04/16/2009 (10:47 pm)
Yup, good to know. Fixed a bug i didnt know i had...