Game Development Community

TGEA 1.7.0 Beta 2 Bug - T3D Demo - World Editor Bug

by Matt Huston · in Torque Game Engine Advanced · 03/29/2008 (2:38 pm) · 13 replies

When I enter the Mission, I immediately press F11 to go into the World Editor. The camera is still at the player, I have NOT pressed Alt + C to move into fly mode or anything. I hold Right Click and move the mouse and the following breakpoint is hit.



Specs again are AMD AM2 4200+, 8800GT with 512mb RAM, 2048mb DDR-800 RAM.

Picture are as follows. (1)In World Editor, have not pressed right click and moved mouse yet. (2) Breakpoint Hit (3) I've pressed Continue 1x (4) I've pressed Continue 2x

The error also occurs if I press Alt + C and move into fly mode. Whether I am looking at the polysoup model or not doesn't seem to effect it. If I move around and then enter World Editor, also happens...


i287.photobucket.com/albums/ll127/jagddeth/tgea_bug_B_1.jpgi287.photobucket.com/albums/ll127/jagddeth/tgea_bug_B_2.jpgi287.photobucket.com/albums/ll127/jagddeth/tgea_bug_B_3.jpgi287.photobucket.com/albums/ll127/jagddeth/tgea_bug_B_4.jpg

#1
03/29/2008 (2:45 pm)
Could you post specs on your video card drivers and DX version, as well as operating system (Vista?)

If you have Vista, have you (manually) installed the DX9.0c SDK and/or redistributable?
#2
03/29/2008 (2:50 pm)
No Vista here but I am running Windows x64.

DirectX 9.0c (4.09.0000.0904) - Should be March 2008 SDK
Video Drivers are ForceWare Release 169 (169.21)
#3
03/29/2008 (2:54 pm)
Hmm--those are some pretty unusual bugs, was hoping that we could point at Vista/DX9. Not sure what's up to be honest :(

What options did you compile with (other than raw DEBUG) mode, if any? Looking much closer, while you're getting render style bugs, the call stack you posted (nice screenshots by the way, helps a lot) is pointing at the Profiler, and what appears to be attempts to use your second CPU.
#4
03/29/2008 (2:56 pm)
This is just a stock DEBUG build of T3D.exe unfortunately.

If you look at my other error posted from Beta 1, I think that might have been related to multiple CPUs as well.
#5
03/31/2008 (4:45 pm)
Hmm...we can't reproduce this on our end...

Any more information you can offer? Anyone else getting this?
#6
03/31/2008 (5:03 pm)
I'm not able to reproduce it on both of my dev machines (XP.SP2/GF8600GT and XP.SP2x64/GF8800GT).
Though while trying with this one I have found some shadow issues, do I need to fill new "bug report" about that or it's known bug (rendering bug)?
#7
03/31/2008 (5:10 pm)
Is it this bug?
#8
03/31/2008 (5:17 pm)
Nope. similar to shadow flickering in TLK.. don't remember where I've seen that..

And, I've found another bug, right after another debug session on exit I got it crashed with message "texture object leak".
Details:
Exporting client prefs
Exporting server prefs
Cur. D3DDevice ref count=1
GFXTextureObject Usage Report - 11 active TOs
---------------------------------------------------------------
 Addr   Dim. GFXTextureProfile  Profiler Path
 4620b48  ( 128,  128)  GFXDefaultStaticDiffuseProfile    na
 67b4b38  (   4,    4)  GFXDefaultStaticDiffuseProfile    na
 462b1e0  ( 256,  256)  GFXDefaultStaticDiffuseProfile    na
 68483a0  (  72,   54)  DRLTargetTextureProfile    na
 4628ef0  (  72,   54)  DRLTargetTextureProfile    na
 46236f0  (   1,    1)  DRLTargetTextureProfile    na
 676a538  (   4,    3)  DRLTargetTextureProfile    na
 6770bc0  (  18,   13)  DRLTargetTextureProfile    na
 4626560  (  72,   54)  DRLTargetTextureProfile    na
 4626cd0  ( 288,  216)  DRLTargetTextureProfile    na
 6848da8  (1152,  864)  DRLTargetTextureProfile    na
----- dump complete -------------------------------------------
Screenshot of the VS launched "in-time".
The debug build was made by running the "compile.bat VS2005 Debug" in T3D/buildFiles/ folder.
Though there was an error message while compiling:
J:\Torque\TGEA_1_7_0_Beta_2\GameExamples\T3D\buildFiles>compile.bat
Building all solutions under VS2005 with the Release configuration
Initializing VS2005 environment variables...
Setting environment for using Microsoft Visual Studio 2005 x86 tools.
Initializing the DirectX SDK environment variables...
[b]The system cannot find the path specified.[/b]
Dx9 x86 target enviroment is now enabled.
Dx9 x86 host enviroment is now enabled.
Moving to our build directory
Edit: running %DXSDK_DIR%Utilities\Bin\dx_setenv.cmd manually in command prompt shows only two "correct" lines, no "can't find" line. weird.
#9
04/01/2008 (11:11 am)
I've got the texture leak bug fixed.

Go into sgLightManager::deactivate() and add cleanup(); right at the bottom of the function.
#10
04/01/2008 (11:43 am)
Nice. thanks! Seems like this one is fixed - can't reproduce it anymore, though tried only 5 times:).
#11
04/01/2008 (2:42 pm)
Little update that might help reproduce my error. Specifically once I am in the World Editor, I look down (Holding Right Click and moving Camera to look straight down) this is when the World Editor crashes.

I have attempted removing all items except the following and still crash.
ScriptObject(MissionInfo)
MissionArea(MissionAreaObject)
Sky(GlobalSky)
SimGroup(PlayerDropPoints)
SpawnSphere()
#12
04/01/2008 (3:06 pm)
Well here is somewhat of a breakthrough, this ONLY happens when I use the Spacesuit avatar.
#13
04/02/2008 (9:45 am)
Did a fresh install of Windows XP and installed the November 2007 SDK (as recommended by the docs) and I haven't had this problem crop up. I previously was using x64 XP with March 2008 SDK.