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TGEA_1_7_0_Beta_2 - Multiplayer crash on connect?

by Helk · in Torque Game Engine Advanced · 04/01/2008 (3:35 am) · 8 replies

Hello, I recently installed the beta and tried it multiplayer in the Stronghold demo, we connected a few times with eachother but then the connecting client started crashing on connect, debugging it just shows up all kinds of asserts, in onAdd methods. can anyone point me in the right direction or does anyone know why this would be happening?

The ONLY thing we did was add

"shadowSelfShadow = true;" to the playerbody datablock on the server and the next launch it was crashing. so I removed it right away but the crash remains, at a guess, modifying the file somehow prompted it to be sent over the network all the time and thats where the crash is happening, but I thought datablocks were always sent. Thanks in advance for any insight.


These are last entrys into the console of the crashing client

*** New Mission: D:/Torque/TGEA_1_7_0_Beta_2/GameExamples/Stronghold/game/scriptsAndAssets/data/missions/stronghold.mis
*** Phase 1: Download Datablocks & Targets
SFXProfile((null))::onAdd: Invalid packet, bad description id: 12
SFXProfile((null))::onAdd: Invalid packet, bad description id: 6
SFXProfile((null))::onAdd: Invalid packet, bad description id: 13
SFXProfile((null))::onAdd: Invalid packet, bad description id: 10
SFXProfile((null))::onAdd: Invalid packet, bad description id: 10
SFXProfile((null))::onAdd: Invalid packet, bad description id: 10
SFXProfile((null))::onAdd: Invalid packet, bad description id: 5
ExplosionData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x3c
ProjectileData::onAdd: Invalid packet, bad datablockId(particleEmitter): 50
ProjectileData::onAdd: Invalid packet, bad datablockId(explosion): 72
SFXProfile((null))::onAdd: Invalid packet, bad description id: 3
ParticleEmitterData((null)) unable to find particle datablock: 147

#1
04/01/2008 (3:56 am)
Update: Just checked with a fresh install (sanity check) and it's happening as well but with different datablock id's

*** Phase 1: Download Datablocks & Targets
SFXProfile((null))::onAdd: Invalid packet, bad description id: 4
SFXProfile((null))::onAdd: Invalid packet, bad description id: 4
SFXProfile((null))::onAdd: Invalid packet, bad description id: 4
SFXProfile((null))::onAdd: Invalid packet, bad description id: 4
SFXProfile((null))::onAdd: Invalid packet, bad description id: 10
SFXProfile((null))::onAdd: Invalid packet, bad description id: 10
SFXProfile((null))::onAdd: Invalid packet, bad description id: 5
SFXProfile((null))::onAdd: Invalid packet, bad description id: 5
SFXProfile((null))::onAdd: Invalid packet, bad description id: 4
SFXProfile((null))::onAdd: Invalid packet, bad description id: 5
SFXProfile((null))::onAdd: Invalid packet, bad description id: 3
SFXProfile((null))::onAdd: Invalid packet, bad description id: 15
ParticleEmitterData((null)) unable to find particle datablock: 114
#2
04/01/2008 (11:32 am)
I had this EXACT same issue. It only happened on the New Mission template Could not for the life of me figure out why it was doing this. I could load and play a mission locally, but any clients connecting would get the invalid packet error. After a bit of digging around on the forums I found the issue. http://www.garagegames.com/mg/forums/result.thread.php?qt=12756

Read very last post on that thread. In my case it wasn't the texture painter, it was the texture editor. Had to remove the references to textures that no longer have the path that was defined.

I've also heard it can be caused by not intializing all the variables in a class properly. I.e. bad pointer or some such. But I don't think that is your issue.
#3
04/02/2008 (12:45 am)
Resolved. I had to remove the starter.fps texture references, thanks; someone should make a permanent fix to this.
#4
04/03/2008 (7:29 pm)
Seems I am having this issue again, however, even with the texture references removed. Are you having any more problems with this? I've browsed through the datablocks and they all seem to be correct. And its weird because the mission loaded fine, and then a couple hours later without touching anything at all I start getting invalid packets.
#5
04/09/2008 (3:10 am)
Diddo that. I am having the same issues, not as many SFXProfile errors, but still getting them causing the client to crash while trying to join.
#6
04/09/2008 (8:42 am)
Check this out for a fix :
http://www.garagegames.com/mg/forums/result.thread.php?qt=73858
Let me know if it works
#7
04/09/2008 (5:54 pm)
Helk,

That worked for me, thank you very much. Also thank you to Josh. Anyone else having that problem, go on and look at that resource. My buddy said that the fix may have done some stuff with adding things in the editor, I will check it out and report back once I confirm it either way.
#8
04/09/2008 (10:56 pm)
I just gave it a test and it seems to work for me, so the fix seems to work.