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Failed To Create The Bitmap Array (guiScrollCtrl.cc)

by Richard Preziosi · in Torque Game Engine · 04/22/2008 (3:36 pm) · 5 replies

Hi, I used vs C++ 2008 express to build my game, build what the installer installed to see if i could do it before I implemented any changes via resources. It said it built fine, Torque Demo - 0 error(s), 0 warning(s)
========== Build: 7 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========. So I'm guessing nothing was wrong with this. I started building my game and implementing what I could in script with the torquedemo.exe that came with the installer and everything worked fine. Now I need to implement some resources that require me to rebuild the engine. So I try to run my game with the new torquedemo_debug.exe it opens fine and then freezes on the loading screen and displays an error message like this:

img.photobucket.com/albums/v191/Drake12321/error.jpg
The failed bitmaparray is the only error i have in my console log and it comes in right after

mouse0 input device acquired.
Fatal: (c:\torque\tge_1_5_2\engine\gui\containers\guiscrollctrl.cc @ 108) Failed to create the bitmap array

Any idea on why this is happening would be great. Searched the website to no avail. thanks.

#1
04/22/2008 (3:54 pm)
It looks like there is a GuiScrollCtrl object somewhere in your build that points to an invalid "skin" for itself. Have you altered any of the UI skins or moved files around?
#2
04/22/2008 (3:58 pm)
I've moved absolutely nothing. Like I said I installed the sdk, and used the provided torquedemo to build my game, then moved that to desktop, built the torque_debug.exe and now I get this. If i move the original provided torquedemo back and open it the game works correctly. I've compared the logs from using each .exe, they both come out the same. It loads the mission and everything, infact it loads everything and gets to where it should then show my world map, but it won't go past that and i have to escape out.
#3
04/22/2008 (4:07 pm)
Perhaps I should also note, even though I don't believe it to make a difference. I'm using the .sln inside the VS2005 folder. And when I build I'm just going to Build > Build Torque Demo, which produces a _debug.exe version, not sure if that is making any difference since it is not a release version.
#4
04/22/2008 (4:58 pm)
Ok I figured it out. I used the 3D Game Programming All in One to help me make a chat box function for my game. When using the exe that installs with the sdk just copying the chat/message.gui and .cs works and allows you to play the game with the chat box. However building my own .exe required me to do a little digging and find the chat box scroll control. I won't delete the post, even though it was my own personal problem, and not likely anyone else would ever have it, but it may spark someone with a profile problem of their own to look through all the original code for the profile function. Thanks Mark for your reply.
#5
04/23/2008 (10:59 am)
When building the engine with Visual Studio pay attention to a little drop-down box near the top of the screen. That is where you can select to do a Debug build or a Release build. You'll want to do a Debug build whenever you are encountering "problems" with your game as the Debug build will output more information to your console.log and will do more double-checking of assets and things for you. The game will perform quite a bit slower in Debug mode, so don't do performance tuning in this mode either. Otherwise, if you're just doing script work, build it in Release mode.