Game Development Community

1.7.4 Mac vs. Windows discrepancies

by Vern Jensen · in Torque Game Builder · 10/29/2008 (1:32 pm) · 4 replies

I have just tried my 90% finished game project on Windows for the first time in a couuple months, and immediately ran into 8 problems on the Windows side that didn't exist on the Mac.

I will be reporting those problems here as I narrow them down to what is causing each. Some are actually things that don't work on the Mac side of the engine, as I have realized with bug report #1:

1) function onWindowFocusChange(%isFocused) does not work on the Mac, but does on Windows.

I will continue posting to this thread as I verify the root cause of each bug.

#1
10/29/2008 (2:01 pm)
Definitely let us know what you're experiencing!
#2
10/29/2008 (4:14 pm)
2) Okay, so as far as I can tell, these two functions do not behave on Windows the same as they do on the Mac:

function sceneWindow2D::onMouseEnter( %this, %modifier, %worldPos, %mouseClicks )
function sceneWindow2D::onMouseLeave( %this, %modifier, %worldPos, %mouseClicks )

Specifically, it seems that on Windows, these functions are not called when the mouse moves out of the window and back in. They *do* get called when you bring up the console window (~), or when you are in fullscreen mode. (Same as on the Mac.) But when in windowed mode, they don't seem to work on Windows. On the Mac they do.

3) [EDIT: Deleted my previous bug report #3, as I found it to not be an issue after all. What had happened was that when I upgraded from TGB 1.7.2 to 1.7.4, it "updated" my project by replacing various files in the "common" directory that I had modified, BUT it didn't replace the .dso files. While I would do "Build Project" my .dso files were rebuilt, and the project would fail to work properly, but it still worked properly when run directly from TGB, since the old .dso files were still being used in that case.]

4) Sounds have static pops in them. I'm still trying to find out why. See this thread:

http://www.garagegames.com/mg/forums/result.thread.php?qt=80417

Also, alxSourcef() doesn't seem to work on Windows. It works just fine on the Mac, to pitch-shift the sound. For example this fails to work:

%this.powerUpSoundHandle = alxPlay( "weaponPowerUpSnd" );
alxSourcef(%this.powerUpSoundHandle, AL_PITCH, %pitch);

5) The custom fonts I was using in the Mac version didn't get built into the Windows target. (That is, the ones used for t2dTextObject sprites) Odd, since I saw the image files saved into the cache folders on the Mac side before building the project.

That's mostly it. There were a few other things, but they went away when I ran the project directly from the Windows version of TGB, rather than running the build of the game that I created on a Mac, so it's hard to know what exactly is causing these, since I can't modify the source easily and see how it affects things.
#3
10/29/2008 (5:31 pm)
Speaking of which, it'd be nice if we were warned, when "updating" a project, that various files in the /common directory will be overwritten. Since I've changed a couple of them.
#4
10/31/2008 (11:42 am)
Oh, and I just realized that #5 above is also likely the same problem as #3 -- that when I upgraded from TGB 1.7.2 to 1.7.4, it overwrote certain files, most likely the cached fonts used by t2dTextObject() as well.