Another setup issue with TGEA - Fonts
by Ron Hiler · in Torque Game Engine · 12/31/2008 (11:05 am) · 6 replies
Okay, I give up. I'm getting this when I run MazeRunner.exe


Anyone have any clue where I would go to fix that? I'll post the log in parts, since the stupid forum won't allow me to post the whole file at once...


Anyone have any clue where I would go to fix that? I'll post the log in parts, since the stupid forum won't allow me to post the whole file at once...
About the author
#2
I do see some issues in the file, but nothing that appears to be related to the fonts or gui. Someone point me in the right direction?
12/31/2008 (11:07 am)
Log file, part 2Vertex shader log shaders/legacyTerrain/gl/terrainDynamicLightingMaskV.glsl: Pixel shader log shaders/legacyTerrain/gl/terrainDynamicLightingMaskP.glsl: Program shaders/legacyTerrain/gl/terrainDynamicLightingMaskV.glsl / shaders/legacyTerrain/gl/terrainDynamicLightingMaskP.glsl: Vertex shader log shaders/legacyTerrain/gl/terrainDynamicLightingV.glsl: Pixel shader log shaders/legacyTerrain/gl/terrainDynamicLightingP.glsl: Program shaders/legacyTerrain/gl/terrainDynamicLightingV.glsl / shaders/legacyTerrain/gl/terrainDynamicLightingP.glsl: Vertex shader log shaders/atlas/gl/atlasSurfaceDynamicLightingMaskV.glsl: Pixel shader log shaders/atlas/gl/atlasSurfaceDynamicLightingMaskP.glsl: Program shaders/atlas/gl/atlasSurfaceDynamicLightingMaskV.glsl / shaders/atlas/gl/atlasSurfaceDynamicLightingMaskP.glsl: Vertex shader log shaders/atlas/gl/atlasSurfaceDynamicLightingV.glsl: Pixel shader log shaders/atlas/gl/atlasSurfaceDynamicLightingP.glsl: Program shaders/atlas/gl/atlasSurfaceDynamicLightingV.glsl / shaders/atlas/gl/atlasSurfaceDynamicLightingP.glsl: Vertex shader log shaders/lightingSystem/gl/ShadowShaderV_1_1.glsl: Pixel shader log shaders/lightingSystem/gl/ShadowShaderFastPartitionP.glsl: Program shaders/lightingSystem/gl/ShadowShaderV_1_1.glsl / shaders/lightingSystem/gl/ShadowShaderFastPartitionP.glsl: Vertex shader log shaders/lightingSystem/gl/ShadowBuilderShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/ShadowBuilderShaderP.glsl: Program shaders/lightingSystem/gl/ShadowBuilderShaderV.glsl / shaders/lightingSystem/gl/ShadowBuilderShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/ShadowShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/ShadowShaderHighP.glsl: Program shaders/lightingSystem/gl/ShadowShaderV.glsl / shaders/lightingSystem/gl/ShadowShaderHighP.glsl: Vertex shader log shaders/lightingSystem/gl/ShadowShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/ShadowShaderP.glsl: Program shaders/lightingSystem/gl/ShadowShaderV.glsl / shaders/lightingSystem/gl/ShadowShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/ShadowBuilderShaderV_1_1.glsl: Pixel shader log shaders/lightingSystem/gl/ShadowBuilderShaderP_1_1.glsl: Program shaders/lightingSystem/gl/ShadowBuilderShaderV_1_1.glsl / shaders/lightingSystem/gl/ShadowBuilderShaderP_1_1.glsl: Vertex shader log shaders/lightingSystem/gl/ShadowShaderV_1_1.glsl: Pixel shader log shaders/lightingSystem/gl/ShadowShaderP_1_1.glsl: Program shaders/lightingSystem/gl/ShadowShaderV_1_1.glsl / shaders/lightingSystem/gl/ShadowShaderP_1_1.glsl: Vertex shader log shaders/lightingSystem/gl/AlphaBloomShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/AlphaBloomShaderP.glsl: Program shaders/lightingSystem/gl/AlphaBloomShaderV.glsl / shaders/lightingSystem/gl/AlphaBloomShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/DownSample8x4ShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/DownSample8x4ShaderP.glsl: Program shaders/lightingSystem/gl/DownSample8x4ShaderV.glsl / shaders/lightingSystem/gl/DownSample8x4ShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/DownSample8x4ShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/DownSample4x4FinalShaderP.glsl: Program shaders/lightingSystem/gl/DownSample8x4ShaderV.glsl / shaders/lightingSystem/gl/DownSample4x4FinalShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/DownSample4x4BloomClampShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/DownSample4x4BloomClampShaderP.glsl: Program shaders/lightingSystem/gl/DownSample4x4BloomClampShaderV.glsl / shaders/lightingSystem/gl/DownSample4x4BloomClampShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/BloomBlurShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/BloomBlurShaderP.glsl: Program shaders/lightingSystem/gl/BloomBlurShaderV.glsl / shaders/lightingSystem/gl/BloomBlurShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/DRLShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/DRLShaderP.glsl: Program shaders/lightingSystem/gl/DRLShaderV.glsl / shaders/lightingSystem/gl/DRLShaderP.glsl: Vertex shader log shaders/lightingSystem/gl/DRLShaderV.glsl: Pixel shader log shaders/lightingSystem/gl/DRLOnlyBloomToneShaderP.glsl: Program shaders/lightingSystem/gl/DRLShaderV.glsl / shaders/lightingSystem/gl/DRLOnlyBloomToneShaderP.glsl: Vertex shader log shaders/gl/debugInteriorsV.glsl: Pixel shader log shaders/gl/debugInteriorsP.glsl: Program shaders/gl/debugInteriorsV.glsl / shaders/gl/debugInteriorsP.glsl: Vertex shader log shaders/legacyTerrain/gl/groundCoverV.glsl: Pixel shader log shaders/legacyTerrain/gl/groundCoverP.glsl: Program shaders/legacyTerrain/gl/groundCoverV.glsl / shaders/legacyTerrain/gl/groundCoverP.glsl: % - Initialized Common --------- Initializing MOD: FPS Starter Kit --------- prototype/data/terrains/grassland/propertyMap.cs (6): ::addMaterialMapping - wrong number of arguments. prototype/data/terrains/grassland/propertyMap.cs (6): usage: (string matName) Set up a material to texture mapping. prototype/data/terrains/grassland/propertyMap.cs (7): ::addMaterialMapping - wrong number of arguments. prototype/data/terrains/grassland/propertyMap.cs (7): usage: (string matName) Set up a material to texture mapping. prototype/data/terrains/grassland/propertyMap.cs (0): ::addMaterialMapping - wrong number of arguments. prototype/data/terrains/grassland/propertyMap.cs (0): usage: (string matName) Set up a material to texture mapping. Missing file: D:/MazeRunner/MazeRunner/prototype/data/terrains/scorched/propertyMap.cs! --------- Initializing MOD: FPS Starter Kit: Server --------- --------- Initializing MOD: FPS Starter Kit: Client --------- prototype/client/init.cs (50): Unable to find function initCanvas prototype/client/scripts/audioProfiles.cs (18): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/audioProfiles.cs (26): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/audioProfiles.cs (0): Unable to instantiate non-conobject class AudioProfile. Object 'AudioButtonOver' is not a member of the 'SFXProfile' data block class Missing file: D:/MazeRunner/MazeRunner/prototype/client/ui/QuitGui.gui! prototype/client/scripts/optionsDlg.cs (466): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (474): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (482): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (490): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (498): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (506): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (514): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (522): Unable to instantiate non-conobject class AudioDescription. prototype/client/scripts/optionsDlg.cs (530): Unable to instantiate non-conobject class AudioDescription. Binding server port to default IP UDP initialized on port 0 prototype/client/init.cs (96): Unable to find function setShadowDetailLevel prototype/client/ui/StartupGui.gui (24): Unable to find function alxPlay % - Initializing common GUIs SFXProfile(messageBoxBeep)::onAdd: The preload failed! % - Initializing Tools % - Initializing Tools Base % - Initializing Base Editor % - Initializing Mission Editor % - Initializing Gui Builder % - Initializing Debugger Engine initialized... Window focus status changed: focus: 1 *** Load Main Menu Exporting Gui preferences. Exporting client prefs Exporting client config Exporting server prefs
I do see some issues in the file, but nothing that appears to be related to the fonts or gui. Someone point me in the right direction?
#3
12/31/2008 (11:40 am)
This is a TGE sample you converted to TGEA, correct? Have you tried deleting the fonts, and letting them be recreated? (*.uft, usually in game/common/data/fonts)
#4
I just tried that. No luck, same screen. Deleting all fonts and then running the program and shutting down at the initial screen generates one font
Ariel 14 (ansi).utf
I can't even get into the console, it's all garbage characters as well.
[edit]
Interesting. Running a second time and then opening the console gives garbage characters, just like on the buttons. Then I shut down and open the log file, and the engine has complained that it A) couldn't find the Lucinda 12 font and B) it couldn't create the Lucinda 12 resource! (by which I assume it is trying to create the utf file).
However, the Lucinda 12 font utf file has appeared in the font directory.
Running a third time, I get the same garbage in the console again, and this time there are no font complaints in the log file.
Dunno if that helps or not.
12/31/2008 (11:55 am)
Correct.I just tried that. No luck, same screen. Deleting all fonts and then running the program and shutting down at the initial screen generates one font
Ariel 14 (ansi).utf
I can't even get into the console, it's all garbage characters as well.
[edit]
Interesting. Running a second time and then opening the console gives garbage characters, just like on the buttons. Then I shut down and open the log file, and the engine has complained that it A) couldn't find the Lucinda 12 font and B) it couldn't create the Lucinda 12 resource! (by which I assume it is trying to create the utf file).
However, the Lucinda 12 font utf file has appeared in the font directory.
Running a third time, I get the same garbage in the console again, and this time there are no font complaints in the log file.
Dunno if that helps or not.
#5
12/31/2008 (12:17 pm)
Is this 1.8? It looks like you may be running in OpenGL mode (the default in TGE). That's not supported on Windows (only on Mac). I don't recall the name of the pref that switches it, but it would be in one of the prefs.cs files.
#6
It's in client/prefs.cs
Changing
$pref::Video::displayDevice = "OpenGL";
to
$pref::Video::displayDevice = "D3D9";
fixed it! Awesome. I can continue on with learning now. Thanks so much!
12/31/2008 (12:44 pm)
You, sir, are brilliant!It's in client/prefs.cs
Changing
$pref::Video::displayDevice = "OpenGL";
to
$pref::Video::displayDevice = "D3D9";
fixed it! Awesome. I can continue on with learning now. Thanks so much!
Torque Owner Ron Hiler
//-------------------------- 12/31/2008 -- 10:48:46 ----- Processor Init: Intel Core 2, ~2.40 Ghz (timed at roughly 2.42 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: keyboard0 input device created. mouse0 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 8 version - 10.0 DirectX 9 version - 10.0 GLExtensions: Extension bind failed for glBufferRegionEnabledEXT GLExtensions: Extension bind failed for glNewBufferRegionEXT GLExtensions: Extension bind failed for glDeleteBufferRegionEXT GLExtensions: Extension bind failed for glReadBufferRegionEXT GLExtensions: Extension bind failed for glDrawBufferRegionEXT GLExtensions: Extension bind failed for glVertexWeighthNV GLExtensions: Extension bind failed for glVertexWeighthvNV Attempting to create GFX device: GeForce 8800 GT/PCI/SSE2 OpenGL Device created, setting adapter and enumerating modes Initializing GFXCardProfiler (GL2.1) o Chipset : 'NVIDIA Corporation' o Card : 'GeForce 8800 GT/PCI/SSE2' o Version : '2.1.2' - Scanning card capabilities... GFXCardProfiler (GL2.1) - Setting capability 'maxTextureWidth' to 8192. GFXCardProfiler (GL2.1) - Setting capability 'maxTextureHeight' to 8192. GFXCardProfiler (GL2.1) - Setting capability 'maxTextureSize' to 8192. GFXCardProfiler (GL2.1) - Setting capability 'GL::suppVertexBufferObject' to 1. GFXCardProfiler (GL2.1) - Setting capability 'GL::suppRenderTexture' to 1. GFXCardProfiler (GL2.1) - Setting capability 'GL::suppRTBlit' to 1. GFXCardProfiler (GL2.1) - Setting capability 'GL::suppFloatTexture' to 1. GFXCardProfiler (GL2.1) - Setting capability 'GL::suppMipLodBias' to 1. GFXCardProfiler (GL2.1) - Setting capability 'GL::suppFragmentShader' to 1. GFXCardProfiler (GL2.1) - Setting capability 'GL::APPLE::suppFence' to 0. GFXCardProfiler (GL2.1) - Setting capability 'GL::Workaround::needsExplicitGenerateMipmap' to 0. GFXCardProfiler (GL2.1) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0. GFXCardProfiler (GL2.1) - Setting capability 'GL::Workaround::HD2600DepthBufferCopy' to 0. - Loading card profiles... - No card profile profile/GL21.cs exists - No card profile profile/GL21.NVIDIACorporation.cs exists - No card profile profile/GL21.NVIDIACorporation.GeForce8800GTPCISSE2.cs exists - No card profile profile/GL21.NVIDIACorporation.GeForce8800GTPCISSE2.212.cs exists