Game Development Community

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

www.rjcyberware.com/images/FontError1.png
www.rjcyberware.com/images/FontError2.png
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...

#1
12/31/2008 (11:05 am)
Log file, part 1

//-------------------------- 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
#2
12/31/2008 (11:07 am)
Log file, part 2

Vertex 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
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
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!