Game Development Community

TGEA 1.8 2 minor bugs/odd behavior

by Erik Madison · in Torque Game Engine Advanced · 01/30/2009 (7:13 am) · 1 replies

1: Rene did a fine job with footfall sounds, et al. A problem though... the soon-to-be-depracted method of using the profile ID (serverside) works fine. To use the profile name (clientside), requires the materials to be loaded later. ie, under normal demo startup, this block
// Footstep sound defined on material.  This is the way it should be
               // done now.
               SFX->playOnce(material->mFootstepSoundCustom, &footMat);
results in the error
Object 'FootSoftSound' is not a member of the 'SFXProfile' data block class
And nothing plays/emits. Later on in the loading process, after the client has fully ghosted in, I will call reloadMaterials(), and everything works fine. I cannot seem to move the original material load to a later point without breaking other stuff, and of course reloading all the materials takes quite a few ms of load time, not to mention spam warnings.

2.Dual+ waterblocks. Not sure about this. I have 2 waterblocks, an ocean and a river leading to it. I'm spammed with invalid materials names for material block ps2.0+ surface. I don't notice a problem, but....

#1
02/02/2009 (6:52 am)

Thanks, Erik. Looking into this.