Having a few issues with 3.0.
by Justin Johnson · in Torque X 2D · 05/09/2009 (4:50 pm) · 12 replies
1) After install, start up Visual Studio 2008, create new Starter 2d project... run it and an assert is thrown "GUISceneView.OnRender - No ISceneCamera object found". Solution seems to be A) Add references to Torque2d and Core from install directory or B) copy Torque2d and Core source directories from install directory over the new projects directory.
2) After above is "fixed", run project and GG logo won't move even though it has a component attached. Weird part is if I start up TXB that is included with installation and switch over, it works fine. Don't even have to load a project, just has to have TXB running. This doesn't happen in the Light demo until I remove almost all the background sprites then that project starts to duplicate the issue.
I am running a clean install of Windows 7, Visual Studio 2008, Game Studio 3.0 and TX 2D 3.0.
Thank you for your time,
Justin
2) After above is "fixed", run project and GG logo won't move even though it has a component attached. Weird part is if I start up TXB that is included with installation and switch over, it works fine. Don't even have to load a project, just has to have TXB running. This doesn't happen in the Light demo until I remove almost all the background sprites then that project starts to duplicate the issue.
I am running a clean install of Windows 7, Visual Studio 2008, Game Studio 3.0 and TX 2D 3.0.
Thank you for your time,
Justin
About the author
#2
Sigh, looks like it's probably related to Windows 7 then. Thanks again for the response.
Justin
05/09/2009 (6:29 pm)
Thanks Lucas. I forgot to mention that I did check the tick method and it does fire off but it doesn't move unless I start up TXB. With TXB up it moves..but as soon as I close TXB it stops moving.Sigh, looks like it's probably related to Windows 7 then. Thanks again for the response.
Justin
#3
All of the starter game project templates and demo projects open and compile without tweaking needed.
I didn't do any testing under Windows 7. I'm not sure if anyone else did but I doubt it; we were really focusing on the out of box experience for "mainstream" environments. I hope we succeeded in that respect.
If I get to continue helping GG with TX 3.1, I will try to sneak in some testing of the latest Windows 7 release.
I can't even begin to guess why you might have a different experience running with TXB.
I recommend that you ensure your graphics card drivers are up to date (I don't know what that entails under Windows 7) and that you ensure you have the latest version of DirectX installed.
Lastly, I'd play with the "SimulateFences" property in the "torqueSettings.xml" file, which should be in your root project folder. On one up my PCs (with an nVidia GPU) I have to set it to "true" and on another (with an ATI GPU) I have to set it to "false".
Good luck with this. Please let us know if you make any headway.
05/09/2009 (7:13 pm)
I'm one of the lucky? few that's been helping GG with external QA on Torque X and I personally tested all of the various edition installers with XP Pro, Vista32 and Vista64 under C# Express 2008 and VS2008 Pro.All of the starter game project templates and demo projects open and compile without tweaking needed.
I didn't do any testing under Windows 7. I'm not sure if anyone else did but I doubt it; we were really focusing on the out of box experience for "mainstream" environments. I hope we succeeded in that respect.
If I get to continue helping GG with TX 3.1, I will try to sneak in some testing of the latest Windows 7 release.
I can't even begin to guess why you might have a different experience running with TXB.
I recommend that you ensure your graphics card drivers are up to date (I don't know what that entails under Windows 7) and that you ensure you have the latest version of DirectX installed.
Lastly, I'd play with the "SimulateFences" property in the "torqueSettings.xml" file, which should be in your root project folder. On one up my PCs (with an nVidia GPU) I have to set it to "true" and on another (with an ATI GPU) I have to set it to "false".
Good luck with this. Please let us know if you make any headway.
#4
Thank you so much! SimulateFences=true did the trick (nVidia card here also).
I still have to copy over Torque2D folder from the Torque X install directory over the new projects version (I am going to use WinMerge to see if I can find the differences) but that's a small price to pay.
Again, Thank you all for the assistance!!
Justin
05/09/2009 (7:42 pm)
Josef,Thank you so much! SimulateFences=true did the trick (nVidia card here also).
I still have to copy over Torque2D folder from the Torque X install directory over the new projects version (I am going to use WinMerge to see if I can find the differences) but that's a small price to pay.
Again, Thank you all for the assistance!!
Justin
#5
Cool! I have an nVidia card also but my SimulateFences is set to false. Am I subject to see some types of artifacts in the future if I leave it like this, or should I set it to true?
05/10/2009 (6:10 am)
Quote:Lastly, I'd play with the "SimulateFences" property in the "torqueSettings.xml" file, which should be in your root project folder. On one up my PCs (with an nVidia GPU) I have to set it to "true" and on another (with an ATI GPU) I have to set it to "false".
Cool! I have an nVidia card also but my SimulateFences is set to false. Am I subject to see some types of artifacts in the future if I leave it like this, or should I set it to true?
#6
Try it and see if TX games run better or worse.
The difference is very noticeable.
05/11/2009 (4:55 pm)
As I understand it, the age of the GPU is also a factor on whether this is needed.Try it and see if TX games run better or worse.
The difference is very noticeable.
#7
1. Justin says copy the Torque2D and TorqueCore Folders to your game folder and it should work, and it does. But after doing that I wanted to find out why. So I looked further
2. So know I have a working copy of my project and I know it works, so what I did was create another starter project, which didn't work with the built TorqueCore and Torque2D project files.
3. I have a triple screen monitor setup, so I started comparing the working project with the not working project, What I found was that the Torque2d and TorqueCore projects for the working project had its assembly name set to GarageGames.TorqueX.Framework2D and the Torque2D and TorqueCore projects for the not working projects had there assembly names set as Torque2D and TorqueCore respectively.
4. I right clicked each project and changed the assembly name under the application tab to GarageGames.TorqueX.Framework2D for the Torque2D project and GarageGames.TorqueX.Framework for the TorqueCore project.
5. This seemed to work and no copying of the two folders with the TorqueX 2d Pro 3.0 package to your game package.
I hope this works for anyone who is having problems.
05/12/2009 (5:10 pm)
Well I was having the same issues as Justin and after reviewing the issue this is what I found.1. Justin says copy the Torque2D and TorqueCore Folders to your game folder and it should work, and it does. But after doing that I wanted to find out why. So I looked further
2. So know I have a working copy of my project and I know it works, so what I did was create another starter project, which didn't work with the built TorqueCore and Torque2D project files.
3. I have a triple screen monitor setup, so I started comparing the working project with the not working project, What I found was that the Torque2d and TorqueCore projects for the working project had its assembly name set to GarageGames.TorqueX.Framework2D and the Torque2D and TorqueCore projects for the not working projects had there assembly names set as Torque2D and TorqueCore respectively.
4. I right clicked each project and changed the assembly name under the application tab to GarageGames.TorqueX.Framework2D for the Torque2D project and GarageGames.TorqueX.Framework for the TorqueCore project.
5. This seemed to work and no copying of the two folders with the TorqueX 2d Pro 3.0 package to your game package.
I hope this works for anyone who is having problems.
#8
thanks for the tips guys, I was getting exact same issue running on Vista using VS2008 and TX2D 3.0 (TX2 worked fine tho)
Still all working now
05/20/2009 (6:02 am)
ah great,thanks for the tips guys, I was getting exact same issue running on Vista using VS2008 and TX2D 3.0 (TX2 worked fine tho)
Still all working now
#9
05/25/2009 (3:56 pm)
Just wanted to chime in and say thanks for the 'SimulateFences' tip. Running Vista 32bit, VS 2008 Express, TX 2D Pro 3.0 and was having extremely slowness with any apps created with the 'starter' project, but TankBuster and the other demos were running fine. Switching on 'SimulateFences' cleared it right up.
#10
However, the 'SimulateFences' tip does not change anything.
06/06/2009 (1:48 pm)
Thanks a lot Shakey. This works fine now. Running Vista 32bit, VS 2008 Express, TX 2D Pro 3.0.However, the 'SimulateFences' tip does not change anything.
#11
So, if you find fences help on your system, you may wish to use AutoEnableFences to increase portability to other systems.
06/08/2009 (4:27 pm)
Just a thought for those who had to switch on Fences (from TorqueEngineSettings.cs):/// <summary> /// If true, fences will be automatically enabled if the engine detects that the system video card may benefit from them. /// If false, fences are only enabled if SimulateFences is set to true. Generally you should not enable this unless /// your game is known to need fences on some configurations. Default false. /// </summary> public bool AutoEnableFences = false; /// <summary> /// Whether D3D fences should be simulated. Fences can improve performance on lower end video cards that /// suffer when the game is rendering at a higher framerate than the card can handle. Default false. /// </summary> public bool SimulateFences = false;
So, if you find fences help on your system, you may wish to use AutoEnableFences to increase portability to other systems.
#12
Both have VS 2008 Pro, XNA 3.1 and Tx2d Pro 3.1.4.
05/24/2010 (8:35 am)
Thanks Shakey... It's odd to me that this problem comes up on my laptop but not my desktop. Both have VS 2008 Pro, XNA 3.1 and Tx2d Pro 3.1.4.
Torque Owner Lucas Shinkovich
This seems pretty weird. I was able to run a brand new starter project and didn't have any problems with the references and/or not being able to get the GG logo to respond to input. The lighting demo also worked for me without any trouble.
Of course my setup is a bit different, Windows Vista, Visual Studio 2008 Professional, XNA Game Studio 3.0 and TX 2D 3.0 Pro.
You should probably see if the Tick methods in the Movement component of the start project were actually being hit and working correctly.