Game Development Community

FIXED: Builder crash when adding a new tilemap or particle effect

by Jacopo De Luca · in Torque X 2D · 05/10/2009 (4:58 am) · 33 replies

Hi.
I've just upgraded to Torque X 2D and started playing with the editor.
The editor crashes as soon as I drag and drop a tilemap or particle effect on the scene.

This are the steps that I followed:
1) Created a new project with Visual C# 2008 express edition, using the "Starter Game 2d (3.0) Pro" model (named it MyTest)
2) Compiled it (debug mode) by pressing F5
3) Started the 2d builder (v3.0.0.0)
4) Opened the project
5) File->Open Scene-> leveldata.txscene (the GG logo shows in the editor)
6) Dragged the new tilemap layer from the dock to the scene.

At this point the editor crashes. (the same appens if I try to add a particle effect, but works correctly with the other standard objects)

Is it something I'm doing wrong?

Bye,
Jacopo
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#1
05/10/2009 (6:13 am)
Hey Jacopo,

I'm having the same trouble with the tile map. My editor crashes also -- for the time being I've been manually adding the type map to the *.txscene file and then loading it up in the editor. So far I haven't had any trouble with it. I can't say the same with the particle effects though beause I haven't tried it yet.

EDIT: Also, I'm not sure if its related to our layout, but I'm currently running this on:

Windows Vista Ultimate 32-bit SP 1
Dell Vostro 1500
- 4 GB RAM
- Intel Core 2 Duo T7500 @2.20 Ghz
- nVidia GeForce 8600M GT w/driver version 7.15.11.8122.
#2
05/10/2009 (6:32 am)
Thanks Lucas.

At least, now I know it's not me! :-)

#3
05/10/2009 (7:16 am)
Having the same issue here. Strange that so simple a thing can make it through the QA, particularly in the 6+ months since this code has supposedly been done. Could be a Vista compatibility issue with TX Builder?
All I can say is I hope this isn't going to be ignored by Garagegames as seems to sometimes happen here.
I capitulated and purchased this engine, site unseen, because the demo would not work on my system (it seems to have picked up my previous use with TX2.0 and thus had "timed out") I hope I don't regret it.

I'm certainly happy to modify the source on my end, but I have no interest whatsoever in figuring out the code, debugging, and making the modifications completely on my own. I generally expect something I pay for to work for the most part "out of the box". If I want to debug someone elses code, I'll just write my own or throw all the pieces together from the starter code packages on the XNA Community Game site. Plowing through someone elses code has "never" in my opinion been a very fast, or very reliable process when it comes to making unguided changes and usually ends up causing tons of cascading issues.

I'm using the following:
Windows Vista Home Premium 64-bit SP1
Intel Q6600
8GB RAM
nVidia GeForce 9500GT 256MB VRam w/driver 7.15.0011.8048

I also get the following 6 compiler warnings when compiling the starter package (or the source) in VS 2008 Express, although these may be okay if it is "intended" and functional when in the framework of the game as put together in XML with the builder:

Warning 1 Field 'GarageGames.Torque.SceneGraph.SceneRenderState._isStencilPass' is never assigned to, and will always have its default value false C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorqueCoreSceneGraphSceneGraph.cs 260 23 TorqueCore
Warning 2 'GarageGames.Torque.T2D.T2DTileObject.FlipX' hides inherited member 'GarageGames.Torque.T2D.T2DSceneObject.FlipX'. Use the new keyword if hiding was intended. C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorque2DT2DT2DTileLayer.cs 148 21 Torque2D
Warning 3 'GarageGames.Torque.T2D.T2DTileObject.FlipY' hides inherited member 'GarageGames.Torque.T2D.T2DSceneObject.FlipY'. Use the new keyword if hiding was intended. C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorque2DT2DT2DTileLayer.cs 163 21 Torque2D
Warning 4 'GarageGames.Torque.T2D.T2DTileObject.Clone()' hides inherited member 'GarageGames.Torque.T2D.T2DSceneObject.Clone()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorque2DT2DT2DTileLayer.cs 247 23 Torque2D
Warning 5 Warning compiling C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorqueCoreEngineDataeffectsLightingEffect2D.fx: warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1 C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorqueCoreEngineDataeffectsLightingEffect2D.fx 168 1 TorqueCore
Warning 6 Warning compiling C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorqueCoreEngineDataeffectsLightingEffect3D.fx: warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1 C:UsersachrystieDocumentsVisual Studio 2008ProjectsXnaBreakoutXnaBreakoutTorqueCoreEngineDataeffectsLightingEffect3D.fx 187 1 TorqueCore

#4
05/10/2009 (7:22 am)
PS
Jacopo, did you submit a bug report for this through the support link at the top?
#5
05/10/2009 (9:43 am)
I'll add my 2 cents. Having the same issue myself.

Dell XPS M1710, Windows 7, nVidia 7950 go.
#6
05/10/2009 (10:29 am)
Also having the same issue with Vista 64 (business).

I don't have this problem with the 2.0 version of the builder and so far my scenes seem to work in both the 2.0 and 3.0 versions of TXB without any problems so I've just continued to use the older version.
#7
05/10/2009 (11:32 am)
Checking on this. Are you running Vista in UAC mode?

John K.
#8
05/10/2009 (12:16 pm)
I'm most definitely not running in UAC mode, I shut that off day one.
I get the same bug whether I run the builder regularly or choose Run As Administrator as well.
#9
05/10/2009 (12:46 pm)
I'm running UAC.
#10
05/10/2009 (1:23 pm)
I'm jealous! I have to run with UAC and I can't stand it. I think we have a fix for this and an update will be coming very soon.

John K.
#11
05/10/2009 (1:43 pm)
@John

Are you running Vista x64? I've noticed an increase in UAC notifications compared to Vista 32-bit.
#12
05/10/2009 (1:51 pm)
No, I'm running the 32bit version. Very interesting that the 64bit version generates more notifications. Have you been able to observe the nature of the increased notifications? Are they more process/security oriented?

John K.
#13
05/10/2009 (3:19 pm)
@Addison:
No, I didn't submit a bug report. First I just wanted to hear from the other users just to be sure that was not a problem on my system.

@John:
Glad to hear that a fix is on the way.
BTW I'm running Vista 32 with UAC on.

Jacopo
#14
05/10/2009 (3:41 pm)
Jacopo, Definitely not something you are doing. The fix is on the way.

John K.
#15
05/10/2009 (9:13 pm)
@John

It seems it happens more with 32-bit apps.

In Vista 64 there are two Program Files folders: "Program Files" for 64-bit apps and "Program Files (x86)" for 32-bit apps. It seems that access to Program Files (x86) is more restricted.

For example, I use Flex Builder, which is 32-bit, on a daily basis. When I was on Vista 32 it ran with no problems and no UAC prompts. On Vista 64 I have to check "Run as Administrator" to get it to even load properly (I get some very cryptic error messages and a crash otherwise) and I'm hit with a UAC prompt every time I start Flex Builder.
#16
05/11/2009 (5:22 am)
Thank you, John.

#17
05/12/2009 (1:36 am)
This is a little off-topic, but you can selectively disable the UAC dialog in the Program Files folder.

Right click on the folder you want, click Properties, and go to the Security tab. Click the Edit button. Give the Users group Modify permission.

That lets you modify the files in the folder without UAC popping up. It helps with the old programs that insist on writing to the Program Files folder.
#18
05/12/2009 (4:12 pm)
Where would I find this fix once it has been released?

Also Lucas Shinkovich could you give me a step by step on how to do this?

"for the time being I've been manually adding the type map to the *.txscene file and then loading it up in the editor. So far I haven't had any trouble with it."
#19
05/12/2009 (6:10 pm)
Hi Alendor,

As I've stated above, I've simply just manually added it to the *.txscene file outside of TXB.

Inside the <Objects> element add the following:
<TileLayer>
            <CreateWithPhysics>false</CreateWithPhysics>
            <CreateWithCollision>false</CreateWithCollision>
            <Components inPlace="true">
                <T2DCollisionComponent type="GarageGames.Torque.T2D.T2DCollisionComponent">
                    <RenderCollisionBounds>false</RenderCollisionBounds>
                    <ResolveCollision valueOf="GarageGames.Torque.T2D.T2DPhysicsComponent.BounceCollision" />
                    <SolveOverlap>true</SolveOverlap>
                    <CollisionMaterial nameRef="DefaultCollisionMaterial" />
                </T2DCollisionComponent>
            </Components>
            <ObjectType>
                <object objTypeRef="t2dTileLayerType" />
            </ObjectType>
            <Pool>false</Pool>
            <PoolWithComponents>false</PoolWithComponents>
            <IsTemplate>false</IsTemplate>
            <IsPersistent>false</IsPersistent>
            <Layer>0</Layer>
            <Size>
                <X>50.000</X>
                <Y>50.000</Y>
            </Size>
            <Position>
                <X>-49.009</X>
                <Y>-38.919</Y>
            </Position>
            <Rotation>0</Rotation>
            <CollisionsEnabled>false</CollisionsEnabled>
            <Visible>true</Visible>
            <VisibilityLevel>1</VisibilityLevel>
            <FlipX>false</FlipX>
            <FlipY>false</FlipY>
            <SortPoint>
                <X>0.000000</X>
                <Y>0.000000</Y>
            </SortPoint>
            <MapSize>
                <X>10</X>
                <Y>10</Y>
            </MapSize>
            <TileSize>
                <X>5.000000</X>
                <Y>5.000000</Y>
            </TileSize>
            <TileTypes />
            <TileDefinitions>
<![CDATA[]]>
            </TileDefinitions>
        </TileLayer>

Then when you re-open the project in TXB the new tilemap should show up. From there you can edit it anyway you like. I'm not sure if the same works for particle effects, but I'm guessing it most likely will. You can either do this or simply use the older 2.0 version of the TXB, it seems to load files made in v3.0 just fine and vice versa.
#20
05/12/2009 (6:18 pm)
Cool thanks
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