Library->Meshes in the Editor causing Crashes
by Joshua Halls (Xerves) · in Torque 3D Professional · 05/26/2009 (1:11 pm) · 5 replies
This might be one of those things that is showing up in our project, but just to start this is not an issue in the Warrior camp demo. It would crash in fileSystemFunctions.cpp in function buildFileList on this line.
The fs pointer was NULL and trying to set a value to it and well boom crash. This was not an issue in Beta 1 because another routine was being called instead of this one. We ended up changing tools/missionEditor/scripts/editors/creator.ed.cs by altering all of these lines
to this
This stops the crashes and all dts/dae/dif objects are now being displayed.
Torque::Path path = fs->mapTo(givenPath);
The fs pointer was NULL and trying to set a value to it and well boom crash. This was not an issue in Beta 1 because another routine was being called instead of this one. We ended up changing tools/missionEditor/scripts/editors/creator.ed.cs by altering all of these lines
findNextFileMultiExpr( "/*.dts" TAB "*.dae" TAB "*.dif" );
to this
findNextFileMultiExpr( "*/*.dts" TAB "*.dae" TAB "*.dif" );
This stops the crashes and all dts/dae/dif objects are now being displayed.
About the author
Part of the team that works on The Repopulation, a SciFi based MMO using a heavily modified version of the Torque MMO Kit - T3D. I also take care of the T3D version of the Torque MMO Kit.
#3
--Josh
06/29/2009 (9:40 am)
Rene, I think this is stemming from some changes we added to the file mount archetecture that was added. We were having problems as it wasn't properly detecting the right location so we made some changes. This in effect would make this issue popup. There is a good chance this won't happen to anyone else, but I am not 100% sure about that. I did notice the link though in the B3 merge process as we tried to take the file path changes out and it would boot past that issue and as soon as we put it back in the client would crash on it.--Josh
#4
Okay, good to know. Can you tell a bit more about the file lookup issues you are having with stock Torque? Maybe there is something that needs changing in base.
Also, what specifically does your change do? Maybe I can help with the crash.
06/29/2009 (10:31 am)
Okay, good to know. Can you tell a bit more about the file lookup issues you are having with stock Torque? Maybe there is something that needs changing in base.
Also, what specifically does your change do? Maybe I can help with the crash.
#5
I ended up putting a catch in there to add in the CurrentDirectory, but that seems to have introduced the error from above. We also have a few other odd bits such as the animation timing was off (had to dial that down) and I am getting much different FPS from FRAPS and the metrics console command. Haven't toyed much with trying to address every single issue till RTM is out as things could change from then and now.
06/29/2009 (11:08 am)
We have a few issues pertaining to the port still to figure out (a lot of this stems I am sure from the python integration and changes to the entry point to get everything working as a lot of stuff has been ported from TGE to TGEA then from TGEA to T3D and hacked together at best). The issue with the file system is in _BuildFileName in winVolume.cpp. The path value for some reason or another would start at the root of whatever drive it was at if a relative path was used. So instead of starting out in the right folder (core/tools/our content folder) it would start at c:\ or d:\ or whatever drive you were using. I ended up putting a catch in there to add in the CurrentDirectory, but that seems to have introduced the error from above. We also have a few other odd bits such as the animation timing was off (had to dial that down) and I am getting much different FPS from FRAPS and the metrics console command. Haven't toyed much with trying to address every single issue till RTM is out as things could change from then and now.
Associate Rene Damm
I'll look into this.
This may be related to a change in the way the game asset directory is accessed which has caused several places where a path was mapped to a filesystem to fail when it previously worked. Basically, Torque used to map the game asset directory to a special "/" mount alongside the C,D,E,whatnot you have on windows and then have some hackish code in Torque::Path that automatically mapped to that root. This was causing problems on the Mac, though, where the "/" root is already taken (plus the whole thing wasn't very clean).