Game Development Community

[Beta4bug] FPS Warrior Camp and UnderCity Crash

by William Gooding · in Torque 3D Professional · 07/17/2009 (6:41 pm) · 15 replies

I can open PhysX, Purelight and FPS blankroom and Collada demos, but when I try to run Warrior Camp or UnderCity I get the following error:

Executing C:/Torque/Torque 3D 2009 Beta 4/My Projects/Basic/game/art/datablocks/weapons/SwarmGun.cs.
Loading SFX: art/sound/crossbow_reload (1 channels, 22 kHz, 0.80 sec, 34 kb)
Loading SFX: art/sound/rocket_fire (1 channels, 22 kHz, 1.85 sec, 79 kb)
Loading SFX: art/sound/crossbow_firing_empty (1 channels, 22 kHz, 0.38 sec, 16 kb)
Loading SFX: art/sound/explosion_mono_01 (1 channels, 44 kHz, 1.38 sec, 118 kb)
Executing C:/Torque/Torque 3D 2009 Beta 4/My Projects/Basic/game/art/datablocks/weapons/crossbow.cs.
Loading SFX: art/sound/crossbow_reload (1 channels, 22 kHz, 0.80 sec, 34 kb)
Loading SFX: art/sound/relbow_mono_01 (1 channels, 44 kHz, 0.63 sec, 53 kb)
Loading SFX: art/sound/crossbow_firing_empty (1 channels, 22 kHz, 0.38 sec, 16 kb)
Loading SFX: art/sound/explosion_mono_01 (1 channels, 44 kHz, 1.38 sec, 118 kb)
c:torquetorque 3d 2009 beta 4enginesourcetstsmesh.cpp(2871) : Fatal - Vectors: verts, norms, tverts, tangents should all be the same size

This error message comes from torsion. In another post, I will paste the error from VS (It's hanging up.....)

I am using a T2050 dual core processor with 2GB in RAM and Vista operating system.


#1
07/17/2009 (6:47 pm)
Actually the error I posted from torsion is exactly the same one for Visual Studio.

By the way, Warrior Camp worked fine from Beta 1 to Beta 3 in my machine....
#2
07/17/2009 (7:01 pm)
Delete the crossbow. Supposedly this shape was removed for the repository...
#3
07/17/2009 (7:14 pm)
Hello Pat:

I deleted the Crossbow folder and now I get the following error and the system hangs up after that:

c:\torque\torque 3d 2009 beta 4\engine\source\t3d\player.cpp(357) : Warning - PlayerData::preload - Unable to find named animation sequence 'prone_forward'!
c:\torque\torque 3d 2009 beta 4\engine\source\t3d\player.cpp(357) : Warning - PlayerData::preload - Unable to find named animation sequence 'swim_root'!
c:\torque\torque 3d 2009 beta 4\engine\source\t3d\player.cpp(357) : Warning - PlayerData::preload - Unable to find named animation sequence 'swim_forward'!
c:\torque\torque 3d 2009 beta 4\engine\source\t3d\player.cpp(357) : Warning - PlayerData::preload - Unable to find named animation sequence 'swim_backward'!
c:\torque\torque 3d 2009 beta 4\engine\source\t3d\player.cpp(357) : Warning - PlayerData::preload - Unable to find named animation sequence 'swim_left'!
c:\torque\torque 3d 2009 beta 4\engine\source\t3d\player.cpp(357) : Warning - PlayerData::preload - Unable to find named animation sequence 'swim_right'!
Client 2750 packet error: DebrisData::load: Couldn't load shape "art/shapes/weapons/crossbow/debris.dts".
CDROP: 2750 local
#4
07/17/2009 (7:48 pm)
Try commenting out crossbow.cs out of the 2 execing files in art/datablocks (datablockexec) and scripts/server (scriptexec).
#5
07/17/2009 (7:58 pm)
William, I actually meant delete that 'crossbow.cs' file which it crashed while executing. I am sorry, I should have been more clear the first post.

The FPS Genre Kit that ships with Beta 4 does not contain this file, but the 'Full' template (that you probably used to create a project) still includes this shape. If you look at the directory for the FPS Genre Kit, you can see it does not include these files, and still works okay. The only error you should see in the console log is: "Missing file: C:/Torque/Torque 3D 2009 Beta 4/My Projects/test/game/art/datablocks/weapons/crossbow.cs!"
#6
07/18/2009 (1:27 am)
Hi Guys,

We're getting crashes when creating a new template or from the Warrior Camp. This isn't the first time it's been reported as was reported in Beta 3. You can work on your own project or the warrior camp for a while then when you go back into it it crashes and comes up with a runtime error. Our machines vary and we've tried it on two slightly different machines, both 4GB RAM, both Quad Core CPU however one has 2 graphics cards one being Quadro FX 3700 and the other GeForce 8800 both 512MB. As I have said we had this happen in Beta 3 and it was reported and thought it would be all good in Beta 4. We're unable to start doing any of our test levels when this happens....very frustrating. In fact Richard has just said because of this he's going to re-install Beta 4....so see what happens....

Regards
Shez
#7
07/18/2009 (6:39 am)
I was confused there for a second... the crossbow was one of the first things that I removed from the FPS Genre Kit, but I see you're actually using a Template and moving the missions over.

Quote:
I deleted the Crossbow folder and now I get the following error and the system hangs up after that:Client 2750 packet error: DebrisData::load: Couldn't load shape "art/shapes/weapons/crossbow/debris.dts"
That's because a few files in the crossbow directory, especially the debris.dts shape, is referenced in several other locations. You either have to leave the debris.dts shape or find every reference to it in the template scripts and remove/change it.
#8
07/18/2009 (11:54 am)
There were actually many fewer references to the crossbow in the Template than they was for the FPS kit, so pretty easy to clean it out. I just cleaned it from Template in the repo -- the need for it's removal was brought up before but got overlooked -- so it won't be a problem next time :D

"game\art\datablocks\datablockEXec.cs"
remove the exec for crossbow.cs and remove this version of crossbow.cs

"game\art\datablocks\player.cs"
remove the maxInv limits fro the crossbow, go ahead and get rid of the rifle stuff too -- it doesn't exist (hasn't existed in years).

"game\scripts\client.default.bind.cs"
change the keybind for the crossbow to "RocketLauncher".

"game\scripts\server\scriptExec.cs"
remove the exec for crossbow.cs and remove this version of crossbow.cs

Now you can remove the "game\art\shapes\weapons\crossbow" directory in it's entirety. This leaves no errors and no warnings to trouble you in the console.
#9
07/18/2009 (8:27 pm)
Hello Guys:

Thank a lot for your help. This past threads (Michael in particular -- I doubt I would have figure out all those changes by myself in such a short time) really help me to decouple the crossbow from the mission. Now if I start the mission from the toolbox, I can get it to run, but with an invisible terrain and no lighting applied to the buildings. If I debug it, I get the following error message:

Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
c:\torque\torque 3d 2009 beta 4\engine\source\materials\matinstance.cpp(296) : Warning - Can't load CustomMaterial Water for , using generic FF fallback
c:\torque\torque 3d 2009 beta 4\engine\source\materials\matinstance.cpp(296) : Warning - Can't load CustomMaterial Underwater for , using generic FF fallback
c:\torque\torque 3d 2009 beta 4\engine\source\gfx\d3d9\gfxd3d9device.h(43) : Fatal - D3DERR_INVALIDCALL
Invalid call
GFXD3D9TextureTarget::activate() - failed to set slot 1 for texture target!

Before this debug output, I am seeing some additional warnings about animation sequences for different types of player in player.cpp

Undercity demo still hangs up when I try to run it (I guess similar issues). Unfortunately, I haven't had too much time lately to go deeper in the debug process and try to isolate the cause myself, but if you know or suspect what might be I would really appreciate it.
#10
07/18/2009 (8:42 pm)
you must have an awfully bad gpu in that notebook with those errors ...
Intel GMA 950 or something along the line if even the water materials have to fallback.

without using Basic Lighting (you didn't mention which one you use), your system stands good chances to just kill it over and over again.
#11
07/19/2009 (8:23 am)
I think is a little bit worse (Intel 945GM)....However, the previous Beta versions were able to fallback enough to give an acceptable performance. Even my Netbooks were able to handle somewhat the graphics (at 5fps..).

If I need to force basic lighting, which scripts should I modify?
#12
07/19/2009 (11:21 am)
There will be a prefs.cs in "game/scripts/client", you'll need to make the pref for LightManager indicate "Basic Lighting".

// change this
$pref::lightManager = "Advanced Lighting";

// to
$pref::lightManager = "Basic Lighting";
If you do this you'll have to make this change everytime that you remove the prefs.cs.

Or you could add the "Basic Lighting" preference in either "game/core/scripts/client/defaults.cs" or "game/scripts/client/defaults.cs" which would be your override for the core defaults. This way when the prefs files are removed it/they will re-generate using the "new" defaults.

#13
07/27/2009 (1:28 pm)
Logged as THREED-591
#14
07/27/2009 (1:40 pm)
Thank you Kenneth. By the way, All my laptops are using Basic Lighting by default, so we can rule out advanced lighting as a potential problem for the bug I am experiencing.....
#15
08/16/2009 (5:21 pm)
Hello Everyone:

Beta 5 fixed undercity demo (I can run it no problem with the shadow rotated 90 degrees). However, I have problems with warrior camp. The compile error is this:

Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
[FileSystemChangeNotifier::internalNotifyDirChanged] : [levels]
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
*** Initial Control Object
Failed to create resource: [core/fonts/Arial 12 (ansi).uft]
Activating DirectInput...
c:\torque\torque 3d 2009 beta 5\engine\source\gfx\d3d9\gfxd3d9device.h(43) : Fatal - D3DERR_INVALIDCALL
Invalid call
GFXD3D9TextureTarget::activate() - failed to set slot 1 for texture target!

When I comment out the error line, the terrain is invisible and I can move around for a while until it crash. I added this error here because I think it is still related to the original crashing issues in Beta 4 (but far less of them as I can see)