TGEA 1.7.1 AFX and Advanced Camera - Multi Player crash
by Brett Canter · in Torque Game Engine Advanced · 07/23/2009 (9:37 am) · 1 replies
Hey guys - I've been working diligently to track down a multiplayer crash and I'm having absolutely no luck. Before I get to the crash description, I'm working with TGEA 1.7.1 using AFX and the Advanced Camera resource. We've modified the stock game quite a bit, to the point that it looks similar to a Diablo clone with our own custom spells.
Here's the situation. I create a multiplayer game by hosting one of our custom levels. I launch a second instance of the game on the same PC, query the LAN, and then connect to the hosted game. The loading gets past the datablocks and objects, and the last line in my log is from line 94 of missionDownload.cs:
Mission lighting done
The new player appears on the server, and is even rendered, however at this point the client gets an unhandled exception. I've tried many times to debug and follow the code to the crash, but the truly frustrating part is that if I use a breakpoint and step through the scripts, the player can connect and play as I'd expect! It's only when I let the game go its natural course (with no breakpoint intervention) will it crash. I've starting to add many debug statements to the scripts but I was curious if anyone else had ever dealt with an issue like this? Thanks!
Brett
Here's the situation. I create a multiplayer game by hosting one of our custom levels. I launch a second instance of the game on the same PC, query the LAN, and then connect to the hosted game. The loading gets past the datablocks and objects, and the last line in my log is from line 94 of missionDownload.cs:
Mission lighting done
The new player appears on the server, and is even rendered, however at this point the client gets an unhandled exception. I've tried many times to debug and follow the code to the crash, but the truly frustrating part is that if I use a breakpoint and step through the scripts, the player can connect and play as I'd expect! It's only when I let the game go its natural course (with no breakpoint intervention) will it crash. I've starting to add many debug statements to the scripts but I was curious if anyone else had ever dealt with an issue like this? Thanks!
Brett
Torque Owner Brett Canter
7 Moose Games LLC