Game Development Community

Under city and Warrior Camp hang while loading objects.

by Steve Lamperti · in Torque 3D Professional · 08/04/2009 (3:30 pm) · 17 replies

On my windows machine, the beta 4 is hanging during the loading screen with the loading Objects text on the screen. The Marble blast and the blank missions load fine. This worked on this machine in the beta 3.

One of the last things in the console (included below) is something about the cloud layer shader. This seems like it might be related to the problem, as the marble blast and blank missions don't include clouds.

This was the project file from the beta build first as a release, and then as debug, in MS visual studio 2008.

Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
GFXD3D9Shader::init - Bad pixel shader version!
CloudLayer::onAdd - could not find CloudLayerShader
Window focus status changed: focus: 0
  Using background sleep time: 200
Window focus status changed: focus: 1
Window focus status changed: focus: 0
  Using background sleep time: 200
Window focus status changed: focus: 1
destroytools: Unknown command.
destroydecalEditor: Unknown command.
destroymeshRoadEditor: Unknown command.
destroyphysicsTools: Unknown command.
destroyriverEditor: Unknown command.
destroyroadEditor: Unknown command.
destroyshapeEditor: Unknown command.
Exporting Gui preferences.
CDROP: 3193 local

#1
08/04/2009 (4:03 pm)
What spec is your windows machine? Mainly Graphics Card I'm thinking... is it something very old?

Also try editing your game/scripts/client/prefs.cs and change the lighting to "Basic Lighting", and see if that helps.
$pref::lightManager = "Advanced Lighting";
to
$pref::lightManager = "Basic Lighting";
#2
08/04/2009 (4:29 pm)
The game/scripts/client/prefs.cs lightManger setting is already set to Basic Lighting.

The card is an ATI FireGL V3100, with 128 MB.

Let me know what other specs might help.

I noticed this problem first in my project, and then tried it in the downloaded demo, where it reproduced. As I said, it didn't happen in the B3. It looks like the Underworld does have clouds, so the cloudLayerShader may well be part of the problem.
#3
08/04/2009 (4:45 pm)
Hmmmm ... try this just to check.

BACKUP your game/levels/WarriorCamp.mis file --- copy it and make sure it's called ...-copy.mis --- and delete the cloud layer - it's at the end. Should look kinda like this:
};//leave me  - but delete below it
   new CloudLayer(theClouds) {
      texture = "art/skies/clouds/clouds_normal_displacement.png";
      texScale[0] = "1";
      texScale[1] = "1";
      texScale[2] = "1";
      texDirection[0] = "1 0";
      texDirection[1] = "0 1";
      texDirection[2] = "0.5 0";
      texSpeed[0] = "0.005";
      texSpeed[1] = "0.005";
      texSpeed[2] = "0.005";
      BaseColor = "0.9 0.9 0.9 1";
      coverage = "0.3";
      windSpeed = "1";
      height = "4";
      position = "144.296 -45.8717 197.553";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      canSaveDynamicFields = "1";
         Material = "CloudLayerMaterial";
   };//delete down to and including this
};//leave me
//--- OBJECT WRITE END ---//leave me

Then run that and see if it helps.
#4
08/04/2009 (5:14 pm)
@Steve,

Good idea. That produced interesting results. The mission loaded, without clouds, and seems to be working basically. The issue now is that it looks like I'm not seeing a lot of textures on things. The terrain seems to be transparent, and trees and other objects seems to have bizarre colors.
This may just be a limitation of my video card, but the last beta worked ok.
#5
08/04/2009 (6:32 pm)
Double hmmm ....
Does sound like a card limitation, if I "mess" around between advanced and basic half my textures vanish - so I reckon it's a graphics memory limitation thing. They do seem to have re-written a bit of GPU code between 3 and 4, and there's a fair bit of it which isn't working (black terrain on some Nvidia cards on startup of Basic lighting).

Hopefully all of this will get fixed on the next beta (which is apparently "iminenet" as we speak)

.. how do you spell iminent?
#6
08/05/2009 (8:14 am)
Quote:.. how do you spell iminent?

imminent
#7
08/05/2009 (9:28 am)
I guess I should just wait for the next beta then. Of course that raises the question of how imminent imminent is, and also the question of how sure we are that the next beta will fix the problem.
#8
08/05/2009 (9:51 am)
Steve,
Disable driver MSAA on your video card.

The next beta will not require this fix.

-pat
#9
08/06/2009 (9:49 am)
The ATI Catalyst software doesn't seem to have a way to turn off the anti-aliasing, it just has a setting for application defined. I guess this means that I should turn off Anti-aliasing in torque. I will check to see if I can find a preference or option for this, and see if it helps.
#10
08/11/2009 (3:04 pm)
Just checked with the beta 5, and of three symptoms, which I thought of as being related but now am not so sure, two are still present in the beta five.

1) Level load hangs when loading the warrior camp, or underworld level. Still happens, although, as Steve YorkshireRifles suggested, removing the CloudLayer does allow the level to load. I would guess that this means that my primitive video isn't dealing well with the shader for the cloudLayer, and the engine isn't dealing well with that fact.

2) Textures on trees and buildings and other DTS objects were showing up with weird colors. Fixed. I'm assuming that this is the MSAA fix that Pat mentioned.

3) Terrain is transparent. I thought that this was part of #2, but I guess it isn't. What it looks like is like I, (and all the DTS objects,) am hovering over water, as I can see the water layer below everything. The terrain seems to have substance, but be totally transparent.

I guess I should just go out and buy a new video card, but I would be curious if anyone else is having similar issues.
#11
08/11/2009 (3:11 pm)
Just noticed something interesting. The terrain is only transparent near where I am standing. Distant mountains show the terrain. I would guess that the distant mountains are rendering the terrain in a different way. (Probably less memory intensive.)

Should have already said this a while ago, but I'm running on a windows XP box, and the machine has 2 Gig of ram. The video card, which was mentioned above, is a 128 Meg ATI FireGL V3100.
#12
08/11/2009 (7:09 pm)
@Steve - While that FireGL is pretty ancient in gaming terms it still shouldn't be functioning that badly.

Can you try running warrior camp again then pasting your console.log to tinypaste.com for me.
#13
08/12/2009 (9:36 am)
Haven't used TinyPaste before, but here's the link:

http://tinypaste.com/2a49a4b

This is the console for the version with the cloudlayer included. I had to click the close box to quit when it hung. I will also post the log for the version with the cloud layer removed.
#14
08/12/2009 (9:50 am)
Here's the link to the console with the cloud layer commented out. This is the one where the terrain is transparent. (Otherwise, minus the cloud layer, things seem to be working OK.)

(By the way, as I mentioned above, none of these issues were present in the beta 3.)

http://tinypaste.com/b6837
#15
08/17/2009 (5:54 pm)
Logged as THREED-662
#16
08/18/2009 (8:18 pm)
The transparent terrain that I am seeing is reflected in the screenshot at the top of this thread:

http://www.garagegames.com/community/forums/viewthread/97665

So my guess would be that they are probably the same problem.
#17
09/04/2009 (4:39 pm)
The CloudLayer is not compatible with shader model 2.0 in Beta5, but this has been fixed for the next release. Other thread here.