Walkabout Navigation Toolkit help thread
by Daniel Buckmaster · in General Add-On Discussion · 11/08/2012 (3:57 pm) · 223 replies
This is the official Walkabout help thread. If you need a hand installing or using Walkabout, please ask away! But before you do, I'd really appreciate if you could follow a couple of guidelines:
- Re-read the installation instructions! Seriously, I know how often I run into some ridiculous issue, then realise I'd missed a step or misread a line. It helps me and you!
- If you're reporting an error in compilation, please tell me the errors you get and what files they're in, if you can!
- If you're reporting a bug, please provide steps I can take to reproduce it!
Known issues
- Release 1 Patch 3: no navmeshes appear in the browser list in the nav editor. Fix
- Engine version > 3.5.1: project generator scripts are incorrect. Fix. Also, be sure not to include the Recast module in your project configuration!
- On platforms that are not Windows, you may need to replace FLT_MAX with F32_MAX. In fact this is probably a good idea in Windows as well.
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#82
07/15/2013 (6:55 pm)
Sorry about that Donald. I've emailed you the R1P3 zip. Seems like a few people have been having problems with the auto downloader... I haven't been tinkering with it so I'm not sure what's up. I'll see if I can do anything about that. Until then, feel free to email me at any time to get your hands on the source.
#83
Great work, and nice documentation you wrote for this!
However (sorry ;) ...
I'm getting compiling errors (T3D 1.2) so the build is unsuccessful:
I can't find smMaxSurfaces declared anywhere, not in my source, not in the code I downloaded;
but it could be just me(noob). Can you please help me with that? Thanks :)
07/24/2013 (10:09 pm)
Hi Daniel,Great work, and nice documentation you wrote for this!
However (sorry ;) ...
I'm getting compiling errors (T3D 1.2) so the build is unsuccessful:
15>..........EnginesourceT3DconvexShape.cpp(354): error C2065: 'smMaxSurfaces' : undeclared identifier 15>..........EnginesourceT3DconvexShape.cpp(356): error C2065: 'smMaxSurfaces' : undeclared identifier 15>..........EnginesourceT3DconvexShape.cpp(357): error C2065: 'smMaxSurfaces' : undeclared identifier
I can't find smMaxSurfaces declared anywhere, not in my source, not in the code I downloaded;
but it could be just me(noob). Can you please help me with that? Thanks :)
#84
Are you using the R1P3 update Nils? If so, that's your issue. P3 was changed to work with T3D 3.0 as previously (R1P2?) it would only compile a 2.0 or 1.2 solution. If you still have the old version on your HDD try that one, as I don't think there was anything else in there (R1P3) apart from the changes that made it work with 3.0.
07/24/2013 (10:16 pm)
I know Daniel will probably answer in no time, but just in case he's in Helsinki and can't get to a pc, I'll ask first...Are you using the R1P3 update Nils? If so, that's your issue. P3 was changed to work with T3D 3.0 as previously (R1P2?) it would only compile a 2.0 or 1.2 solution. If you still have the old version on your HDD try that one, as I don't think there was anything else in there (R1P3) apart from the changes that made it work with 3.0.
#85
Lol Dan ;P.
07/24/2013 (10:42 pm)
Right, I imagine the code changes between 1.2 and MIT 3.0 have introduced some new stuff. I'll check it out when I get home.Lol Dan ;P.
#86
I commented out the if statement in the meantime.
Thanks guys!
07/25/2013 (1:27 am)
You're right @Dan, it's indeed R1P3. Never got to buying it until recently, so no previous releases on my HDD.I commented out the if statement in the meantime.
Thanks guys!
#87
07/25/2013 (4:16 am)
Did you install by overwriting all the Torque files? Try doing a manual diff of the convexShape.cpp file, using WinMerge or git. (The latter involves overwriting the file, then doing a git diff to see what changed.)
#88
07/25/2013 (7:22 am)
I used winMerge on an existing 1.2 project. Now with this I finally came to the decision I'm going to port everything to 3.0. It will be a nasty job but it can't go on like this. Commenting out the if statement was a good ducktape method for today, so I could play around with navMesh. Thanks for you help!
#89
Edit: Actually, scrap that. I'm pretty drunk so I need to keep things simple...
I don't know.
07/25/2013 (10:32 am)
Actually, you can play with the navMesh without having to compile (I think), but I guess you want to play with your own project.Edit: Actually, scrap that. I'm pretty drunk so I need to keep things simple...
I don't know.
#90
Just comment out the truncation in ConvexShape::writeFields and will compile just fine in 1.2
Edit; I'm going to need to port it to 3.0 sooner or later so drank another GNT %)
07/25/2013 (10:50 am)
@Dan, it's past 01:45 am and I'm not going to respond to your post. Period! And yes, of course I'm playing with my own project, which suddenly happens to have a very cool new add-on! The gin-tonics on my desk are just there to keep it all cool in this bloody hot place.Just comment out the truncation in ConvexShape::writeFields and will compile just fine in 1.2
Edit; I'm going to need to port it to 3.0 sooner or later so drank another GNT %)
#91
Cheers! :D
lol
07/25/2013 (10:56 am)
Wait. lol. So, you aren't commenting after that post, or after the bit where you said "period!"? Because, you know, lol, that whole bit after that was all comment. Cheers! :D
lol
#92
i-dropper.net/torque/dm_walkabout_errorList.txt
Would you know what's wrong?
07/26/2013 (8:58 am)
@Daniel, Sorry for polluting this thread and bothering you again; but I ported the project to 3.0 and everything was fine until I implemented Walkabout. There are a lot of errors, but I think it might be related to just one issue. Here is an error list:i-dropper.net/torque/dm_walkabout_errorList.txt
Would you know what's wrong?
#93
07/26/2013 (2:46 pm)
These issues are what the thread is for! Those errors seem to indicate that none of the Walkabout header files are being included in the build. Did you add the Walkabout module to your projectCode.conf file? And, importantly, did you edit it in something that can handle Unix line endings? I've seen a problem before where someone was editing the file in Notepad, and the file appeared to be all on the one line. They added the Walkabout module definition in the right place, but because the editor couldn't do line endings right, the addition actually ended up being in a comment.
#94
This showed up in the log:
tools/navEditor/NavEditorGui.gui (0): Unable to instantiate non-conobject class GuiNavEditorCtrl.
tools/navEditor/NavEditorConsoleDlg.gui (110): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (110): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (111): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (111): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (112): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (112): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (113): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (113): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (114): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (114): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/main.cs (28): Unable to find object: 'NavEditorGui' attempting to call function 'setVisible'
tools/navEditor/main.cs (30): Unable to find object: 'NavEditorOptionsWindow' attempting to call function 'setVisible'
tools/navEditor/main.cs (31): Unable to find object: 'NavEditorTreeWindow' attempting to call function 'setVisible'
Set::add: Object "NavEditorGui" doesn't exist
Set::add: Object "NavEditorOptionsWindow" doesn't exist
Set::add: Object "NavEditorTreeWindow" doesn't exist
so the Navigation Editor is not working. I can't pinpoint the problem yet,
would you perhaps know what I did wrong here?
Many thanks for your help!
07/26/2013 (7:24 pm)
Issues occurred when I included the module in the projectCode.conf file. I use Dreamweaver for those PHP files like .conf and .inc (develop websites for a living) Perhaps it's not the right tool for this; strange though. I copied the file from my 1.2 project and it solved that problem.This showed up in the log:
tools/navEditor/NavEditorGui.gui (0): Unable to instantiate non-conobject class GuiNavEditorCtrl.
tools/navEditor/NavEditorConsoleDlg.gui (110): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (110): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (111): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (111): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (112): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (112): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (113): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (113): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/NavEditorConsoleDlg.gui (114): Unable to find function getNavMeshEventManager
tools/navEditor/NavEditorConsoleDlg.gui (114): Unable to find object: '' attempting to call function 'subscribe'
tools/navEditor/main.cs (28): Unable to find object: 'NavEditorGui' attempting to call function 'setVisible'
tools/navEditor/main.cs (30): Unable to find object: 'NavEditorOptionsWindow' attempting to call function 'setVisible'
tools/navEditor/main.cs (31): Unable to find object: 'NavEditorTreeWindow' attempting to call function 'setVisible'
Set::add: Object "NavEditorGui" doesn't exist
Set::add: Object "NavEditorOptionsWindow" doesn't exist
Set::add: Object "NavEditorTreeWindow" doesn't exist
so the Navigation Editor is not working. I can't pinpoint the problem yet,
would you perhaps know what I did wrong here?
Many thanks for your help!
#95
07/26/2013 (9:08 pm)
To be safe, use WordPad - that will handle the UNIX line ends but nothing more. I've never seen just these issues before - can you verify that the guiNavEditorCtrl.cpp is getting included and compiled? The funny thing is, the getNavMeshEventManager console function is defined in navMesh.cpp. So if the NavMesh class exists, that method should exist. Are you able to create a NavMesh in the console?new NavMesh(Nav){position = "0 0 0";};
#96
I noticed that the errors were mainly in in aiPlayer.cpp and winMerge was acting weird; prompting that there were changes when I just ran the thing:

As a test I dropped the files directly out if the zip file into the source folder, ran generateProjects.bat, rebuild and voila; everything went smooth and error free. Strange enough were the date & time stamps identical so the file that wasn't working hadn't be changed after unpacking out of the zip file. All weird! Maybe this is helpful for the ones who end up in the same anomaly; just drag and drop!
Many thanks for your help Daniel, I owe you another!
07/28/2013 (2:58 am)
Your module wasn't compiled in the previous post. I have redone the whole installation process (tried copy&paste and WinMerge) using several times but every time with the same errors as before (#92). The config file should be correct, used different editors (including LF Unix Line Break support which Dreamweaver can handle perfecly) with the same result. Also are were config files in my 1.2 project working fine.I noticed that the errors were mainly in in aiPlayer.cpp and winMerge was acting weird; prompting that there were changes when I just ran the thing:

As a test I dropped the files directly out if the zip file into the source folder, ran generateProjects.bat, rebuild and voila; everything went smooth and error free. Strange enough were the date & time stamps identical so the file that wasn't working hadn't be changed after unpacking out of the zip file. All weird! Maybe this is helpful for the ones who end up in the same anomaly; just drag and drop!
Many thanks for your help Daniel, I owe you another!
#97
07/28/2013 (3:03 am)
The WinMerge issue could be line-ending differences. But that shouldn't have broken anything. Weird. Anyway, great to hear you got it working!
#98
Just throwing this out there as i missed them first time round.
07/28/2013 (3:23 am)
The kit drops in to stock torque 3.0 perfectly, but there is a gotcha if you do a manual merge (which i noticed since i'm integrating after AFX and sahara into 3.0) the defines are *not* in the code, they are hidden in the project options so they are easy to miss/forget. Just throwing this out there as i missed them first time round.
#99
07/28/2013 (3:26 am)
Ah yes. I do assume that even in a manual merge you're adding the project generator module file and including the module as usual. I should add that to the documentation.
#100
I have a couple of crates that react to explosions and create obstacles in the path ... I need to update the NavMesh after they land in the path or else my bots get stuck and revert to normal "zombie" mode.
Thanks
09/29/2013 (8:27 am)
Has anyone managed to get the NavMesh updating when PhysX Objects are involved?I have a couple of crates that react to explosions and create obstacles in the path ... I need to update the NavMesh after they land in the path or else my bots get stuck and revert to normal "zombie" mode.
Thanks
Torque Owner Donald Teal
Duck's Den Productions Inc
I enter my email but no download link and I have check my spam filters and everything