Game Development Community

Battling Super-Bugs in TGBX

by Will O-Reagan · in Torque X 3D · 03/15/2007 (11:07 pm) · 13 replies

Sometimes half the fun is figuring out what TGBX will randomly try to delete from your scene! What if you suddenly didn't have a torso for your animation character?! Presto, battle the bug! see how fast you can recreate your masterpiece, and reassemble your character, before TGBX does it again!

Other great features include, TGBX renaming feature... At random, TGBX will re-name your static scripted sprites!! bet you didn't see that one coming!
Wise guy eh?!

About the author

I have a degree in dramatic art, and literature, from UC Santa Barbara. I've worked for a few studios, also at Animax Ent in 2008, and some smaller studios. Currently studying Computer Science at CSU Channel Islands.


#1
03/16/2007 (4:05 am)
1) Welcome to the magical world of beta software.

2) If you can reliably reproduce this then it would be much more productive to post the steps so perhaps the TGBX team can take a look into the matter.

3) Sometimes half the "fun" of using software is figuring out the quirks and working around them.

4) If it is your masterpiece you obviously have numerous, iterative backups. Right? Look into a version control system. SVN or CVS. That way you are never in danger of losing anything other than your single most recent task.
#2
03/16/2007 (7:10 am)
Bah.. Ben got to it first and said it nicer than me anyway ;)

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#3
03/16/2007 (12:11 pm)
Thats true. I've been forced to become a better user of C#. Using a +tostring() method(thanks to luke larson on the boards), I was able create a more roboust code, where I only have to enter like one field in TGBX, and all my now 15 body parts get unique names so i can work with them in code.. add that to 16 characters, and I'm really getting to like TorqueX + TGBX alot now since I basically don't have to do anything. Having come over from Flash, where doing things dynamically is basically like trying to work in the dark. Even though the documentation on TorqueX is astronimcally small comparatively speaking, its much more intuitive and easy to use.

I am backing up daily, sometimes twice daily.
#4
03/16/2007 (12:25 pm)
As for reproducing errors...

1. I add a "string" field to my component in C# code

2. I add the component to a character in TGBX

3. I fill in the field with an arbitrary piece of data like "thumb"

4. If i execute any of the following actions, A, B or C, I the data I entered for the "string" field is erased.

A. Open up edit linkpoints on the object, this will immediately reset the data, even if its just to look at where the linkpoints are

B. Add a component to the object..

C. Remove a component from the object..


so thats three examples of times when TGBX is sort of acting on its own. (I have worked around this though already, I no longer am relying on the editor for entering field data except for the original CharacterName field, which is then passed to each body part as it is created during run time. and this is done remotely, outside the body part system, so i am free to mess with the building masterpiece, and its linkpoints and materials)

Still, its an awesome program, I can't wait till more updates are released. I'm obviously very excited to be working in this medium.
#5
03/16/2007 (12:56 pm)
Once you have entered the string, do you click somewhere else to loose focus on that string field? For example, do this:

1. Enter your string value in the custom component.
2. Click on Name in the Scripting tab.
3. Save Level.
4. Add a component to the object.

Does it still delete what you put in? Sometimes you have to loose focus (and not by clicking in the grid) for a string value to save.

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#6
03/16/2007 (1:09 pm)
Yes it will, every time.

it doesnt matter if i go back and add a component to an object i built days ago... which has been saved 50 times since then, if one of those things happens, the string resets...

I'm posting a video on a similar but different bug. you can see one of these things in action!
#7
03/16/2007 (2:24 pm)
We are looking into the problem.

That said, being in our close beta group is a privelage, not a right. You are working with software that you know to be incomplete for the purpose of finding bugs like this in exchange for getting to check out the software before it's released. If you can't provide useful feedback in a respectful way, you're not really holding up your end of the closed-beta bargain, so to speak. I'm sorry to have to say this.
#8
03/16/2007 (2:47 pm)
Thanks thomas. I'll work on some better etiquite for when i submit to you these problems.
#9
03/17/2007 (1:25 am)
@Thomas,

Could this be [TorqueGameBuilderX 0002520]
#10
03/17/2007 (11:48 am)
I'm using V 1.0.2.8


Thanks for all your help ben, you and john and thomas have been very patient with these ravings.. I'll try not to blast too much of this negative feedback.
#11
03/17/2007 (6:03 pm)
@Ben - Actually, that sounds like exactly what it is. I hadn't read that bug yet. Apparently it's fixed as of Feb 5th though. I'm not sure which build that would've gotten into. I'll have to look it up.
#12
03/18/2007 (9:48 am)
I got this one at the TGBX bootcamp
#13
03/18/2007 (9:49 am)
I must say, I did a bunch of work last night, and the bug had disappeared again. It was really awesome, and great working with TGBX!

edit : hopefully it was only a temporary issue some kind of repeating anomaly that has somehow worked itself out of the program.