Server "Bad minCoord" & "Bad maxCoord
by Michael Layfield · in Torque Game Engine · 02/28/2008 (7:50 am) · 5 replies
We have a modified Torque 1.3 server on test run and it occasionally throws this AssertFatal:
"Bad minCoord" or "Bad maxCoord"
I hope anyone can shed light on this.
Actually, we modified Torque so it can be "room-based" (like in Gunbound http://en.wikipedia.org/wiki/GunBound) where instead of a massive map like WoW or Eve Online, players go to one of many available "rooms." Each "room" is a self-contained map where a certain amount of players can join (like the network play in Starcraft).
What this means is that collision detection in one "room" shouldn't mix with those of in the other "rooms"
So instead of having a global server scenegraph and the like, I have this data-structure (the room) that has its own:
SceneGraph *mSceneGraph;
SceneRoot *mSceneRoot;
Container *mContainer;
SimGroup *mMatchCleanup;
SimSet *mGhostAlwaysSet;
All server-side NetObjects now have to register themselves to a particular room, so they can be added to that room's ghost-always set, its scenegraph, etc.
Now it gives me "Bad minCoord" and "Bad maxCoord" I looked at the source code and I figured it was in the internals of Torque. I'm at a total loss. I hope the guy who programmed that part of Torque is still here.
Any kind of help is appreciated.
"Bad minCoord" or "Bad maxCoord"
I hope anyone can shed light on this.
Actually, we modified Torque so it can be "room-based" (like in Gunbound http://en.wikipedia.org/wiki/GunBound) where instead of a massive map like WoW or Eve Online, players go to one of many available "rooms." Each "room" is a self-contained map where a certain amount of players can join (like the network play in Starcraft).
What this means is that collision detection in one "room" shouldn't mix with those of in the other "rooms"
So instead of having a global server scenegraph and the like, I have this data-structure (the room) that has its own:
SceneGraph *mSceneGraph;
SceneRoot *mSceneRoot;
Container *mContainer;
SimGroup *mMatchCleanup;
SimSet *mGhostAlwaysSet;
All server-side NetObjects now have to register themselves to a particular room, so they can be added to that room's ghost-always set, its scenegraph, etc.
Now it gives me "Bad minCoord" and "Bad maxCoord" I looked at the source code and I figured it was in the internals of Torque. I'm at a total loss. I hope the guy who programmed that part of Torque is still here.
Any kind of help is appreciated.
#2
07/24/2012 (11:27 am)
I'll take a look. upload it somewhere plz..or email it.
#3
Found out (delete, save, restart, fix -rinse, repeat way) that it all boiled down to our forest object being the culprit.
Tried moving the terrain down, but it as still giving the error.
Tried moving the forest to top-tree level so it was not inside any groups, but was still giving the error.
Deleting it and the mission loaded fine.
borked forest object is here
07/24/2012 (1:26 pm)
Hey EB, thx for tuning in; been poking at it today as well...Found out (delete, save, restart, fix -rinse, repeat way) that it all boiled down to our forest object being the culprit.
Tried moving the terrain down, but it as still giving the error.
Tried moving the forest to top-tree level so it was not inside any groups, but was still giving the error.
Deleting it and the mission loaded fine.
borked forest object is here
#4
08/22/2013 (11:50 am)
i'm also getting this problem
#5
https://dl.dropboxusercontent.com/u/25535993/badmincoord/bad2.rar
I was getting this badmincoord error and tried to resolve it by recreating a forest but i had it again on the new forest
I'm using the conifer pack if that helps and torque 3d 3.0
08/23/2013 (5:16 am)
https://dl.dropboxusercontent.com/u/25535993/badmincoord/bad1.rarhttps://dl.dropboxusercontent.com/u/25535993/badmincoord/bad2.rar
I was getting this badmincoord error and tried to resolve it by recreating a forest but i had it again on the new forest
I'm using the conifer pack if that helps and torque 3d 3.0
Torque Owner Christian S
Oak-Entertainment
Would also like to know what this is, how to avoid it in the future, and how to get my mission up and running again (aside from deleting all content and start all over).
.mis can be sent if needed