Game Development Community

[1.1b BUG] World Editor does not open within a new project

by Marcos - NGames · in Torque 3D Professional · 02/11/2010 (10:21 am) · 17 replies

Hi, sorry my english, BUG:

In new projects when I press F11, the engine freezes the message that is loading the editor.

#1
02/11/2010 (11:21 am)
Sort of the same issue here.

I get an 8 second wait for the World Editor to open up. I know 8 seconds seems like not much to whine about, but it's 400% more than previously (2 seconds).
GTS250 win7
#2
02/11/2010 (11:51 am)
Yes, the editor is loading successfully for me, but now takes about 10-12 seconds on my PC, up from 2-4 in the alpha release.
#3
02/11/2010 (1:00 pm)
I have to contradict these findings. I am running a newly created project, and I'm able to open the World Editor < 2 seconds of time. The project is based on my own template as well, so I'm now wondering if it's related to a stock template? Which one are you guys using? Full?
#4
02/11/2010 (1:07 pm)
Full here, all stock, no alterations.
edit:
1.1Beta Console.txt (stock)
Time spent in toggleEditor() : 8.899 s

1.0.1 Console.txt (custom)
Time spent in toggleEditor() : 2.139 s
#5
02/11/2010 (1:15 pm)
I think we're on to something Steve. My custom template is almost entirely based on the FPS Example. I tested the Full template and I got the exact same results as you are seeing. Definitely seems to be something wrong with the Full Template.
#6
02/11/2010 (1:26 pm)
In 1.1Beta - Empty Template gives 8 seconds too, as does FPS example, and PhysX demo.

Actually, 1.1Alpha takes about 4 seconds. 1.0.1Release 2.

T3D 1.5 will take 19 minutes! ;)
#7
02/11/2010 (2:44 pm)
Humm... Rene did some work this last weekend to address this issue specifically and for at least all of us internally it went down to ~1 second after his fixes.

I suspect maybe something wasn't updated in one of the templates or maybe its some other bottleneck we didn't see here.
#8
02/11/2010 (2:45 pm)
my custom template copied over from 1.1a has no issues as well, but the stock template takes forever
#9
02/11/2010 (3:59 pm)
If you copy a template over ... will it not just use the old exe - rather than creating one from the new code?
#10
02/13/2010 (12:25 pm)
1.1 alpha empty mission build (stock)

--- Resetting D3D Device ---
Time spent in toggleEditor() : 4.884 s

1.1 bata empty mission build (stock)

--- Resetting D3D Device ---
Time spent in toggleEditor() : 26.88 s
#11
02/13/2010 (12:32 pm)
I noticed loading a level takes time also in the editor, a bit of a delay before starting the load up process.
#12
02/13/2010 (1:39 pm)
Something is definitely bogging things down. If you just create an empty mission and add anything it bogs down. I just added a simple water block (which by the way looks amazing!!! great work guys!!!) to the empty mission and started playing with the settings and it bogged. If you select anything in the tree list there is a noticeable 1 to 3 second pause. One major thing I did notice is that if you do anything with the material list selector everything freezes for about 8 seconds before the material selector will load up. If you select anything in the "Types" category everything freezes for about 8 seconds every time you click one of the material types. Maybe they are all related.
#13
02/14/2010 (3:51 am)
Confirmed, the world editor takes much longer to pop up than it did in 1.1a. I'm sitting in the same mission in the FPS example in both versions right now, and it takes at least twice as long to pull up the world editor in 1.1b1 than in 1.1a.
#14
02/14/2010 (11:37 am)
Also material list takes an age to appear, not an issue in the alpha or previous versions.
#15
02/27/2010 (3:57 pm)
Any insight on this yet?? I have been looking but can't find anything.
#16
02/28/2010 (7:46 am)
The changes that fix this haven't been merged for the Beta as Steven was seeing some issues after merging. However, they will be in the next beta.

These changes resolve both the general editor loading speed problem as well as the material selector opening speed.

The first problem is due to the immense number of controls that EditorGui is comprised of (over 1800) which in the current beta are woken up all at once when the editor opens. In our development version, these are now woken up lazily as they become visible which cuts down tremendously on startup time (generally less than a second now).

Due to the texture searching that is still present in T3D plus the manifold probing done by some image GUI controls, some wake up paths take a long time to finish.

This also is the problem for the material selector. In the development version, the texture probing is reduced immensely.

The changes will roll out in the next beta.
#17
02/28/2010 (8:00 am)
Thanks Rene! Good to know. I can certainly deal with the long load times until then. I appreciate the fast response.