Re-creating a Chooseleveldlg
by Jonas · in Torque 3D Professional · 10/01/2010 (1:51 am) · 8 replies
Hi Community!
I have been trying to recreate a chooseleveldlg from the full template to use as a "Create server" option so far i have done nothing to customize it at all. All i have done is try to copy over the correct commands and still change those who cant be the same as
"ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews->SmallPreview0);"
to the correct name in the places needed, however so far im coming up dry, the buttons work fine aka the host button/start server button but once pressed the start server button goes to the loading screen but does not load. Another problem is that the preview picture does not change when pressing another map button nor does the description.
Anyway could have missed something important? Since its in the GUI menu the console is giving me no clue to where the problem lays.
PS: so far all work have been done in the GUI editor.
I have been trying to recreate a chooseleveldlg from the full template to use as a "Create server" option so far i have done nothing to customize it at all. All i have done is try to copy over the correct commands and still change those who cant be the same as
"ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews->SmallPreview0);"
to the correct name in the places needed, however so far im coming up dry, the buttons work fine aka the host button/start server button but once pressed the start server button goes to the loading screen but does not load. Another problem is that the preview picture does not change when pressing another map button nor does the description.
Anyway could have missed something important? Since its in the GUI menu the console is giving me no clue to where the problem lays.
PS: so far all work have been done in the GUI editor.
About the author
Freelance 3D artist at day scripter/coder on Enduring Life at night. Lover of all things TorqueScript.
#2
10/03/2010 (3:33 am)
Ah ok, ill fiddle around with it and post how it goes.
#3
10/04/2010 (5:44 pm)
Thank you it now works prefectly!
#4
Kind regards
Jonas
10/05/2010 (12:20 am)
Hi again guys, a problem has surfaced, i now get StartFame: End the game first! in my log everytime i close a level and open another one up in the game ... any clue? i have been looking for a solution for 7 hours now and i have no idea how the program can have any problem what so ever to shut a level down.Kind regards
Jonas
#5
Gamecore.cs quit routines are supposed to override the functions (somewhere) inside core folder ... but this seems to fail when the server disconnects, and the core version overrides the functions in gamecore.cs instead.
I've heard a successful solution is combine the gamecore.cs functions in the ones in the core folder ... though I've never done this myself.
10/05/2010 (2:05 am)
Long standing issue.Gamecore.cs quit routines are supposed to override the functions (somewhere) inside core folder ... but this seems to fail when the server disconnects, and the core version overrides the functions in gamecore.cs instead.
I've heard a successful solution is combine the gamecore.cs functions in the ones in the core folder ... though I've never done this myself.
#6
If the combining those is that fix is there any thread i can read up on before mutilating those files?
kind regards
Jonas
10/05/2010 (3:53 pm)
Ahh i see, Well since this seems to be a issue known to the community is there any solid fix on the way?If the combining those is that fix is there any thread i can read up on before mutilating those files?
kind regards
Jonas
#7
Which ain't terribly helpful.
No fix as of yet, and helpful thread - just a comment stating what I wrote above.
The gamecore.cs and core functions have the same names (which is why they write over each other) so "theoretically" it's just a case of merging them together in core ...
or call the gamecore functions from core ...
or you could do what everyone else has and ignore it ...
10/05/2010 (4:36 pm)
And the answer is "nope". Which ain't terribly helpful.
No fix as of yet, and helpful thread - just a comment stating what I wrote above.
The gamecore.cs and core functions have the same names (which is why they write over each other) so "theoretically" it's just a case of merging them together in core ...
or call the gamecore functions from core ...
or you could do what everyone else has and ignore it ...
#8
Btw if its a function name issue why not change the over all name of that function and change the responding functions accordingly?
10/05/2010 (5:13 pm)
Thats seems as the best solution "Ignore it", is it that harmless to the actually game or is it to much work for anyone to bother?Btw if its a function name issue why not change the over all name of that function and change the responding functions accordingly?
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