TGB Bug Causing Platform Problems.
by George Ison · in TGB Platformer Kit · 10/18/2011 (11:47 am) · 16 replies
Hello,
I have a quick question about the platformer kit. First, TGB has a bug that causes problems in debugging with Torsion. A fix for this is available and when I apply the fix and rebuild TGB it works perfectly and debugging within torsion for TGB is available again. The problem is that now the PSK kit will not work anymore, because the TGBGame.exe build that's included with the PSK has the bug as well.
Is there a way to get this fixed? Our project has grown so large we need in the worst way the torsion debugging features to work properly.
Thanks in advance.
I have a quick question about the platformer kit. First, TGB has a bug that causes problems in debugging with Torsion. A fix for this is available and when I apply the fix and rebuild TGB it works perfectly and debugging within torsion for TGB is available again. The problem is that now the PSK kit will not work anymore, because the TGBGame.exe build that's included with the PSK has the bug as well.
Is there a way to get this fixed? Our project has grown so large we need in the worst way the torsion debugging features to work properly.
Thanks in advance.
About the author
Love to engineer and develop just about anything. Our primary focus though is that of computer games and software tools.
#2
Please advise, thanks!
10/18/2011 (12:26 pm)
David thanks for the reply. Unfortunately, I don't own the PRO kit, just the standard. I have looked at what was in the PSK kit that I have and I don't see any actual source to merge? Basically, all I got unless Im overlooking this somewhere is a compiled TGBGame.exe to replace the current one with and some demo material of course.Please advise, thanks!
#3
10/18/2011 (1:23 pm)
Yes. The binary kit only provides the .cs files and a compiled version of the pro kit. To implement the fix for Torsion, you would need to use the pro version of the kit since the compiled version for the binary kit does not include that fix. I believe it was compiled on top of 1.7.4.
#4
Just for reference, this might be something you want to inform folks of when purchasing the PSK.
10/18/2011 (1:37 pm)
Thanks David,Just for reference, this might be something you want to inform folks of when purchasing the PSK.
#5
10/18/2011 (2:07 pm)
It's a third-party product and I wasn't really aware of it until you just put it on my radar.
#6
Thanks again.
10/18/2011 (2:12 pm)
I understand, but since we are on the topic I wanted to let you know I went straight and purchased it and began integrating it into the engine only to find out the directions included were not what they should be and that there was no generateProjects.bat file in the new version of TGB. However, lucky enough I found a post where Michael had ran into this before, so I had to add this product into the engine manually, see this thread. http://www.garagegames.com/community/forums/viewthread/127268 Thanks again.
#7
10/27/2011 (8:52 am)
George.... before I attempt to apply that manual "fix" in the thread you referenced can you confirm that this allows you to both run the platformer kit properly AND debug using Torsion?
#8
Confirmed. I applied the TGB bug fix for Torsion to the source. Then went back using Michael's directives for manually adding the platform kit to the source solution. Our project is back on track and both products are working perfectly thus far.
10/27/2011 (11:14 am)
Keith,Confirmed. I applied the TGB bug fix for Torsion to the source. Then went back using Michael's directives for manually adding the platform kit to the source solution. Our project is back on track and both products are working perfectly thus far.
#9
10/27/2011 (11:25 am)
Thank you, George. You've made my day!
#10
I was using the binary fix instead of changing the telnetDebugger.cc file.
10/29/2011 (4:07 am)
Nevermind, got it working.I was using the binary fix instead of changing the telnetDebugger.cc file.
#11
Once you have both, pieces of code merged into the engine and compiled. You have to grab a new version of the binary thats created after the compile and this is in the TGB game folder. Doing this was the only way I could get them both to work properly. If you have copied your executable to your game folder previously, this will no longer work right. It needs to be a new copy of TGBGame.exe from where you installed torque /TGB/gameData/T2DProject/TGBGame.exe
Let me clarify something, you need to compile the source as release. When I say debugging Im only using Torsion for debugging and not a compiled debug build. Debug builds do not work appropriately with the platformer from all that I have tested.
It is an aggravating hassle Keith, but in the end it does work. If debugging is as important to you as it is me then its a must have.
10/29/2011 (8:27 am)
Keith, Once you have both, pieces of code merged into the engine and compiled. You have to grab a new version of the binary thats created after the compile and this is in the TGB game folder. Doing this was the only way I could get them both to work properly. If you have copied your executable to your game folder previously, this will no longer work right. It needs to be a new copy of TGBGame.exe from where you installed torque /TGB/gameData/T2DProject/TGBGame.exe
Let me clarify something, you need to compile the source as release. When I say debugging Im only using Torsion for debugging and not a compiled debug build. Debug builds do not work appropriately with the platformer from all that I have tested.
It is an aggravating hassle Keith, but in the end it does work. If debugging is as important to you as it is me then its a must have.
#12
8>t2dPhysics.obj : error LNK2019: unresolved external symbol "bool __cdecl pskPlatform::isOneWay(class t2dSceneObject *)" (?isOneWay@pskPlatform@@YA_NPAVt2dSceneObject@@@Z) referenced in function "public: static bool __cdecl t2dPhysics::platformCollision(float,class t2dPhysics::cCollisionStatus *)" (?platformCollision@t2dPhysics@@SA_NMPAVcCollisionStatus@1@@Z)
8>t2dPhysics.obj : error LNK2001: unresolved external symbol "unsigned int pskPlatform::Mask" (?Mask@pskPlatform@@3IA)
These errors also "break" the TGB executable, and I have to completely uninstall and reinstall to get it working again.
I've successfully got it working on my laptop (also running XP), but Windows 7 seems to be having issues with the PSK files. Any ideas on what could be causing this?
11/13/2011 (1:14 pm)
OK... after having fixed this, my old PC (running XP) finally died a natural death. I've replaced it with a new PC running Windows 7 64 bit, and I cannot get this to work anymore. When I try compiling the project, I get the following errors:8>t2dPhysics.obj : error LNK2019: unresolved external symbol "bool __cdecl pskPlatform::isOneWay(class t2dSceneObject *)" (?isOneWay@pskPlatform@@YA_NPAVt2dSceneObject@@@Z) referenced in function "public: static bool __cdecl t2dPhysics::platformCollision(float,class t2dPhysics::cCollisionStatus *)" (?platformCollision@t2dPhysics@@SA_NMPAVcCollisionStatus@1@@Z)
8>t2dPhysics.obj : error LNK2001: unresolved external symbol "unsigned int pskPlatform::Mask" (?Mask@pskPlatform@@3IA)
These errors also "break" the TGB executable, and I have to completely uninstall and reinstall to get it working again.
I've successfully got it working on my laptop (also running XP), but Windows 7 seems to be having issues with the PSK files. Any ideas on what could be causing this?
#13
Im running win7 on everything and Im not having any issues. Ever now and again I will experience and unexplained crash or two when debuggin but the final builds never seem to have them, so its not been an issue yet. As for things just working on Win7 yes they do, now as for 64bit I do not know, I hate compatibility issues, so I just use 32 bit.
11/18/2011 (8:15 am)
Keith,Im running win7 on everything and Im not having any issues. Ever now and again I will experience and unexplained crash or two when debuggin but the final builds never seem to have them, so its not been an issue yet. As for things just working on Win7 yes they do, now as for 64bit I do not know, I hate compatibility issues, so I just use 32 bit.
#14
You got those errors in #12 while trying to build from source because the Platformer Kit Pro does not include Visual Studio projects with the sources; so you have to add them yourself as explained here
www.garagegames.com/community/forums/viewthread/127268
this is actually mentioned in #6 above.
@George
The debug build worked for me (Visual Studio 2008, Windows 7 64 ).
Suggestion to the Platformer Kit developer: please either provide updated Visual Studio projects with the Kit sources or add instructions how to build from source.
11/29/2011 (8:14 pm)
@KeithYou got those errors in #12 while trying to build from source because the Platformer Kit Pro does not include Visual Studio projects with the sources; so you have to add them yourself as explained here
www.garagegames.com/community/forums/viewthread/127268
this is actually mentioned in #6 above.
@George
Quote:Let me clarify something, you need to compile the source as release.
The debug build worked for me (Visual Studio 2008, Windows 7 64 ).
Suggestion to the Platformer Kit developer: please either provide updated Visual Studio projects with the Kit sources or add instructions how to build from source.
#15
You are right, I guess I should clarify that for me and I maybe an outcast here, the debug build compiles but was horribly unstable in my environment for some reason. Thus why I suggested the standard release build.
Secondly, I agree the Kit developer needs to make some changes to the documentation and a little better training (more advanced) tutorial in my opinion. We are using this kit in our new match game to control 3D objects, but the behaviors for me, do not work as easily as is said. We have changed things to work for us the way we need for what we are using of the kit and this maybe the authors intent, but if not it will surely aggravate newcomers I think.
11/29/2011 (8:29 pm)
@PedroYou are right, I guess I should clarify that for me and I maybe an outcast here, the debug build compiles but was horribly unstable in my environment for some reason. Thus why I suggested the standard release build.
Secondly, I agree the Kit developer needs to make some changes to the documentation and a little better training (more advanced) tutorial in my opinion. We are using this kit in our new match game to control 3D objects, but the behaviors for me, do not work as easily as is said. We have changed things to work for us the way we need for what we are using of the kit and this maybe the authors intent, but if not it will surely aggravate newcomers I think.
#16
The debug build does look a bit slowish yes. I did not have time yet to explore the kit, just got it yesterday; it looks interesting :)
11/29/2011 (8:36 pm)
@GeorgeThe debug build does look a bit slowish yes. I did not have time yet to explore the kit, just got it yesterday; it looks interesting :)
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