Game Development Community

Kaboom in T3D

by none · in Torque 3D Beginner · 12/10/2012 (11:09 pm) · 15 replies

Hi I just bought the Kaboom pack and I've several times installed it onto a blank full template T3D 1.2 and it crashes every time that an object is about to be destroyed. I cant check the console because the game literally freezes completely. Any ideas?

#1
12/11/2012 (4:55 am)
No one has reported anything like this before... even though you say you can't check the console, is there anything of note in the console.log?
#2
12/11/2012 (10:45 am)
The only thing that I noticed is that it says the object exceeds the bounds on a few of the objects, but not all of them. Every object crashes game when it gets destroyed. I'll try to dig a little deeper and see whats happening. Any ideas of what I could be doing wrong?
#3
12/11/2012 (11:17 am)
Further looking at the console, every object has the issue where it says the collision exceeds bounds of the object and also several warnings appear saying "collision 1 could not be found" "collision 2 could not be found" ect.
#4
12/12/2012 (3:00 am)
Those are generally harmless warnings. Some artists have what Torque considers bad practice.

I have confirmed a hangup using T3D 1.2, and T3D OpenSource -- all other older versions continue to function with no issue. I never actually owned a license for 1.2, and at the time the port was done I was using 1.1. Bear with me as I try to find the problem.
#5
12/12/2012 (10:26 am)
No problem! I appreciate the help Michael!
#6
12/24/2012 (4:15 pm)
I just bought the kaboom pack 2 days ago, and I've noticed the same thing (using MIT 2.0 version).
#7
12/24/2012 (8:24 pm)
I haven't forgotten this, it's just been a really busy time of year so my response has been slow. Unfortunately I haven't tracked down the true issue with why the crash/hang is happening while using anything newer than the old retail 1.1 version. If I can't resolve it within the next few days I will try and post a temporary solution that would remove some small bit of functionality from the pack.
#8
12/25/2012 (2:31 pm)
No worries Michael! I haven't been able to need it anyway this month haha, so no rush!
#9
12/25/2012 (2:44 pm)
Hi Krystian Lahage,

If you're looking for a pack with destructible objects ready to use with Torque 3D, MIT and MIT 2.0 as well, which is great, very easy and simple to install and works nice (with Full template not Full PhysX) the product is titled DEMOLITION PACK 1 by. M.D.Fasel with (www.game3d.ch).

You can find it out at the link below:

http://www.game3d.ch/shop/

Have fun!
#10
12/25/2012 (5:57 pm)
Just tried this in T3D MIT 2.0

Looks like the destruction is working. However, I get a crash when trying to use the "handbomb".

Also, collision and material issues?

i226.photobucket.com/albums/dd48/stacalkas/screenshot_001-00000-2-1_zpsc475506f.jpg
#11
12/27/2012 (11:44 am)
Hi all,

Sorry to say, but Apparatus Kaboom Pack is one more product that does not work correctly, by the way; it does not work at all in Torque 3D MIT, even after carefully following all instructions of its installation.

No offense but GarageGames in advance should test all products before they are put on sale in their store to ensure that the end user will get what he is paying for.

For the end user, the feeling is similar that of having purchased a broken product or malfunctioning.

It is unacceptable and lamentable that such sort of thing remains to happen nowadays.

Season's Greetings,
#12
12/27/2012 (12:29 pm)
@Joao: as I've stated already, I never had a license for the 1.2 version of T3D, so it was never tested for it, only for previous versions. The pack does indeed work, fully so in older versions, but there is an unfortunate crash/hang issue that appears in newer versions of Torque related to explosions and/or debris. It was unforseen that there would be any such issue with a newer version of Torque, of which the MIT version is based upon.

@Britt: more details? Collision issues have not been reported before. Material issues may arise given that there are no materials defined -- this was intended as I felt it would be somewhat misleading to pretend that artificial normal and spec maps make for adequate materials. But seeing your screenshot maybe it was a faulty assumption on my part... looks like a simple thing to fix so I'll plan on an update with basic materials defined to prevent such things.

In over three years there never was a single complaint or issue reported with the pack, so the product has a history of having been viable and working. The port of the Kaboom pack making it compatible with T3D was done merely as a courtesy, although I never truly felt that the artwork was completely suitable for it -- which I've always been upfront about that in my blogs and discussions where I've mentioned Kaboom -- but enough people asked for it so it was done.

A fix for retail 1.2 and MIT versions of Torque will be forthcoming, and I'll either submit an updated package to GarageGames or have it removed from the store if the issue cannot be resolved satisfactorily without removing existing functionality.
#13
12/27/2012 (1:42 pm)
@Michael,

Thanks for responding.

I really hope you be successful trying to fix the problems of the Kaboom Pack with Torque 3D 1.2 and Torque 3D MITs, moreover, considering the experience you have with Torque Script programming I believe this won't be a so hard task for you.

Good luck!

Cheers,
#14
12/27/2012 (2:02 pm)
@Michael


Player can walk through certain objects.
#15
02/22/2013 (12:02 pm)
lol... must only put the collision i think.. select visible or?