Running my main in the Getting Started Tutorial
by Matthew Stewart · in Torque 2D Beginner · 07/21/2013 (5:37 pm) · 11 replies
I've completed all parts of the Getting started tutorial found here up to chapter 11 where it says "If you run the game now, you will see how ridiculously easy it was to implement our idea."
I cannot for the life of me figure out how to run the program. I have compiled the engine multiple times. If I run the Torque2D.exe file in the MyT2DProject (created as per the tutorial) I only get the single shaded background.
Everything that I have tried while using Build in VS 2012 has directed me to the .exe file in the original Torque 2D directory.
I am so close to being done and would love to see the fruits of my labor.
If anyone could help that would be a HUGE help to me so I can start tinkering around with some settings.
Thank you!
I cannot for the life of me figure out how to run the program. I have compiled the engine multiple times. If I run the Torque2D.exe file in the MyT2DProject (created as per the tutorial) I only get the single shaded background.
Everything that I have tried while using Build in VS 2012 has directed me to the .exe file in the original Torque 2D directory.
I am so close to being done and would love to see the fruits of my labor.
If anyone could help that would be a HUGE help to me so I can start tinkering around with some settings.
Thank you!
#2
//-------------------------- 7/21/2013 -- 20:22:19 -----
Console trace is off.
--------------------------------------------------------------------------------
Video Initialization:
--------------------------------------------------------------------------------
Video initialization:
Accelerated OpenGL display device detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 1024x768x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 660/PCIe/SSE2
Version: 4.3.0
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1
Max Texture Size reported as: 16384
OpenAL Driver Init
OpenAL Driver Init Success
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
_______________________________________________________________
I can't see any error in there. In the tutorial I copy and pasted all the code snippets that were given to me, so I don't think there can be any error. I will check again when I have some spare time.
I hope this can help discover the problem!
Thank you for your time
07/22/2013 (12:01 am)
This is the content of my console.log file.//-------------------------- 7/21/2013 -- 20:22:19 -----
Console trace is off.
--------------------------------------------------------------------------------
Video Initialization:
--------------------------------------------------------------------------------
Video initialization:
Accelerated OpenGL display device detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 1024x768x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 660/PCIe/SSE2
Version: 4.3.0
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1
Max Texture Size reported as: 16384
OpenAL Driver Init
OpenAL Driver Init Success
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
_______________________________________________________________
I can't see any error in there. In the tutorial I copy and pasted all the code snippets that were given to me, so I don't think there can be any error. I will check again when I have some spare time.
I hope this can help discover the problem!
Thank you for your time
#4
1. Syntax error
2. Module not loading
The log isn't showing syntax errors, so you should check your module. It would help if you enable the echo on the ModuleDatabase, which will give you more information.
07/22/2013 (5:46 am)
There are usually two causes for a game not running:1. Syntax error
2. Module not loading
The log isn't showing syntax errors, so you should check your module. It would help if you enable the echo on the ModuleDatabase, which will give you more information.
#5
In case you were wondering how to enable the echo on the ModuleDatabase, look in the main.cs located where your executable file is.
You should see the following lines
Simply set ModuleDatabse.EchoInfo to true to know when modules are loaded and if they were successfully loaded.
Set AssetDatabase.EchoInfo to true if you want to know when Assets are loaded and released.
Warning : You might see a lot of new information in the console.log file from these : use sparingly.
07/22/2013 (6:26 am)
@Matthew : What Michael suggested is right, you might find the cause of the problem faster that way.In case you were wondering how to enable the echo on the ModuleDatabase, look in the main.cs located where your executable file is.
You should see the following lines
// Set module database information echo. ModuleDatabase.EchoInfo = false; // Set asset database information echo. AssetDatabase.EchoInfo = false;
Simply set ModuleDatabse.EchoInfo to true to know when modules are loaded and if they were successfully loaded.
Set AssetDatabase.EchoInfo to true if you want to know when Assets are loaded and released.
Warning : You might see a lot of new information in the console.log file from these : use sparingly.
#6
I also rearranged the exec commands and methods in my main and got the spaceship game to work!
Thank you all SO much you were a great help!
07/22/2013 (12:58 pm)
I turned on the EchoInfo for the modules and found out that the error was in the module.taml file. I was missing a ">". If there's one thing I've learned in programming so far, it's that it's always the smallest things than can mess up your program so badly.I also rearranged the exec commands and methods in my main and got the spaceship game to work!
Thank you all SO much you were a great help!
#8
It will work much better if you generate a valid XML schema file for your code though, which you can do by following this section of the Getting Started Guide.
I also think you've just leveled up and get to choose a perk.
07/22/2013 (1:37 pm)
To save you the trouble of hand-editing Taml files, I recommend using either XML Notepad or Visual Studio Directly.It will work much better if you generate a valid XML schema file for your code though, which you can do by following this section of the Getting Started Guide.
I also think you've just leveled up and get to choose a perk.
#9
07/23/2013 (10:07 pm)
Yeah, just wait until you lose a semi-colon somewhere in a 10k line script file. I know Mitch remembers hearing me groan "aw, that's bullsh*t!" at least a dozen times during the Tower Animation Tool....
#10
Ron
07/23/2013 (10:22 pm)
once spent 7 hours looking for an extra ' ' (space) in 4K lines of Cold Fusion.... I hate script/code sometimes.Ron
#11
It's always madenning to write down some code, knowing that your logic is right, then spending the next few hours doubting everything just because you lost a semi-colon.
Teaches a lot about debugging and double-checking all the 'trivial' stuff.
07/23/2013 (10:39 pm)
Amen to that.It's always madenning to write down some code, knowing that your logic is right, then spending the next few hours doubting everything just because you lost a semi-colon.
Teaches a lot about debugging and double-checking all the 'trivial' stuff.
Associate Mike Lilligreen
Retired T2Der
Oh, and when changing script files, you do not need to recompile the engine to see the changes.