Game Development Community

[EXTREMELY IMPORTANT] Hardware Issues or Something? (Revisited[?])

by Wol · in Hardware Issues · 10/18/2013 (1:39 pm) · 13 replies

Hi,

My friend wanted to help debug my game, so I told him to go and clone it from GitHub so he could test it out to find problems.

Well he did. :P It won't start for him, and his console says:

Quote://-------------------------- 10/18/2013 -- 12:41:25 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~2.40 Ghz
(timed at roughly 2.41 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Input Init:
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/main.cs.
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/game/main.cs.
setModPaths: invalid mod path directory name: 'mods'
Missing file: C:/Users/Peter/AppData/Roaming/HandDrawn-master/mods/main.cs!
Illegal CodeBlock path detected (no mod directory): main.cs
% - Initializing Common
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/preferences/defaultPrefs.cs.
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000

Using OpenGL rendering. Fullscreen: 0

Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/gameScripts/xml.cs.
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/gameScripts/properties.cs.
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/gameScripts/common.cs.
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/gameScripts/audio.cs.
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/gameScripts/canvas.cs.
Loading compiled script C:/Users/Peter/AppData/Roaming/HandDrawn-master/common/gameScripts/cursor.cs.
Binding server port to default IP
UDP initialized on port 0
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 320x320x32 (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: Intel
Renderer: Intel 965/963 Graphics Media Accelerator
Version: 2.0.0 - Build 8.14.10.1930
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 8)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 2)
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
WGL_EXT_swap_control

Max Texture Size reported as: 2048
Setting screen mode to 800x600x32 (w)...
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3

Voodoo 2 display device not detected.
Does that mean anything important? He's on Windows 7 using an EXE and DLLs that came with TGB 1.8 (the new version of 1.8, the fix).

What should I do?

About the author

The creator of HandDrawn. I keep this account seperate from my studio account.


#1
10/19/2013 (10:12 am)
Just so you know, guys, I promised to release my game to the public on the 25th, which is in less than a week. If this problem isn't fixed, it could mean that it's a problem that pertains to all windows computers which means I'll only be able to release a Mac version. :(

Thanks!
#2
10/20/2013 (4:45 am)
(All threads are important to their creators.)

Quote:
Voodoo 2 display device not detected.
Does that mean anything important? He's on Windows 7 using an EXE and DLLs that came with TGB 1.8 (the new version of 1.8, the fix).

It means exactly what it says: there's no Voodoo 2 card detected. If you look further down, you can see that he's got a Intel 965/963.

Quote:
setModPaths: invalid mod path directory name: 'mods'
Missing file: C:/Users/Peter/AppData/Roaming/HandDrawn-master/mods/main.cs!
Illegal CodeBlock path detected (no mod directory): main.cs

Are these in stock TGB too?
#3
10/20/2013 (7:35 am)
That's true...

It's weird, because when I test it myself on Windows 8 (using a virtual machine, because I have a Mac), it gives me the error with some builds and doesn't with others. I sent off one of the builds that seemed to work.

As for the "mods" thing, no, that is not stock TGB. I just didn't do a clean erase of that.
#4
10/20/2013 (7:54 am)
At any rate, how do I fix this voodoo bug? I doubt you can simply wave a magic wand and have it be installed...
#5
10/20/2013 (11:20 am)
It's not a bug. He doesn't have a Voodoo card, that's all.
#6
10/20/2013 (12:23 pm)
I remember seeing that problem awhile back. I don't think that the Voodo-2 thing is causing the crash, although I'm not Windows guru so I'm not quite sure. What version of Torque are you using?
#7
10/21/2013 (12:53 pm)
The Voodoo2 thing is just an old, very old, message indicating that a certain legacy device was not found -- harmless.
#8
10/21/2013 (4:26 pm)
If I had to guess (and I do...) I'd say that you have a script somewhere looking for something that it needs but can't find. I'm only guessing because I'm not at your computer looking over your shoulder.

If the Voodoo 2 message were the issue the log would probably have stopped right there. Since it finds both a D3D and OpenGL display device I'm pretty sure you're safe on that count.
#9
10/21/2013 (7:03 pm)
Okay, thanks guys. But if that didn't cause the problem, then what did? Because I sometimes get it with some builds. It's really unpredictable.
#10
10/22/2013 (6:43 am)
Are you new to programming? It seems like you might be - and that's fine; just understand that debugging is probably what you'll be doing far more than actually programming and it's not easy. In fact, it is usually downright confusing.

But that's the fun part of debugging, really - it's related to forensic science. Since none of us have your scripts to look at we have no way of knowing what is wrong.

Does it intermittently fail on your machine as well? On a third, fourth or fifth machine? What compiler are you using? How much RAM? VRAM? Are your drivers all up to date? Did you correctly install DirectX 9.0c? Are you using an embedded graphics accelerator? If so, which one - and did you check the compatibility notes? Did you change the root main.cs script? If so, what changed? Have you checked that all of your images and sounds are within required tolerances (image size, sounds compression rate, etc)?

So, you see, asking us here what is causing your problem there is like asking us why you like peanut butter and jelly sandwiches. How can we answer that without the background information required to understand the problem? Perhaps in your quest to answer some of the questions above you will find your issue - and perhaps not.
#11
10/22/2013 (8:14 am)
*Head explodes* Whoa! Thanks for the detailed reply. :)

Actually, I am rather new. I've noticed that if I call a delete function on an object that's already gone, the game gets angry and dies. I think that the problem with my EXE was that it didn't really like me.

I think the problem was that it was crashing before executing scripts. So I added a new Main.cs file in there and it seems to work now. :) Thanks for the help!
#12
10/22/2013 (12:41 pm)
Ok, if you're deleting things in TGB/T2D, use the safeDelete() method:
%myUnwantedObj.safeDelete();
This should stop crashes because of object deletions.

Also, never try to delete an object in its own callback.

And - don't monkey around in the root main.cs file until you are thoroughly familiar with T2D and what happens in that file. Not even kidding.

Keep plugging away - you'll learn as you go and before you know it you'll be a famous game developer. Or an unknown hobbyist like me....
#13
11/14/2013 (7:38 am)
Thanks so much for the help, everyone. My beta tester said it worked, however, since then, it seems to have gotten messed up again.

My testers (Windows 8 and 7 users) are saying that there's a bug with the Executable I gave them. Apparently, it just quits and doesn't leave a console log, which leads me to believe that the game isn't able to launch at all because of a core-related problem. Would you mind downloading the game from here:

https://github.com/KingKrazy/HandDrawn/archive/master.zip

and telling me if it works for you? The testers don't have too much computer experience, so I thought I might reach out (again) to the GG community. Really, all I need you to do is download the game, launch the executable and give me your console.log if its produced if it doesn't work. From there, maybe we could assess the problem even further?

I've asked my initial beta tester to upload the executable that seemed to work for him up to his git-hub, so I think if I'm able to transfer it into my build, it might fix the problem. I’ll let you know how it works!