Default errors and my simple fixes
by Ace · in Torque Game Engine · 01/29/2006 (12:34 pm) · 14 replies
My object here was to get rid of all the default console spam before i start over with torque this is what i found and did , if you have a better way , post it so i can add or replace what is needed.
1. error
Missing file: common/defaults.cs!
1a. error fix //In the file common/main.cs comment out //exec("./defaults.cs");(thanks midhir and stefan)
2. error
Missing file: starter.fps/data/terrains/scorched/propertyMap.cs!
2a, error fix //It want the old scorched planet stuff i just added the old scorched folder, it contians the property,cs with
addMaterialMapping( "scorched_lt", "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
addMaterialMapping( "scorched_dk", "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
and the scorched_lt png and tthe scorched_dk png , and scorchedplanet.ter
3. error
Missing file: starter.fps/client/ui/QuitGui.gui!
3.a error fix // in client init.cs comment out //exec("./ui/QuitGui.gui");
4.error
Executing starter.fps/data/missions/stronghold.mis.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
keeps going about 30 times
4a.error fix1//onNeedRelight happens when an interior is moved, as a hook to the editor. Feature demo and some other mods have a dummy function that shuts up the spew. Just add
function onNeedRelight() { }
at the top of common\client\missionDownload.cs
4b.error fix2//A better fix for point 4 is to place the proper function in there and not just a dummy function.
function onNeedRelight()
{
if( RelightMessage.visible == false )
RelightMessage.visible = true;
}
thanks tim
4c.error fix3//I Tracked the OnNeedRelight bug to the editor files at the creator directory.
OnNeedRelight resides in ./editor/EditorGui.cs but it's not loaded until the editor is invoked. The fix for this was loading this file in creator/main.cs
just add
exec("./editor/EditorGui.cs");
thanks Bruno
your choice on 4
5. errors
Could not locate texture: starter.fps/data/shapes/player/base.lmale
Could not locate texture: starter.fps/data/shapes/player/base.lmale
Could not locate texture: starter.fps/data/shapes/player/crossbow
Could not locate texture: starter.fps/data/shapes/player/clip
Could not locate texture: common/ui/bs
5a. errors fix // i just made a very small png with a dot in it and copied and renamed it for all errors and put in dir
6. error
No such file 'starter.fps/data/shapes/lanterns/Mtl'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.jpg'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.png'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.gif'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.bmp'.
6. errorfix // sames as error5 added a Mtl.png to the folder
7. error
Error: shape starter.fps/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
7a. error fix// ingnore this error or replace the ammo.dts
8. error
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
8a. error fix // in crossbow.cs change ejectionVelocity to 0.1 from 0.0
datablock ParticleEmitterData(CrossbowBoltEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0.1; //was 0
9. errors
exec: Warning! Found a DSO from the future! (starter.fps/client/prefs.cs.dso)
exec: Warning! Found a DSO from the future! (starter.fps/client/config.cs.dso)
exec: Warning! Found a DSO from the future! (starter.fps/server/prefs.cs.dso)
9a. error fix // There are several warnings "Found a DSO from the future!" g just delete all the DSO's
9b. OH but they come back...so i dont know just yet
9c. ok now when i changed the crossbow.cs it also foud a crossbow.cs from the future too //i have no idea what is going on with 9
9d explaination //From the future" is just a creative way of saying "found a newer .cs, compilling to DSO". you will get this every time you change or add a .cs. (thanks Allyn)
1. error
Missing file: common/defaults.cs!
1a. error fix //In the file common/main.cs comment out //exec("./defaults.cs");(thanks midhir and stefan)
2. error
Missing file: starter.fps/data/terrains/scorched/propertyMap.cs!
2a, error fix //It want the old scorched planet stuff i just added the old scorched folder, it contians the property,cs with
addMaterialMapping( "scorched_lt", "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
addMaterialMapping( "scorched_dk", "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
and the scorched_lt png and tthe scorched_dk png , and scorchedplanet.ter
3. error
Missing file: starter.fps/client/ui/QuitGui.gui!
3.a error fix // in client init.cs comment out //exec("./ui/QuitGui.gui");
4.error
Executing starter.fps/data/missions/stronghold.mis.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
onNeedRelight: Unknown command.
keeps going about 30 times
4a.error fix1//onNeedRelight happens when an interior is moved, as a hook to the editor. Feature demo and some other mods have a dummy function that shuts up the spew. Just add
function onNeedRelight() { }
at the top of common\client\missionDownload.cs
4b.error fix2//A better fix for point 4 is to place the proper function in there and not just a dummy function.
function onNeedRelight()
{
if( RelightMessage.visible == false )
RelightMessage.visible = true;
}
thanks tim
4c.error fix3//I Tracked the OnNeedRelight bug to the editor files at the creator directory.
OnNeedRelight resides in ./editor/EditorGui.cs but it's not loaded until the editor is invoked. The fix for this was loading this file in creator/main.cs
just add
exec("./editor/EditorGui.cs");
thanks Bruno
your choice on 4
5. errors
Could not locate texture: starter.fps/data/shapes/player/base.lmale
Could not locate texture: starter.fps/data/shapes/player/base.lmale
Could not locate texture: starter.fps/data/shapes/player/crossbow
Could not locate texture: starter.fps/data/shapes/player/clip
Could not locate texture: common/ui/bs
5a. errors fix // i just made a very small png with a dot in it and copied and renamed it for all errors and put in dir
6. error
No such file 'starter.fps/data/shapes/lanterns/Mtl'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.jpg'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.png'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.gif'.
No such file 'starter.fps/data/shapes/lanterns/Mtl.bmp'.
6. errorfix // sames as error5 added a Mtl.png to the folder
7. error
Error: shape starter.fps/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
7a. error fix// ingnore this error or replace the ammo.dts
8. error
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
8a. error fix // in crossbow.cs change ejectionVelocity to 0.1 from 0.0
datablock ParticleEmitterData(CrossbowBoltEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0.1; //was 0
9. errors
exec: Warning! Found a DSO from the future! (starter.fps/client/prefs.cs.dso)
exec: Warning! Found a DSO from the future! (starter.fps/client/config.cs.dso)
exec: Warning! Found a DSO from the future! (starter.fps/server/prefs.cs.dso)
9a. error fix // There are several warnings "Found a DSO from the future!" g just delete all the DSO's
9b. OH but they come back...so i dont know just yet
9c. ok now when i changed the crossbow.cs it also foud a crossbow.cs from the future too //i have no idea what is going on with 9
9d explaination //From the future" is just a creative way of saying "found a newer .cs, compilling to DSO". you will get this every time you change or add a .cs. (thanks Allyn)
About the author
Ace Owner of NoESCape.sytes.net starting from the beginning on 3d torque
#2
If Torque works without having defaults.cs in the common dir to begin with, then you remove the exec for it as it's probably just someone who forgot to remove it.
01/29/2006 (1:11 pm)
Quote:
1. error
Missing file: common/defaults.cs!
1a. error fix //copy the client defaults.cs to common dir,
If Torque works without having defaults.cs in the common dir to begin with, then you remove the exec for it as it's probably just someone who forgot to remove it.
#3
1a. In the file common/main.cs comment out //exec("./defaults.cs");
This is much cleaner than duplicating your defaults.cs =)
01/29/2006 (2:32 pm)
To be more specific about what Stefan said:1a. In the file common/main.cs comment out //exec("./defaults.cs");
This is much cleaner than duplicating your defaults.cs =)
#4
01/29/2006 (3:18 pm)
Yeah, doh.. my english (:
#5
01/29/2006 (3:50 pm)
Thanks i updated the above
#6
This really isn't a fix. The proper fix would be to remove/modify the code attemping to call these missing items. Do we know where this code is?
02/05/2006 (6:38 pm)
Quote:5a. errors fix // i just made a very small png with a dot in it and copied and renamed it for all errors and put in dir
This really isn't a fix. The proper fix would be to remove/modify the code attemping to call these missing items. Do we know where this code is?
#7
02/05/2006 (6:50 pm)
As with problems 6, 5, and 4. I'd like "real fixes", otherwise you might as well leave the errors. (They are just warnings, not fetal errors.)
#8
5. replace the player model with your own
6. remove the lanterns folder and rplace it with your own
those errors have been in effect for a very long time if they have nt fixed them yet they probaly dont intend to
02/05/2006 (10:26 pm)
Well the real fix is obious ( i thought) 5. replace the player model with your own
6. remove the lanterns folder and rplace it with your own
those errors have been in effect for a very long time if they have nt fixed them yet they probaly dont intend to
#9
6. I don't use any lanterns that I'm aware of. Again, where exactly are these calls to the missing items so we can remove them?
02/06/2006 (9:14 am)
5. I already have all models in that I want and I can't find in the code where base.lmale is even being referenced to change it to point to my model.6. I don't use any lanterns that I'm aware of. Again, where exactly are these calls to the missing items so we can remove them?
#10
and the reason for this post i would like beter fixes also, but i settle for what works
02/07/2006 (8:09 pm)
Ok so now you know why i have my fixes, sorry thats the best i can do as i didnt create the errorsand the reason for this post i would like beter fixes also, but i settle for what works
#11
02/07/2006 (10:17 pm)
A better fix for point 4 is to place the proper function in there and not just a dummy function.function onNeedRelight()
{
if( RelightMessage.visible == false )
RelightMessage.visible = true;
}
#12
Still better fix for point 4 is executing the original function that is already there :
On my second post in this thread it shows how.
02/08/2006 (4:08 am)
@Ace & Tim,Still better fix for point 4 is executing the original function that is already there :
On my second post in this thread it shows how.
#13
02/08/2006 (4:54 am)
I somewhat agree Bruno, but what i posted is from the very script you mention (in your thread) and is the exact function as found in that script. Also when i release my game i'm not distrubiting with the creator folder so it's not an ideal fix for me & as far as i can tell nothing else in that script is of any use.
#14
The path /common/ui/bs is hardcoded in GuiDirectoryTreeCtrl.cc in GuiDirectoryTreeCtrl::buildIconTable:
bool GuiDirectoryTreeCtrl::buildIconTable(const char * icons)
{
// Icons should be designated by the bitmap/png file names (minus the file extensions)
// and separated by colons (:).
if (!icons)
icons = StringTable->insert("common/ui/bs:common/ui/folder:common/ui/folder_closed");
return Parent::buildIconTable( icons );
}
A better fix might be to remove it from here and re-compile :-)
03/07/2006 (7:05 pm)
If you are getting a "common/ui/bs" not found error, I believe that problem is a little more serious. The path /common/ui/bs is hardcoded in GuiDirectoryTreeCtrl.cc in GuiDirectoryTreeCtrl::buildIconTable:
bool GuiDirectoryTreeCtrl::buildIconTable(const char * icons)
{
// Icons should be designated by the bitmap/png file names (minus the file extensions)
// and separated by colons (:).
if (!icons)
icons = StringTable->insert("common/ui/bs:common/ui/folder:common/ui/folder_closed");
return Parent::buildIconTable( icons );
}
A better fix might be to remove it from here and re-compile :-)
Torque Owner AllynMcelrath