Game Development Community

1.4 shuts down

by RAPTER · in General Discussion · 10/03/2006 (7:03 am) · 16 replies

Whenever i try to edit the enivironment or try to load a new level torque shuts down on me and gives no error or warning it just up and quits. PLease help!!!!

-mike
-IST simulator developer

#1
10/03/2006 (7:31 am)
Anything in your console log file?
#2
10/03/2006 (7:42 am)
I dont think so. i havent checked it but it shouldnt be that, cause i just got a new computor and it has up to date everything. It used to be torque wouldnt load a mission file i was working on, so i thought ill update and now ill change something minute like the fog distance and it does the problem.
#3
10/03/2006 (12:36 pm)
The console log file will show a lot more than just issues with libraries. Check it out.
#4
10/05/2006 (6:19 am)
I looked and didnt see anything, mabye i got the wrong thing how do you access the console log?
#5
10/05/2006 (6:30 am)
Just looked agian with our computor tech guy here and there is nothing coming up as a error or anything
#6
10/26/2006 (6:21 am)
Torque keeps crashing and no problems are arising and there is nothing in the console log please help
#7
10/26/2006 (7:06 am)
What are the last 5 lines of your console log? Paste them in your next post.
#8
10/26/2006 (9:57 am)
Your blog was kind of pointless. All you had to do was keep checking this thread and answering our questions. So you were making modifications to the environment? You should have said you were trying to use the fxFoliageReplicator and were loading a .dts as the foliage file. No wonder it was shutting down. Use fxShapeReplicator. Be more detailed in what you were doing, what the problem is, and always post console.log messages in your thread so we can help. That's why we are a community, help us help you.
#9
10/27/2006 (8:17 am)
I am having a similar problem with the editors in 1.4.2 demo application. Granted my scripts are heavily modified but the editors are not and were working fine under 1.4

--------- Initializing MOD: Torque Creator ---------
Compiling creator/editor/editor.cs...
Loading compiled script creator/editor/editor.cs.
Compiling creator/editor/particleEditor.cs...
Loading compiled script creator/editor/particleEditor.cs.
Compiling creator/scripts/scriptDoc.cs...
Loading compiled script creator/scripts/scriptDoc.cs.
Compiling creator/ui/creatorProfiles.cs...
Loading compiled script creator/ui/creatorProfiles.cs.
Compiling creator/ui/InspectDlg.gui...
Loading compiled script creator/ui/InspectDlg.gui.
Compiling creator/ui/GuiEditorGui.gui...
Loading compiled script creator/ui/GuiEditorGui.gui.
Engine initialized...
LaunchMenu::onMenuSelect( LaunchMenu, 1, Tools )
Set::getObject index out of range.

Console shows nothing. Right after Set::getObject error the app closes, well.. most likely whatever is running after that is the problem..
#10
10/27/2006 (8:29 am)
Have you tried using trace(1)? That could probably tell you what object is out of range, and then we can trace and fix from there.
#11
10/27/2006 (9:04 am)
Heres the trace.

==>trace(1);
      Console trace is on.
   Entering updateConsoleErrorWindow()
   Leaving updateConsoleErrorWindow() - return 
Leaving ConsoleEntry::eval() - return 
Entering ToggleConsole(1)
   Entering [CanvasCursor]GuiCanvas::popDialog(Canvas, ConsoleDlg)
      Entering ConsoleDlg::onSleep()
      Leaving ConsoleDlg::onSleep() - return 500 300
      Entering [CanvasCursor]GuiCanvas::checkCursor(Canvas)
      Leaving [CanvasCursor]GuiCanvas::checkCursor() - return 1346
   Leaving [CanvasCursor]GuiCanvas::popDialog() - return 1346
Leaving ToggleConsole() - return 1346
Entering ToggleConsole(0)
Leaving ToggleConsole() - return 0
Entering LaunchMenu::onMenuSelect(1352, 1, Tools)
   LaunchMenu::onMenuSelect( LaunchMenu, 1, Tools )
Leaving LaunchMenu::onMenuSelect() - return 
Entering LaunchMenu::onMenuItemSelect(1352, 1, Tools, 0, GUI Editor)
      Entering GuiEdit()
         Entering GuiEditorOpen(1346)
            Entering [CanvasCursor]GuiCanvas::setContent(Canvas, GuiEditorGui)
               Entering MainMenuGui::onSleep(1346)
               Leaving MainMenuGui::onSleep() - return 
               Entering GuiEditor::onClearSelected(1729)
               Leaving GuiEditor::onClearSelected() - return 
               Entering [CanvasCursor]GuiCanvas::checkCursor(Canvas)
               Leaving [CanvasCursor]GuiCanvas::checkCursor() - return 1713
            Leaving [CanvasCursor]GuiCanvas::setContent() - return 1713
            Set::getObject index out of range.
            Entering MainMenuGui::onWake(1346)
            Leaving MainMenuGui::onWake() - return gotoWebpage("http://www.garagegames.com");
            Set::getObject index out of range.
            Entering GuiEditor::onClearSelected(1729)

*EDIT*

It seems to be a profile issue related to execution order. I got the editor to run when I execute it BEFORE the crator profiles. But it uses some of them so it is a little screwy.

*EDIT 2 *
The offending profile is GuiTreeViewProfile
If I execute that profile AFTER the GuiEditor no crash. But the editor uses that profile. Odd.
#12
10/27/2006 (11:52 am)
FIXED!.

The problem with the profile was it specifying a fontSize = 13. I commented that out and now everythings normal. Arg what a pita.

*EDIT*
Well, almost fixed. It doesn't crash when I open the editor now but if I try and save a gui it crashes.
I can't friggin win!
#13
10/27/2006 (5:07 pm)
You are getting there, though. So you modified a default profile? I try to avoid this by creating custom profiles with unique names.
#14
10/27/2006 (7:25 pm)
It was the stock profile :-x
I have narrowed it down to being some problem with the GuiTreeView control.
I switched the SaveFileDlg.gui with a 1.3 version and the save crash went away. The 1.3 version doesn't use the GuiTreeView control. I do not think I am in a position to fix whatever the problem is as I believe it is a C++ issue. So I will have to deal with it.
#15
10/31/2006 (6:49 am)
@Michael perry you said---Your blog was kind of pointless. All you had to do was keep checking this thread and answering our questions. So you were making modifications to the environment? You should have said you were trying to use the fxFoliageReplicator and were loading a .dts as the foliage file. No wonder it was shutting down. Use fxShapeReplicator. Be more detailed in what you were doing, what the problem is, and always post console.log messages in your thread so we can help. That's why we are a community, help us help you.-----

NO CONSOLE LOG ERROR FOR IT
USED FXFOLIAGEREPLICATOR AND FXSHAPEREPLICATOR WITH THE TREE THAT COMES WITH THE PROGRAM AND IT SHUTS DOWN.
ALSO I WORK EVERY OTHER DAY, I CHECK IT WHEN I WORK SORRY I COULDNT CHECK IT 24/7
#16
10/31/2006 (7:45 am)
Just a heads up, you can sometimes find the source of your error even if there is no error printed out. So, if the last function call had something to do with an fxReplicator, that narrows down the search for the crash. I'm sorry if my post was rude. I could have worded it better. However, I stand by what I said. I'm happy to try and help, but I was trying to help here in this thread that you created. At least we discovered the answer.

I know it must be a little confusing at first picking the right files for the different replicators. fxFoliageReplicator uses the 2D images like grass, wheat, ect. fxShapeReplicator loads in full models to replicate and animate. They parse the files and load different data, so that would be why the crash occurred.

fxShapeReplicator = trees and models
fxFoliageReplicator = foliage files (grass)

Good luck with the rest of the development, and let me know if I can help further.