Game Development Community

TGB crashes when left unattended.

by AzraelK · in Torque Game Builder · 11/03/2006 (3:45 pm) · 9 replies

If you left TGB open and then use other program like flash or even adobe reader for an extended period or you just leave it unattended it will eventually crash, has anyone had this problem?

#1
11/03/2006 (9:54 pm)
How long is the extended period of time?
#2
11/04/2006 (7:27 am)
Another important question, I think, is are you referring to stock TGB, or have you loaded up a level with other assets/code? Is this in the level builder, or while leaving a project running?
#3
11/06/2006 (7:20 am)
I just leave the editor with a custom level open, nothing running. Does this means no one has this problem but me?
#4
11/06/2006 (12:00 pm)
I have left the editor up and running for days at a time and not experienced any problems with it crashing.

What version of TGB are you running?

So, when you say a "custom level open" do you mean that you have opened it into the editor and not tried to run the level? I have seen TGB crash if you have a routine that is looping and generating console writes, it will evenually overflow the console buffer and crash TGB. If you run the level and then exit back to the editor, if you have code that is in a loop it can continue to run even after you return to the editor.

Does this happen anytime you open the editor or just on a specific project?

You might check your console log and see if it has anything to indicate the source of the crash.
#5
11/06/2006 (2:54 pm)
Is in my projects actually, Im trying not Running the code and leave the TGB open, and so far so good, so yes aparently it is my game the one that is crashing not TGB.

How can I check which objects have caused the crash? (obviously I cant use the console)
#6
11/06/2006 (4:45 pm)
Have you checked the console logs? You would probably be able to find the answer (or at least a nudge in the right direction) there.
#7
11/07/2006 (4:13 pm)
If you're doing anything in t2dSceneGraph::onUpdateScene, you can fill up the console with text after executing that code due to "Object not found" warnings (I've run into this personally before). It's a known issue that TGB will crash if you dump too much into the console.

The same applies to the t2dSceneWindow mouse event callbacks (onMouseClick, onMouseMove, etc.).

It's generally a good idea to do name your scenegraph and run update code on that namespace to avoid running game-related code while in the editor. For the scene window you can just use the SceneWindow2D namespace, since that's its default name.
#8
11/17/2006 (8:10 pm)
I have had it lock up my computer if I leave it sitting in the test level program for too long.. but this may not be TGB related.
#9
11/18/2006 (11:47 am)
TGB does not have any inherent problems with crashing if left open for extended periods of time. Time based crash bugs are going to come from code you add for your games. I recently set up TGB to run iterative simulations to test my AI algorithms at different settings. The process was something like, run 10,000 games with the AI at this setting, increment setting, run another 10,000 games, increment, run 10,000, increment, etc. I left TGB running for nearly 24 hours to do literally millions of iterations of my game and it never had a problem being open that long. It should be noted that all my simulation output was sent to an output file and not to the console.