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Tgea Rc1 Release

by Brian Ramage · in Torque Game Engine Advanced · 02/08/2007 (6:28 pm) · 37 replies

It's up. Remaining issues are gui/text related to the "demo" mission. Here's the changelog (sorry for the formatting, it's pretty raw from SVN:

-----------------------------------------------------

GFX device destroy fix.

-checking in fonts for the main screen, and slight adjustments to the GUI

- Upped the font version.
- Rearranged main menu dialog to remove the products tab.

Atlas rendering fix - fixed missing chunks in reflection.

Another Spilman telnet debugger fix.

- Added a bunch of assets from TGE 1.5
- Merged TGE 1.5 demo GUI over.

Fixed V8 broken project dependencies.

Fixed sky init problem.

Material loading change - puts off loading textures until level load.

- Changed assert to a fail-out Con::warn since this seems to happen in the GUI editor.

- Fix for #2543; changed inspector to use setDatablock when setting a datablock field called datablock.
- Also fixed some network mask weirdness with lights.
- Made lightobject datablock check more robust.
- Fixed GuiStackCtrl that wasn't getting registered by the inspector.
- Tweaked accelerator key compare that was broken.

- Updated paths to point to art present in demo directory, as fix to bug #2573.

Fix for bug #1172; confirmed that cloud layers work.

Fixed openWebBrowser (merged with TGE 1.5).
Added "isFullscreen()" console function.

- Fix for #2542, added special case for numpad (as ToAscii can't seem to detect it).

- Some code cleanup.
- Re-enabled the sky on/sky texture enable flags.

Replaced MS Lobby cubemap with our own Garage cubemap.

- Updated VC8 solution file for bug #2570.

Fixed coordinate mismatch for texture locks.

- Made the window manager only be destroyed after GFXDevie shutdown - no special behavior on WM_CLOSE now.

Fixed texture problem when switching to fullscreen.

Fixed issues with VC7 & VC8 project files:
Fixed remaining TSE->TGEA renaming.
Fixed broken VC7 compiling.
Fixed VC8 debug/release project configurations
Fixed map2dif / map2dif plus projects in vc7/map2dif

- Fix for #2571, libqslim.lib needs to be checked as dependency in SDK

- Removed broken DIF to fix bug #2550.

- Converted newlines to be appropriate.
- Some cleanups for nicer builds.

- Updated build system to produce a nice zip (hopefully).

About the author

I have over 16 years of professional game development experience at both AAA studios like Dynamix, to indie studios like GarageGames and my own Black Jacket Games. I worked for 5 years at GarageGames as the lead developer on TGEA (precursor to T3D).

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#1
02/08/2007 (6:29 pm)
Log continued:
--------------------------------------------

- Band-aid fix for some intermittent terrain-blender-related asserts in debug.

- Tweaked binary copy command.

- Added batch file to kick off build system activities.

-Joe's new orc.

-Demo version changed to MS4.2
-Updated VC8 projects

- Fix typo in mission for bug #2536.

bug #2555 - fix for zero-prim draw.

- Fix for bug #2554, crash editting camera spline path.

- Clean up terrain convexes when we destroy the terrain. Fixes bug #2561.

- Fixed snafu in glowbuffer that was causing it to not be notified of resolution changes.

- Tweaked foliage replicator a bit, works properly with terrain_water_demo.

- Tweaked the detail pass settings a bit.

- Further niceness work on the detail pass shader.

- Fix for bug #2560, bad atlas detail map rendering.

- Fix for bug #2537, editor now respects camera position when toggling editor in/out.

Added default material setup. New materials are created for unmapped textures.

- Properly update the grid info when we do a terraform operation. This prevents lots of rendering issues when using the editor.

Maya exporters added to codebase along with dtsSDKPlus, and updates to dtsSDK. Projects put into SDK projects for vc7 and 8.

-Fix for editor "F" key bug. GuiTreeViewCtrl was incorrectly trapping key events when it was set as the FirstResponder. It would return true from 'onKeyDown' when no processing had really taken place.

-References to "Torque Shader Engine" have been changed to "Torque Game Engine Advanced"
-Select references of "TSE" changed to "TGEA", some were left (in comments) because there were very few of them, and they were referring to when code got ported/merged into TSE.
-VC7 and VC8 project files changed TSE->TGEA and "Torque Shader Engine" to "Torque Game Engine Advanced" and tested in both debug and release mode.

PNG resolution issues fixed - now supports textures larger than 2048.
Minor documentation on cubemaps.

- Added a ton of profiler blocks to help track down leaks.
- Identified a leak in lighting kit code. (Maybe.)
- Seem to be leak free now - am getting conflicting reports, though, so I won't swear to it.

- Added some comments to the RenderElemMgr.

- Updated profiler path to give informative info when called from non-main thread.

- Some further memory leak fixes.

- Tweak some code layout.
- Fix a memory leak (failing to delete the image cache).
- Slightly more thorough cleanup of mLevels.
#2
02/08/2007 (6:43 pm)
O . O

Wow some nice fixes in there can't wait to try it out. Thanks!

Meh....It crashing on startup with pre-compile. I did a recompile of the code and debug came up with a Failed to open shader stream(shadergen.cpp@67). Had a similiar error when I first started using TSE have to dig up the info on how to fix this.
#3
02/08/2007 (7:03 pm)
Hmm.. nifty, will have to check it out and start the fun (sarcasm) merging process once again. :)
#4
02/08/2007 (7:04 pm)
Already started playing with it myself....
#5
02/08/2007 (7:37 pm)
Un-read only the folder, the windlibary.cpp in my TSEA project folder Lib and Main. Not getting rid of the shaderstream error >.< never really solved it back then either.
#6
02/09/2007 (5:51 am)
Anyone have a quick fix for this cannot open shader stream? Apparently something got turned back on and is causing me this error again.

Are we supposed to start using DX9.0 SDK 2K6 December edition now?
#7
02/09/2007 (6:02 am)
I can not reproduce your error, Cornell. What are you doing exactly? What mod?

I am using DX 9.0 2006 October SDK still.
#8
02/09/2007 (6:23 am)
Not doing anything special. I downloaded the RC1 press the TSEA button and it kept crashing with no error. So I rebuilt a Debug of the Build and thats where Unable to open shaderstream error dialog box came up. Using the same VC++ configuration setup as with the 4.2 build and had no problems compiling and running it.\

PS. Only the same warnings that been there forerever in compiling came up.
#9
02/09/2007 (6:39 am)
EDIT: Moved to bug forum where it should be.

Ah the dangers of posting after a long night at the keyboard.
#10
02/09/2007 (9:21 am)
Are the CVS folders finally stripped out of the download? I was getting mildly annoyed at having to do that myself.
#11
02/09/2007 (9:29 am)
Don't own a copy of the full version. Kinda sucks I would have to waste money on it just to compile something seeing as not a hardcore programmer.

But even the precompile executable isnt even working and that was probably done with a full version from GG.
#12
02/09/2007 (10:06 am)
@Cornell

I'm sorry, I probably should've posted that in bug section instead. I was actually posting about something I considered a bug. Sorry to confuse you there.

Express will work fine for you. Usually when I have that happen with the shaderstream it means something in the example/shader folder is write protected. Make sure that entire folder isn't read only.
#13
02/09/2007 (5:09 pm)
Well finally found out whats the cause of my shader error. Its Winzip, if I uncrompress with winrar TSEA works fine.

hehe Detail mapping 4TW!
#14
02/09/2007 (5:35 pm)
Out of curiousity can we now compile with the December version of DirectX SDK?

Cheers

addikt
#15
02/10/2007 (12:04 am)
Also another quick silly question, but I cant seem to get the app icon to work in vc8 compile. Is there an option in the project somewhere that links to the icon? Ive copied the icon from vc7 across, but it still doesnt work... :)
#16
02/10/2007 (1:18 am)
Addiktive, from my investigations, you cannot have an icon resource with the free edition of VC2005.
Its quite a clever ploy by MS.. almost makes me feel like buying VC2005 just so I can have an Icon !
#17
02/10/2007 (1:52 am)
Cheers for the response...

Im currently trying to get our project running with RC1, but it keeps crashing to desktop, I cant figure out whats causing it....

This is what the console is spewing out....Ive never come across it before, any ideas?

//-----------------------------------------------

Executing legend/server/scripts/fps.cs.
Executing legend/server/scripts/player.cs.
Executing legend/data/shapes/spaceOrc/player.cs.
Validation required for shape: legend/data/shapes/spaceOrc/player.dts
Executing legend/server/scripts/crossbow.cs.
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
Error: shape legend/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
*** LOADING MISSION: legend/data/missions/taos.mis
*** Stage 1 load
*** Stage 2 load
Executing legend/data/missions/taos.mis.
AtlasFile::load - loading Atlas resource 3ba79a0 with legend/data/terrains/Gurth006.atlas
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
AtlasFile::load - loading Atlas resource 65463c0 with legend/data/terrains/Gurth005.atlas
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
AtlasFile::load - loading Atlas resource 67d7b00 with legend/data/terrains/Gurth003.atlas
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
AtlasFile::load - loading Atlas resource 7836b00 with legend/data/terrains/Gurth002.atlas
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
AtlasFile::load - loading Atlas resource 7d2d850 with legend/data/terrains/Gurth001.atlas
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
*** Mission loaded
Mission Type: 
Connect request from: IPX:00FC0902:0A710A770A7A:32778
Connection established 1654
CADD: 1655 local
*** Sending mission load to client: legend/data/missions/taos.mis
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
pushDialog(): Invalid control: OverlayDlg
legend/client/scripts/loadingGui.cs (22): Unable to find object: 'OverlayNextPage' attempting to call function 'setVisible'
legend/client/scripts/loadingGui.cs (23): Unable to find object: 'OverlayPrevPage' attempting to call function 'setVisible'
Mapping string: MsgLoadDescripition to index: 3
Mapping string: MsgLoadInfoDone to index: 4
Mapping string: MsgClientJoin to index: 5
Mapping string: Welcome to the Torque demo app %1. to index: 6
Mapping string: Visitor to index: 7
Mapping string: MissionStartPhase1 to index: 8
*** New Mission: legend/data/missions/taos.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
Validation required for shape: legend/data/shapes/spaceOrc/player.dts
Error: shape legend/data/shapes/crossbow/ammo.dts-collision detail 1 (Collision-3) bounds box invalid!
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Allocating a 512 px clipmap for a 4096px source texture.
   - 3 base clipstack entries, + 1 cap.
   - Using approximately 5.320000MB of texture memory.
AtlasClipMap::initClipStack - could not find shader 'AtlasShader2'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader3'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader4'!
AtlasInstance2::onAdd - took 906 ms to fill clipmap with texture data.
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Allocating a 512 px clipmap for a 4096px source texture.
   - 3 base clipstack entries, + 1 cap.
   - Using approximately 5.320000MB of texture memory.
AtlasClipMap::initClipStack - could not find shader 'AtlasShader2'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader3'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader4'!
AtlasInstance2::onAdd - took 1047 ms to fill clipmap with texture data.
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Allocating a 512 px clipmap for a 4096px source texture.
   - 3 base clipstack entries, + 1 cap.
   - Using approximately 5.320000MB of texture memory.
AtlasClipMap::initClipStack - could not find shader 'AtlasShader2'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader3'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader4'!
AtlasInstance2::onAdd - took 703 ms to fill clipmap with texture data.
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Allocating a 512 px clipmap for a 4096px source texture.
   - 3 base clipstack entries, + 1 cap.
   - Using approximately 5.320000MB of texture memory.
AtlasClipMap::initClipStack - could not find shader 'AtlasShader2'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader3'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader4'!
AtlasInstance2::onAdd - took 1000 ms to fill clipmap with texture data.
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Allocating a 512 px clipmap for a 4096px source texture.
   - 3 base clipstack entries, + 1 cap.
   - Using approximately 5.320000MB of texture memory.
AtlasClipMap::initClipStack - could not find shader 'AtlasShader2'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader3'!
AtlasClipMap::initClipStack - could not find shader 'AtlasShader4'!
AtlasInstance2::onAdd - took 875 ms to fill clipmap with texture data.
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...

Edit: After thinking about it, its probably due to the fact I will need to Remake my atlas files with the new engine... I assume thats why its crashing, Ive tried everything else....
#18
02/10/2007 (7:10 am)
Atlas files have been remade, and I still get the same errors about the AtlasClipMap.

Help! Any ideas?


Edit - found the problem with the AtlasClipMap, the shaders.cs file in client/ui wasn't up to date, but unfortunately the mission still CTDs, and there are not errors in the log file.

Edit2:
Seems RC1 doesn't like our atlas terrain, which caused no problems to 4.2 (apart from terrain texture issues already reported)

Has there been some change to the code to generating atlas files?

Here is what I am currently using:

atlasOldGenerateChunkFileFromRaw16("LegendAtlas/data/terrains/Gurth001.raw", 2048, 2, 1000/65536, "LegendAtlas/data/terrains/Gurth001.chu", 0.4, 4);
importOldAtlasCHU("LegendAtlas/data/terrains/Gurth001.chu", "LegendAtlas/data/terrains/Gurth001_geometry.atlas");
atlasGenerateTextureTOCFromLargeJPEG("LegendAtlas/data/terrains/Gurth001.jpg", 4, "LegendAtlas/data/terrains/Gurth001_texture.atlas");
atlasGenerateUniqueTerrain("LegendAtlas/data/terrains/Gurth001.atlas", "LegendAtlas/data/terrains/Gurth001_geometry.atlas", "LegendAtlas/data/terrains/Gurth001_texture.atlas");

The texture is a 8192 JPG.

I've been able to place the waterdemo terrain into our mission just fine, so that proves our project folder is now correct.
#19
02/10/2007 (11:38 am)
Air Ace is crashing also when entering the mission. In debug I get 2-3 frames of gfx before it dies. In release it goes straight to hell.

Its crashing in atlasClipMapUniqueCache.cpp in line 341:
while(curIn < endIn)
               {
                  *curOut = (*(U32*)curIn) & 0x00FFFFFF;    <---- here
                  curIn+=3;
                  curOut++;
               }

I suspect that its due to us using 2 atlas terrains in the same level. Will investigate later today. Aren't you using the same setup addiktive with 2 terrains?
#20
02/10/2007 (12:39 pm)
That crash isn't related to 2 terrains, as we had it with 4.1... We re-generated the terrains with no issues following, but it was something we were curious about
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