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Mac Bug: DTS Loads In Torque 1.4, Crashes 1.5

by Scott Doerrfeld · in Torque Game Engine · 04/11/2007 (1:52 pm) · 1 replies

I have encountered a very bizarre and elusive bug regarding one of my DTS models created with 3D Studio Max. It loads just fine in Torque 1.4 (Mac) as well as Torque Showtool Pro, but when I load the same model in Torque 1.5 (Mac), the engine crashes with no console output. The program exits with 'EXC_BAD_ACCESS'.

The model is set up with multiple objects. So far I've tried exporting it piece by piece. Some combinations of mesh objects will crash the engine, others will work just fine. The crazy part is there really is no rhyme or reason to which combinations cause the crash. (In other words, the problem cannot be attributed to a single mesh object. Rather, it is certain combinations that cause the crash.)

Can anyone offer some suggestions for sniffing out this bug? Anyone ever come across something similar?

NOTE: This problem does not exist on the Torque 1.5 Windows version.

#1
04/11/2007 (2:01 pm)
Here's the thread output from the debugger at the point it crashes:

#0  ??
#1  write_backing_store
#2  do_barray_io
#3  access_virt_barray
#4  consume_data
#5  jpeg_start_decompress
#6  GBitmap::readJPEG
#7  constructBitmapJPEG
#8  ResManager::loadInstance
#9  TextureManager::loadBitmapInstance
#10 TextureManager::loadTexture
#11 MaterialList::load
#12 MaterialList::load
#13 TSShape::preloadMaterialList
#14 TSStatic::onAdd
#15 SimObject::registerObject
#16 NetConnection::ghostReadPacket
#17 GameConnection::readPacket
#18 NetConnection::handlePacket
#19 ConnectionProtocol::processRawPacket
#20 NetConnection::sendPacket
#21 NetInterface::processServer
#22 DemoGame::processTimeEvent
#23 GameInterface::processEvents
#24 DemoGame::main
#25 _MacCarbRunTorqueMain
#26 ThreadRunHandler
#27 _pthread_body