Can't set car as control object
by Dennis Kelch · in Hardware Issues · 05/23/2009 (8:32 pm) · 19 replies
I'm trying to use the car from the starter.racing game as the control object but I can't get it to work. When I try to start the game I'm not getting any clear errors but the game freezes when it's loading objects. Please help.
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Game duration in secs, no limit if the duration is set to 0
$Game::Duration = 20 * 60;
// When a client score reaches this value, the game is ended.
$Game::EndGameScore = 30;
// Pause while looking over the end game screen (in secs)
$Game::EndGamePause = 10;
//-----------------------------------------------------------------------------
// Functions that implement game-play
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function onServerCreated()
{
// Server::GameType is sent to the master server.
// This variable should uniquely identify your game and/or mod.
$Server::GameType = "FPS Starter Kit";
// Server::MissionType sent to the master server. Clients can
// filter servers based on mission type.
$Server::MissionType = "Deathmatch";
// GameStartTime is the sim time the game started. Used to calculated
// game elapsed time.
$Game::StartTime = 0;
// Load up all datablocks, objects etc. This function is called when
// a server is constructed.
exec("./camera.cs");
exec("./markers.cs");
exec("./player.cs");
exec("./car.cs");
exec("./GPGTBase/loadGPGTBaseClasses.cs");
exec("./MazeRunner/coins.cs");
exec("./MazeRunner/fadeblocks.cs");
exec("./MazeRunner/fireball.cs");
exec("./MazeRunner/mazerunnerplayer.cs");
exec("./MazeRunner/teleporters.cs");
// Keep track of when the game started
$Game::StartTime = $Sim::Time;
}
function onServerDestroyed()
{
// This function is called as part of a server shutdown.
}
//-----------------------------------------------------------------------------
function onMissionLoaded()
{
// Called by loadMission() once the mission is finished loading.
// Nothing special for now, just start up the game play.
startGame();
}
function onMissionEnded()
{
// Called by endMission(), right before the mission is destroyed
// Normally the game should be ended first before the next
// mission is loaded, this is here in case loadMission has been
// called directly. The mission will be ended if the server
// is destroyed, so we only need to cleanup here.
cancel($Game::Schedule);
$Game::Running = false;
$Game::Cycling = false;
}
//-----------------------------------------------------------------------------
function startGame()
{
if ($Game::Running) {
error("startGame: End the game first!");
return;
}
// Inform the client we're starting up
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
%cl = ClientGroup.getObject( %clientIndex );
commandToClient(%cl, 'GameStart');
// Other client specific setup..
%cl.score = 0;
}
// Start the game timer
if ($Game::Duration)
$Game::Schedule = schedule($Game::Duration * 1000, 0, "onGameDurationEnd" );
$Game::Running = true;
}
function endGame()
{
if (!$Game::Running) {
error("endGame: No game running!");
return;
}
// Stop any game timers
cancel($Game::Schedule);
// Inform the client the game is over
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
%cl = ClientGroup.getObject( %clientIndex );
commandToClient(%cl, 'GameEnd');
}
// Delete all the temporary mission objects
resetMission();
$Game::Running = false;
}
function onGameDurationEnd()
{
// This "redirect" is here so that we can abort the game cycle if
// the $Game::Duration variable has been cleared, without having
// to have a function to cancel the schedule.
if ($Game::Duration && !isObject(EditorGui))
cycleGame();
}
//-----------------------------------------------------------------------------
function cycleGame()
{
// This is setup as a schedule so that this function can be called
// directly from object callbacks. Object callbacks have to be
// carefull about invoking server functions that could cause
// their object to be deleted.
if (!$Game::Cycling) {
$Game::Cycling = true;
$Game::Schedule = schedule(0, 0, "onCycleExec");
}
}
function onCycleExec()
{
// End the current game and start another one, we'll pause for a little
// so the end game victory screen can be examined by the clients.
endGame();
$Game::Schedule = schedule($Game::EndGamePause * 1000, 0, "onCyclePauseEnd");
}
function onCyclePauseEnd()
{
$Game::Cycling = false;
// Just cycle through the missions for now.
%search = $Server::MissionFileSpec;
for (%file = findFirstFile(%search); %file !$= ""; %file = findNextFile(%search)) {
if (%file $= $Server::MissionFile) {
// Get the next one, back to the first if there
// is no next.
%file = findNextFile(%search);
if (%file $= "")
%file = findFirstFile(%search);
break;
}
}
loadMission(%file);
}
//-----------------------------------------------------------------------------
// GameConnection Methods
// These methods are extensions to the GameConnection class. Extending
// GameConnection make is easier to deal with some of this functionality,
// but these could also be implemented as stand-alone functions.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function GameConnection::onClientEnterGame(%this)
{
commandToClient(%this, 'SyncClock', $Sim::Time - $Game::StartTime);
// Create a new camera object.
%this.camera = new Camera() {
dataBlock = Observer;
};
MissionCleanup.add( %this.camera );
%this.camera.scopeToClient(%this);
// Setup game parameters, the onConnect method currently starts
// everyone with a 0 score.
%this.score = 0;
if(!$Game::Running)
{
// Create a car object.
%this.spawnCar();
// Orbit the camera around the car
%this.camera.setOrbitMode(%this.car, %this.car.getTransform(), 0.5, 4.5, 4.5);
}
}
function GameConnection::onClientLeaveGame(%this)
{
if (isObject(%this.camera))
%this.camera.delete();
if (isObject(%this.car))
%this.car.delete();
}
//-----------------------------------------------------------------------------
function GameConnection::onLeaveMissionArea(%this)
{
// The control objects invoked this method when they
// move out of the mission area.
}
function GameConnection::onEnterMissionArea(%this)
{
// The control objects invoked this method when they
// move back into the mission area.
}
//-----------------------------------------------------------------------------
function GameConnection::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc)
{
// Clear out the name on the corpse
%this.player.setShapeName("");
// Switch the client over to the death cam and unhook the player object.
if (isObject(%this.camera) && isObject(%this.player)) {
%this.camera.setMode("Corpse",%this.player);
%this.setControlObject(%this.camera);
}
%this.player = 0;
// Doll out points and display an appropriate message
if (%damageType $= "Suicide" || %sourceClient == %this) {
%this.incScore(-1);
messageAll('MsgClientKilled','%1 takes his own life!',%this.name);
}
else {
%sourceClient.incScore(1);
messageAll('MsgClientKilled','%1 gets nailed by %2!',%this.name,%sourceClient.name);
if (%sourceClient.score >= $Game::EndGameScore)
cycleGame();
}
}
//-----------------------------------------------------------------------------
function GameConnection::spawnCar(%this)
{
// Combination create player and drop him somewhere
%spawnPoint = pickSpawnPoint();
%this.createCar(%spawnPoint);
}
//-----------------------------------------------------------------------------
function GameConnection::createCar(%this, %spawnPoint)
{
if (%this.car > 0) {
// The client should not have a player currently
// assigned. Assigning a new one could result in
// a player ghost.
error( "Attempting to create an angus ghost!" );
}
// Create the player object
%car = new WheeledVehicle() {
dataBlock = DefaultCar;
client = %this;
};
MissionCleanup.add(%player);
// Player setup...
%car.setTransform(%spawnPoint);
%car.setShapeName(%this.name);
// Update the camera to start with the player
%this.camera.setTransform(%car.getEyeTransform());
// Give the client control of the player
%this.car = %car;
%this.setControlObject(%car);
}
//-----------------------------------------------------------------------------
// Support functions
//-----------------------------------------------------------------------------
function pickSpawnPoint()
{
%groupName = "MissionGroup/PlayerDropPoints";
%group = nameToID(%groupName);
if (%group != -1) {
%count = %group.getCount();
if (%count != 0) {
%index = getRandom(%count-1);
%spawn = %group.getObject(%index);
return %spawn.getTransform();
}
else
error("No spawn points found in " @ %groupName);
}
else
error("Missing spawn points group " @ %groupName);
// Could be no spawn points, in which case we'll stick the
// player at the center of the world.
return "0 0 300 1 0 0 0";
}About the author
#3
05/24/2009 (2:22 pm)
From my own experiences, if you are using your own vehicle shape which you made, make sure it has a collision mesh.
#4
Mike: Thanks, I chnaged that but I still had the same problem.
bryce: As I said, I'm using the starter.racing game car, not my own.
05/24/2009 (8:32 pm)
Daniel: How do I run the engine in a debug build?Mike: Thanks, I chnaged that but I still had the same problem.
bryce: As I said, I'm using the starter.racing game car, not my own.
#5
If the game crashes during the loading objects stage, something is either wrong with one of your shapes or datablocks. Any recent changes or additions which you can think of?
05/24/2009 (10:05 pm)
-.-If the game crashes during the loading objects stage, something is either wrong with one of your shapes or datablocks. Any recent changes or additions which you can think of?
#6
05/24/2009 (11:58 pm)
Have you compiled the source code before? If so, your compiler should give you an option to build a 'debug' executable. When running this executable, crashes will usually throw you an error dialog and stop the program so you can see what exactly is causing the problem.
#7
These aren't exec'd
and, you need to remember, your car IS your player, so the following datablock needs to be changed:
If so, you should be good to go with the changes above.
The problem I see, is you are setting the Player as the control object, but you don't have a player. You have a car.
Hope this helps you a bit.
(in case you are wondering, I had the same problems when I converted the starter.fps game to a racing game)
05/25/2009 (11:27 am)
I did a dif of your game.cs (as listed above) and found a few more errors.These aren't exec'd
exec("./audioProfiles.cs");
exec("./shapeBase.cs");
exec("./staticShape.cs");
exec("./radiusDamage.cs");and, you need to remember, your car IS your player, so the following datablock needs to be changed:
// Clear out the name on the corpse
%this.player.setShapeName("");
// Switch the client over to the death cam and unhook the player object.
if (isObject(%this.camera) && isObject(%this.player)) {
%this.camera.setMode("Corpse",%this.player);
%this.setControlObject(%this.camera);
}
%this.player = 0;to:// Clear out the name on the corpse
%this.car.setShapeName("");
// Switch the client over to the death cam and unhook the player object.
if (isObject(%this.camera) && isObject(%this.car)) {
%this.camera.setMode("Corpse",%this.car);
%this.setControlObject(%this.camera);
}
%this.car = 0;Also, are you using the default car.cs from starter.racing?If so, you should be good to go with the changes above.
The problem I see, is you are setting the Player as the control object, but you don't have a player. You have a car.
Hope this helps you a bit.
(in case you are wondering, I had the same problems when I converted the starter.fps game to a racing game)
#8
I haven't compiled the source code.
05/25/2009 (3:00 pm)
I'm still having the problem after the changes, Mike. Thanks for the help though. I haven't compiled the source code.
#9
Another helpful bit....
Open console.log (in the same folder as your exe) with a text editor and post it. It should tell you what's wrong as well.
05/25/2009 (3:24 pm)
There's no need to compile the source code yet. You are currently running the debug_exe, so if you have torsion, you can run the game thru the debugger and it will tell you where your problem is.Another helpful bit....
Open console.log (in the same folder as your exe) with a text editor and post it. It should tell you what's wrong as well.
#10
05/26/2009 (7:02 am)
OK, here's the console.log file.//-------------------------- 5/25/2009 -- 17:53:44 -----
Processor Init:
Intel Pentium 4, ~3.00 Ghz
(timed at roughly 2.99 Ghz)
FPU detected
MMX detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
#11
05/26/2009 (7:05 am)
--------- Loading Coin Datablock Definition and Scripts --------- Loading compiled script MazeRunner/server/scripts/MazeRunner/fadeblocks.cs. --------- Loading Fade Block Datablock Definitions and Scripts --------- Missing file: MazeRunner/server/scripts/MazeRunner/fireball.cs! Loading compiled script MazeRunner/server/scripts/MazeRunner/mazerunnerplayer.cs. --------- Loading MazeRunner Player Datablock Definitions and Scripts --------- Loading compiled script MazeRunner/server/scripts/MazeRunner/teleporters.cs. --------- Loading Teleporter Datablock Definitions and Scripts --------- Missing file: MazeRunner/server/scripts/audioProfiles.cs! Missing file: MazeRunner/server/scripts/shapeBase.cs! Missing file: MazeRunner/server/scripts/staticShape.cs! Missing file: MazeRunner/server/scripts/radiusDamage.cs! *** LOADING MISSION: MazeRunner/data/missions/Capstone917.mis *** Stage 1 load *** Stage 2 load Executing MazeRunner/data/missions/Capstone917.mis. *** Mission loaded Connect request from: IPX:73686F77:546572726169:18798 Connection established 2387 CADD: 2388 local *** Sending mission load to client: MazeRunner/data/missions/Capstone917.mis Mapping string: ServerMessage to index: 0 Mapping string: MsgConnectionError to index: 1 Mapping string: MsgLoadInfo to index: 2 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: Smokes to index: 7 Mapping string: MissionStartPhase1 to index: 8 *** New Mission: MazeRunner/data/missions/Capstone917.mis *** Phase 1: Download Datablocks & Targets Mapping string: MissionStartPhase1Ack to index: 0 Validation required for shape: MazeRunner/data/BlueGuy/player.dts Mapping string: MissionStartPhase2 to index: 9 *** Phase 2: Download Ghost Objects Mapping string: MissionStartPhase2Ack to index: 1 Ghost Always objects received. Mapping string: MissionStartPhase3 to index: 10 Client Replication Startup has Happened! fxFoliageReplicator - Lev: 3 PotNodes: 85 Used: 52 Objs: 615 Time: 0.0010s. fxFoliageReplicator - Approx. 0.04Mb allocated. fxFoliageReplicator - Lev: 3 PotNodes: 85 Used: 44 Objs: 695 Time: 0.0170s. fxFoliageReplicator - Approx. 0.04Mb allocated. fxFoliageReplicator - Lev: 3 PotNodes: 85 Used: 74 Objs: 811 Time: 0.0010s. fxFoliageReplicator - Approx. 0.04Mb allocated. fxFoliageReplicator - Lev: 3 PotNodes: 85 Used: 49 Objs: 608 Time: 0.0010s. fxFoliageReplicator - Approx. 0.04Mb allocated. fxFoliageReplicator - Client Foliage Replication Startup is complete. *** Phase 3: Mission Lighting Successfully loaded mission lighting file: 'MazeRunner/data/missions/Capstone917_c2dacc65.ml' Mission lighting done Mapping string: MissionStartPhase3Ack to index: 2 Mapping string: MissionStart to index: 11 Mapping string: SyncClock to index: 12 *** ENDING MISSION CDROP: 2388 IPX:73686F77:546572726169:18798 Exporting server prefs... MazeRunner/client/scripts/optionsDlg.cs (128): Unknown command onAction. Setting screen mode to 512x384x16 (fs)... Killing the texture manager... Making the rendering context not current... Deleting the rendering context... Releasing the device context... Destroying the window... Changing the display settings to 512x384x16... Creating a new full-screen window... Acquiring a new device context... Pixel format set: 16 color bits, 24 depth bits, 8 stencil bits Creating a new rendering context... Making the new rendering context current... Resurrecting the texture manager... parse error
#12
05/26/2009 (7:06 am)
parse error parse error parse error parse error parse error parse error parse error parse error parse error parse error parse error parse error parse error parse error parse error parse error Exporting server prefs... Loading compiled script MazeRunner/server/scripts/camera.cs. Loading compiled script MazeRunner/server/scripts/markers.cs. Loading compiled script MazeRunner/server/scripts/player.cs. Loading compiled script MazeRunner/data/BlueGuy/player.cs. Validation required for shape: MazeRunner/data/BlueGuy/player.dts Missing file: MazeRunner/server/scripts/car.cs! Loading compiled script MazeRunner/server/scripts/GPGTBase/loadGPGTBaseClasses.cs. ******************** Loading Volume 1 Base Classes Loading compiled script MazeRunner/server/scripts/GPGTBase/Audio/AudioDescriptions.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Audio/AudioProfiles.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Markers/markers.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Trigger/Trigger.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Particles/ParticleData/ParticleData.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Particles/ParticleEmitters/ParticleEmitter.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Particles/ParticleEmitterNodes/ParticleEmitterNode.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Decals/DecalManager.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Decals/DecalData.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBase/ShapeBase.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBase/ShapeBaseMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBase/ShapeBaseDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBaseImage/ShapeBaseImage.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Item/Item.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Item/ItemMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Item/ItemDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/StaticShape/StaticShape.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/StaticShape/StaticShapeDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Camera/CameraGlobals.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Camera/Camera.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Camera/CameraDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Player/PlayerMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Player/PlayerDataMethods.cs. Loading compiled script MazeRunner/server/scripts/camera.cs. Loading compiled script MazeRunner/server/scripts/markers.cs. Loading compiled script MazeRunner/server/scripts/player.cs. Loading compiled script MazeRunner/data/BlueGuy/player.cs. Validation required for shape: MazeRunner/data/BlueGuy/player.dts Missing file: MazeRunner/server/scripts/car.cs! Loading compiled script MazeRunner/server/scripts/GPGTBase/loadGPGTBaseClasses.cs. ******************** Loading Volume 1 Base Classes Loading compiled script MazeRunner/server/scripts/GPGTBase/Audio/AudioDescriptions.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Audio/AudioProfiles.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Markers/markers.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Trigger/Trigger.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Particles/ParticleData/ParticleData.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Particles/ParticleEmitters/ParticleEmitter.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Particles/ParticleEmitterNodes/ParticleEmitterNode.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Decals/DecalManager.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Decals/DecalData.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBase/ShapeBase.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBase/ShapeBaseMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBase/ShapeBaseDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/ShapeBaseImage/ShapeBaseImage.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Item/Item.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Item/ItemMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Item/ItemDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/StaticShape/StaticShape.cs.
#13
05/26/2009 (7:07 am)
Loading compiled script MazeRunner/server/scripts/GPGTBase/StaticShape/StaticShapeDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Camera/CameraGlobals.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Camera/Camera.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Camera/CameraDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Player/PlayerMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Player/PlayerDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Player/Player.cs. Loading compiled script MazeRunner/data/BlueGuy/player.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Vehicles/VehicleDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Vehicles/WheeledVehicle/WheeledVehicles_BoxCar.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Vehicles/WheeledVehicle/WheeledVehicleDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Vehicles/HoverVehicle/HoverVehicles_BoxHover.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Vehicles/HoverVehicle/HoverVehicleDataMethods.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Precipitation/Precipitation.cs. Loading compiled script MazeRunner/server/scripts/GPGTBase/Lightning/Lightning.cs. Loading compiled script MazeRunner/server/scripts/MazeRunner/coins.cs. --------- Loading Coin Datablock Definition and Scripts --------- Loading compiled script MazeRunner/server/scripts/MazeRunner/fadeblocks.cs. --------- Loading Fade Block Datablock Definitions and Scripts --------- Missing file: MazeRunner/server/scripts/MazeRunner/fireball.cs! Loading compiled script MazeRunner/server/scripts/MazeRunner/mazerunnerplayer.cs. --------- Loading MazeRunner Player Datablock Definitions and Scripts --------- Loading compiled script MazeRunner/server/scripts/MazeRunner/teleporters.cs. --------- Loading Teleporter Datablock Definitions and Scripts --------- Missing file: MazeRunner/server/scripts/audioProfiles.cs! Missing file: MazeRunner/server/scripts/shapeBase.cs! Missing file: MazeRunner/server/scripts/staticShape.cs! Missing file: MazeRunner/server/scripts/radiusDamage.cs! *** LOADING MISSION: MazeRunner/data/missions/Capstone1.mis *** Stage 1 load *** Stage 2 load Executing MazeRunner/data/missions/Capstone1.mis. *** Mission loaded Connect request from: IPX:94FE0801:4B0000003500:0 Connection established 3261 CADD: 3262 local *** Sending mission load to client: MazeRunner/data/missions/Capstone1.mis Mapping string: ServerMessage to index: 0 Mapping string: MsgConnectionError to index: 1 Mapping string: MsgLoadInfo to index: 2 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: Smokes to index: 7 Mapping string: MissionStartPhase1 to index: 8 *** New Mission: MazeRunner/data/missions/Capstone1.mis *** Phase 1: Download Datablocks & Targets Mapping string: MissionStartPhase1Ack to index: 0 Validation required for shape: MazeRunner/data/BlueGuy/player.dts Mapping string: MissionStartPhase2 to index: 9 *** Phase 2: Download Ghost Objects Mapping string: MissionStartPhase2Ack to index: 1 Ghost Always objects received. Mapping string: MissionStartPhase3 to index: 10 Client Replication Startup has Happened! fxFoliageReplicator - Client Foliage Replication Startup is complete. *** Phase 3: Mission Lighting Successfully loaded mission lighting file: 'MazeRunner/data/missions/Capstone1_5251b02d.ml' Mission lighting done Mapping string: MissionStartPhase3Ack to index: 2 Mapping string: MissionStart to index: 11 Mapping string: SyncClock to index: 12 Shutting down the OpenGL display device... Making the GL rendering context not current... Deleting the GL rendering context... Releasing the device context... Restoring the desktop display settings (800x600x32)... Exporting client prefs Exporting client config Exporting server prefs Exporting client prefs
#14
And since this line seems to indicate that you don't have a car datablock (because it's not being exec'd)....
05/26/2009 (8:05 am)
Crashing during load is sometimes a good sign that you're missing a required datablock (or that a dependent datablock is out of order). And since this line seems to indicate that you don't have a car datablock (because it's not being exec'd)....
Missing file: MazeRunner/server/scripts/car.cs!...you might want to remedy that. I would also wonder where all of those parse errors are coming from.
#15
I have no idea what to do about the parse errors.
05/26/2009 (8:25 am)
I fixed the link to the car datablock, fixed a different error, and then immediately got the same error again with it freezing during the loading objects section. I have no idea what to do about the parse errors.
#16
Make sure that the name of the datablock that you specify in your createCar() function is also the name of the datablock for your car.
If all else fails revert backwards through your changes to before when everything was working properly and find specifically what is causing the problem.
05/26/2009 (8:59 am)
Try moving your car.cs to be exec'd after everything else. It may be dependent on a particle or sound datablock that needs to load before the car itself.Make sure that the name of the datablock that you specify in your createCar() function is also the name of the datablock for your car.
If all else fails revert backwards through your changes to before when everything was working properly and find specifically what is causing the problem.
#17
05/26/2009 (11:21 am)
I'm not going to worry about trying to figure this out anymore, but thanks for the help.
#18
These must be in the server/scripts directory. They are needed for sounds and other things that your scripts are calling.
Missing file: MazeRunner/server/scripts/MazeRunner/fireball.cs!
Missing file: MazeRunner/server/scripts/audioProfiles.cs!
Missing file: MazeRunner/server/scripts/shapeBase.cs!
Missing file: MazeRunner/server/scripts/staticShape.cs!
Missing file: MazeRunner/server/scripts/radiusDamage.cs!
I'm surprised the engine continued loading after this point. Normally, this would have stopped it with a crash.
Don't give up. It's all a learning experience that we have all gone thru. I'm bald now. I used to have a full head of hair. Keep going. We will help you with what we can.
05/27/2009 (2:10 pm)
Have you changed anything in client/prefs.cs? That parse error is killing you. It usually means you are missing a ; at the end of a line.These must be in the server/scripts directory. They are needed for sounds and other things that your scripts are calling.
Missing file: MazeRunner/server/scripts/MazeRunner/fireball.cs!
Missing file: MazeRunner/server/scripts/audioProfiles.cs!
Missing file: MazeRunner/server/scripts/shapeBase.cs!
Missing file: MazeRunner/server/scripts/staticShape.cs!
Missing file: MazeRunner/server/scripts/radiusDamage.cs!
I'm surprised the engine continued loading after this point. Normally, this would have stopped it with a crash.
Don't give up. It's all a learning experience that we have all gone thru. I'm bald now. I used to have a full head of hair. Keep going. We will help you with what we can.
#19
[color=#FFFFFF][u]pret auto[/u][/color]
06/10/2009 (3:20 am)
Thanks for sharing. the information is useful.[color=#FFFFFF][u]pret auto[/u][/color]
Torque Owner Daniel Buckmaster
T3D Steering Committee
Oh, and I doubt this is a hardware issue.