Need assistance with TGE, Constructor, TGB on Win 7 Pro
by Jeff L. Lydic · in Torque Game Engine · 12/10/2009 (4:29 pm) · 23 replies
I recently upgraded Vista Business with 7 Professional. At that time, I had constructor and TGB. Both worked fine. After upgrade, I added TGE to the set. At first, Constructor and TGE worked. Unsure about TGB. Since then, all I have installed is 3DS Max/Maya/MotionBuilder/Mudbox, and Windows updates. A few days ago, I noticed that it all three were not working, but running in process. I tried running in compatabilty with XP(SP2/3), Vista, Vista(SP1/2), the same thing. I tired to unisntall so I can do a fresh install, would not uninstall. Performed reformat and fresh install of 7 Professional. Same thing, when I try compatability, turned off aero and desktop componsition. Changes are made to desktop but will not start, shows in process. Uninstalled all of Windows updates and still the same thing. I do not want to go back to Vista. Any ideas or suggestions before I do?? Thanks
#2
//-------------------------- 2/23/2008 -- 01:03:52 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~1.60 Ghz
(timed at roughly 1.60 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
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Using OpenGL rendering. Fullscreen: 0
Binding server port to default IP
UDP initialized on port 0
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Setting screen mode to 720x480x16 (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 720x480x16...
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...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce Go 7800 GTX/PCI/SSE2
Version: 2.0.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1
Max Texture Size reported as: 4096
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
Setting screen mode to 720x480x32 (w)...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context...
Releasing the device context...
Destroying the window...
Changing to the desktop display settings (1920x1200x32)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Resurrecting the texture manager...
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
mouse0 input device created.
Exporting Torque X preferences.
Exporting Particle Editor preferences.
Exporting Level Editor preferences.
Exporting Dialog preferences.
Exporting TGB preferences.
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
12/10/2009 (10:40 pm)
Yes I did, I got them both from the manufacturer. Here is my console.log: Seems a little off: Date and Time, Processer is an AMD 64 5000+, The end is where it shuts down. By DXDiag shows Video, Sound 1 and Sound 2 as no problems found//-------------------------- 2/23/2008 -- 01:03:52 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~1.60 Ghz
(timed at roughly 1.60 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
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Using OpenGL rendering. Fullscreen: 0
Binding server port to default IP
UDP initialized on port 0
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Setting screen mode to 720x480x16 (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 720x480x16...
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...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce Go 7800 GTX/PCI/SSE2
Version: 2.0.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1
Max Texture Size reported as: 4096
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
Setting screen mode to 720x480x32 (w)...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context...
Releasing the device context...
Destroying the window...
Changing to the desktop display settings (1920x1200x32)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Resurrecting the texture manager...
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
mouse0 input device created.
keyboard0 input device created.
mouse0 input device created.
Exporting Torque X preferences.
Exporting Particle Editor preferences.
Exporting Level Editor preferences.
Exporting Dialog preferences.
Exporting TGB preferences.
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
#3
12/11/2009 (5:15 am)
Also installed XP Mode and Virtual Machine, tried to run in XP Mode, same thing. Shows up in process. SO my thought, it is not an OS issue, but either a hardware, software or driver issue. But completely lost.
#4
12/11/2009 (2:24 pm)
Ok I take that back.....I only tried Constructor in XP Mode. I decided to do TGE, because I am trying everything. The first thing that I noticed was that on the desktop shortcut, the folder contained all the stated shortcuts inside it in XP mode, whereas in Win 7, it only has 4 links to the different support pages.
#5
12/14/2009 (12:40 am)
Ok... this is just not going good. I played around with TGE in XP Mode, not really good at all. Terrain shows up as a bright light, no textures show up, laggy as hell. Constructor still does not work. Installed Vista in VM, will not work. I tried back dating my driver for GPU where I know it worked, still does not work. I have 3 weeks to make this work for a class that I am taking that requires Constructor and TGE. I still am not convinces this is a OS issue, because at one point, it worked. I don't know... I am extrememly frustrated.
#6
What is the version of the drivers being reported by DXDiag? Are they different that what is being reported by the Windows Device Manager? Do you have a separate control panel for the video hardware that is displaying a different number?
At the beginning on the main.cs, place a trace(0);. Then e-mail me the console.log--it will be too long to post.
12/14/2009 (10:20 am)
It shouldn't be an OS issue since much of the dev team are running on Windows 7; but it could be a driver version issue. I'm not surprised that it is having difficulty in VM's. Often DirectX and OpenGL programs that make use of the GPU rather than straight software rendering will have difficulties in any VM. Passthrough is getting better, but it's far from 100%. Dual-booting shouldn't cause and issue.What is the version of the drivers being reported by DXDiag? Are they different that what is being reported by the Windows Device Manager? Do you have a separate control panel for the video hardware that is displaying a different number?
At the beginning on the main.cs, place a trace(0);. Then e-mail me the console.log--it will be too long to post.
#7
As far as my drivers:
nVidia 8600 GT DX 11, driver:8.17.11.9562 the same for device and DXDiag
SB AUdigy LS Driver: 5.12.0001.2020(DXDiag)5.12.1.2020(Device MGR). So it is the same.
Now as far as the console.log. I found two main.cs in TGE, one in Torque/Example and Torque/Example/Demo, so I placed the trace(0); I placed in both, and I also did each one seperately. It does not create a console.log file, unless it puts it somewhere that I can not see, or that windows search can not find.
12/14/2009 (8:44 pm)
David, thanks for getting back to me. After looking over the console.log I attached here, it looks like that is the default one for constructor, not the one that it creates. I think. Anyways. As far as my drivers:
nVidia 8600 GT DX 11, driver:8.17.11.9562 the same for device and DXDiag
SB AUdigy LS Driver: 5.12.0001.2020(DXDiag)5.12.1.2020(Device MGR). So it is the same.
Now as far as the console.log. I found two main.cs in TGE, one in Torque/Example and Torque/Example/Demo, so I placed the trace(0); I placed in both, and I also did each one seperately. It does not create a console.log file, unless it puts it somewhere that I can not see, or that windows search can not find.
#8
12/14/2009 (8:47 pm)
On a side note, looking up your email, I noticed you live in Pocatello...I lived their for a short time in 90. Went to Pocatello High.
#9
It is created every time that it is run (same for Constructor).
I graduated from Poky in '92. We were there at the same time. Scary!
12/14/2009 (9:18 pm)
The console.log will be in the directory you are running TGE from.It is created every time that it is run (same for Constructor).
I graduated from Poky in '92. We were there at the same time. Scary!
#10
DO you by chance remember a kid at the beginning of the year in late 90 getting handcuffed to the railing in the gym during an assembly???
12/14/2009 (9:48 pm)
ok, so everytime I start TGE, and then I check, I do not have a console.log. When I look in the process, I notice that the CPU is using 00, never changes. I have completely uninstalled everything, and just reinstalled TGE 1.5.1 right now, now I am going to install Constructor and see what happens there. DO you by chance remember a kid at the beginning of the year in late 90 getting handcuffed to the railing in the gym during an assembly???
#11
I don't remember that, but I wish I did. It sounds like quite the story!
12/14/2009 (9:53 pm)
Check the Torque directory and ensure that it is not set to read only and that your account has write access. It will fail if you do not have access to write the console.log file.I don't remember that, but I wish I did. It sounds like quite the story!
#12
Yes, I have full control over the directory, and the main folder itself is read only, but the .exe is not. Finding out the only way to change the folder is through the cmd.exe, which I did, and still at start up, it will not create the console.log.
I do not know what I could be doing wrong. I apologize for the headache.
Does this have anything to do with anything: The TGE Documents state that when you do an install, you will get a desktop folder that has all the documents 4 or 5 of them, the shortcut to the fps demo and racing demo, and to the tge demo....mine does not have any of the .exe, just the shortcuts to the documents.
12/14/2009 (10:49 pm)
David, Yes, I have full control over the directory, and the main folder itself is read only, but the .exe is not. Finding out the only way to change the folder is through the cmd.exe, which I did, and still at start up, it will not create the console.log.
I do not know what I could be doing wrong. I apologize for the headache.
Does this have anything to do with anything: The TGE Documents state that when you do an install, you will get a desktop folder that has all the documents 4 or 5 of them, the shortcut to the fps demo and racing demo, and to the tge demo....mine does not have any of the .exe, just the shortcuts to the documents.
#13
12/15/2009 (10:58 am)
I'm not sure why you have to use the command line to get to it. The default location that it installs to on windows is C:\Torque\TGE_1_5_2. The binary is in the example folder. When you run it, it should create a console.log file in that folder.
#14
I did a dual boot install of Vista Business. SO now I have Win 7 and Vista. I installed video and sound drivers, same versions as Win 7. Installed both TGE and Constructor, and both worked. I accessed my Win 7 drive through Vista, started up TGE and worked, at this time, I did get a console.log in my Win 7 folder. While in Win 7, I attempted to restart the program, no success, access Vista drive, attempt to start TGE, no success.
So the good news is, I found away to get it to work for me, bad news is, I don't know why it won't run on my Win 7.
12/15/2009 (1:11 pm)
I meant you have to use the command line to turn off read-only for folders, something with Windows 7, but files you can access the read-only in the directory. Here is what I have now: I did a dual boot install of Vista Business. SO now I have Win 7 and Vista. I installed video and sound drivers, same versions as Win 7. Installed both TGE and Constructor, and both worked. I accessed my Win 7 drive through Vista, started up TGE and worked, at this time, I did get a console.log in my Win 7 folder. While in Win 7, I attempted to restart the program, no success, access Vista drive, attempt to start TGE, no success.
So the good news is, I found away to get it to work for me, bad news is, I don't know why it won't run on my Win 7.
#15
No command line attrib execution needed.
I'm not sure why it won't run on your configuration either.
12/15/2009 (1:23 pm)
You can right-click the folder, select Properties and uncheck Read-only and then Apply. In the next pop-up, select "Apply changes to this folder, subfolders and files" and OK.No command line attrib execution needed.
I'm not sure why it won't run on your configuration either.
#16
http://support.microsoft.com/kb/326549/en-us
12/15/2009 (1:30 pm)
I was doing that, but it wouldn't chnage the folder attrib. So I looked into it, and found this:http://support.microsoft.com/kb/326549/en-us
#17
12/15/2009 (1:36 pm)
Cool. I hadn't had any problem with my security permissions on the folders, so I hadn't needed to make any changes to the folder attribs.
#18
12/15/2009 (1:42 pm)
Thanks for all your help, my main goal has been accomplished, but I am still going to try and figure out what can be done for Win 7, if I can figure this out, I will let you know how it went and what I found, in the rare case that someone else has this problem.
#19
12/15/2009 (1:46 pm)
Sounds good. Keep me posted on your progress.
#20
I am so frustrated now, I don't know what to do.
12/17/2009 (10:18 pm)
Well i'm back.........Stopped working on Vista now. Since I last started them up, I had not downloaded any type of Windows updates. THe one thing that I did notice, and can't find any help on it, is in DXDiag when I look it up now, it shows getting DirectINput information, the progress bar goes half way and stops. I checked this both on Vista and 7 and they do the same thing. When I first ran Vista, when the apps worked, I remember looking in the DirectInput and it showed me, mouse, keyboard, and tablet. Now it doesn't do anything. I am so frustrated now, I don't know what to do.
Associate David Montgomery-Blake
David MontgomeryBlake