Game Development Community

Error, no zones found? Should always find root at least.

by Ron Yacketta · in Torque Game Engine · 10/02/2003 (11:16 am) · 12 replies

Topic says it all.. getting that when I load a new mission, just a copy of a working mission with minor changes.

any ideas folks? been digging for a few now

-Ron

#1
10/02/2003 (12:09 pm)
I got this problem when I created objects on top of each other (accidentally) in world space. i.e. create an object at (x,y,z) and then create another object at (x,y,z)

I didn't look into what the error meant, i just took a bit more care when spawning and it stopped happening (for 'took a bit more care' read 3 days of stepping through code trying to figure out where it was coming from !). It might have been cos the second object was created inside the first one and so wasn't deemed to be in a valid zone (maybe).
#2
10/02/2003 (12:38 pm)
Naw this is what happens when SceneObject get's added to scene,
and the position of the object does not land in a valid zone.

for example:
a scene object placed just below the terrain with gravity will eventually fall and once it leaves a valid zone, bang.
#3
05/23/2004 (10:55 pm)
Sorry to necro this thread, but I was having this same problem tonight. For some reason, the Sky datablock in the Mission file was causing this. It had really bogus values for scale. For example:

new Sky(Sky) {
position = "-104 -1992 -31.8781";
rotation = "1 0 0 0";
scale = "2048 2048 100";

Torque really didn't like that. I changed scale to be "1 1 1" and it was a lot happier. I hope this helps in some manner for future folks searching for this error message.
#4
05/23/2004 (11:03 pm)
The solution to this problem was a bug that i fixed a while back that pertained to the sceneUpdate not being set to the proper status when a DTS object such as a building was being moved from one location to another and crossed paths with another building. The error has been corrected and would no longer affect these individuals.


Your problem is based on something else.
#5
05/24/2004 (10:03 am)
Okay, I suppose Ron's problem was related to your bug fix. But mine is indeed different, but if someone searches for "no zones" and finds this thread (as I did...), then I want them to see my fix, too.

I stripped everything out of my .mis file except for the MissionInfo, MissionArea, and Sun blocks, and everything worked fine. But the second I added my Sky block back in, it stopped working with the "no zones found" error. All I changed to get it to work was to normalize the Sky's scale.

The only code changes I've made in reference to the HEAD was to fix a few minor things (like interior environment maps), plus added BobTheCBuilder's Lighting Pack. I don't see how this could be any sort of interaction.

When it says zones, does it mean bins?
#6
06/10/2004 (8:18 am)
Just in case someone searches...

I once had this problem - every time an aircraft would move, the game would crash and give this error.
I fixed it by doing rebuild all (I had many other mysterious errors that got fixed as well)

But the reason it was hitting the error was because the vehicle's position was something like 1e35,1e35,200. Basically it was shooting off at lightspeed into some insane position. Maybe your sky object is grabbing an invalid position as default, but I doubt it.
#7
07/27/2004 (2:35 pm)
I got the same error attempt to apply an outrageous force to a rigid body. It seems to have changed the position too fast. I tweaked my rigid body components and quit trying to apply an outrageous force and all settled down.
#8
08/31/2004 (4:11 am)
I get this in the new head.
Something have changed ,i have a head from Aug4 and it works without no problem !
Strange things happen in new head i get this error and gamebase::unpackupdate errors.
With a clean headbuild !!
#9
08/31/2004 (5:29 am)
This problem is as people have found out, due to the updating of objects outside a valid "zone". Basically when you do an updatePosition, it filters down to rezoneObject which removes the object from its old zone and inserts it in its new zone.

Only, if it cant find a zone, it does this assert.

Usually its because the position has gone "off to neptune", typically via some numeric instability in physics code, but there could be any number of reasons.
#10
08/31/2004 (9:48 am)
@Phil
I use a really basic map 1 interior with 1 player and a rifle !
No strange things at all .
Works on all other builds wihout any problems !!
So what is the basic change to head ,I been update with head all the time and suddenly it not works feels kind of bad .
#11
11/28/2005 (4:09 am)
@Max, thanks, I just had the same sky scale problem. Your post saved me plenty time.
#12
12/01/2005 (12:55 pm)
As long as this thread is re-opened. :)

I've been having the same problem, but not when the level is loading, or objects are being created.

In my case, a car (aiwheeledvehicle) runs into a tree (or rock, signpost, whatever). It starts to climb the object, and then I get this error.

Now, I'm working on better evasion code, to keep this from happening, but I'd like to deal with the crash bug that's created in this situation.

We've taken to calling it the "DTS on DTS" bug, and I can't figure out where to start fixing it. Unfortunately, I just don't know enough about zones.

Can you guys help me?