Game Development Community

Bugs in Environment Pack Pro?

by James Yong · in Torque Game Engine · 04/30/2004 (8:45 am) · 20 replies

Quote:BraveTree: Environment Pack Pro
Customer review from Nick Huffman, Mar 27, 2004 at 05:57 SGT

"Dont buy this product since the code will not produce any fish, birds bugs on your map with the newer releases. Total waste of money IMHO. The rocks are ok and come max files but the catch is they all use the same texture so out of the box you can only have one type of rock."

I was planning on buying the Environment Pack Pro, but was a bit affected by the a/m comment. Does Environment Pack Pro work with the current TGE version?

-james yong

#1
04/30/2004 (8:56 am)
It works with the current TGE version. We try to make sure that we remain as current as possible, so if there has been a change to the HEAD which has borken something, there may be issues, but we try to make sure that this does not happen.

The issues are probably due to some path changes or datablock name changes in the latest head and are easy to change if there are any issues.
#2
05/02/2004 (6:38 pm)
There was a problem with one file in the entire pack. I emailed Bravetree and they sent me the new file with many apologies. Total solution time was a couple of hours.

Everything spawns fine now.... no problems. Perhaps the "reviewer" should have at least tried to resolve the problem before leaving a bad review.

I whole heartedly support all bravetree products!
#3
05/02/2004 (6:45 pm)
Works fine with HEAD as of yesterday.
#4
11/04/2004 (5:52 pm)
Does the Environment Pack Pro from Bravetree work with verison 1.3 of torque ?

-Stephen
#5
11/04/2004 (6:18 pm)
We are retesting all the packs this week an making any changes necessary for 1.3 as part of an upcoming update to all the packs. There is no reason why it should not work, and if anything is amiss, we will be fixing it in very short order.
#6
11/04/2004 (7:36 pm)
@Joe

I just bought the pack and tried to add it to my game and I got this error.

Loading compiled script mw/server/scripts/butterfly.cs.
Validation required for shape: mw/data/shapes/naturepack/butterflymount.dts
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'root'!
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'run'!
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'back'!
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'side'!
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'fall'!
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'jump'!
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'standjump'!
Warning: (c:\torqueode\engine\game\player.cc @ 292) PlayerData::preload - Unable to find named animation sequence 'land'!

This is with bird.cs and brooktrout.cs, there errors are from the console.log. Heres the error I get when trying to load the mission.
#7
11/04/2004 (10:20 pm)
Are you trying to use the butterfly as a player model?
#8
11/05/2004 (3:55 am)
No, how is the butterfly model being used as the player? When I try loading a mission that has the SimGroup(NaturePaths), I get this error. But if I take out the SimGroup(NaturePaths), the mission loads fine.
#9
11/05/2004 (4:37 am)
Strange.. I will try this when I get to work in a few hours.

can you help me out by going through what you did on install? If I can recreate what you did I can try to recreate the problem.

Are you using a clean version without any resources added? Have you made any changes ?

Are you running debug or release? It may be that someone added a fatal assert if there is no eye node.. try compiling release and see if it still happens.
#10
11/05/2004 (5:55 am)
Note that we are going over and updating all the packs to be 1.3 compliant.. right now they are 1.2 compatible.. if there are any problems, we will be fixing them shortly.. to get any fixes that we do before the actual update, send me an email joe@bravetree.com
#11
11/05/2004 (6:00 am)
Stephen, Ben, Joe...

TGE version 1.3 added some additional calls to AssertFatal() in strategic locations in the source code which are intended to help developers identify problems with player models when they are added to a game.

The *mount.dts files are player model shapes that do not adhere to the player model specification, which in previous versions of TGE was not a problem because the engine did not AssertFatal(). They act as invisible, non-animated players, really just posts that one can mount the nature shapes to. The warnings are therefore normal and expected. But what was not expected is the error that is contained in the 'Here's the error I get' link.

An 'eye' node needs to be added to *mount.dts in the pack.

***Note... in release mode, these errors will not occur. It's only in debug mode where these asserts cause problems.

I added 'eye' nodes to butterflymount.ms3d and birdmount.ms3d and reexported them. They can be found here and you can use them until the pack is updated.

http://home.comcast.net/~robertbrower/NaturePackUpdate13.zip

Cheers,

Robert
#12
11/05/2004 (9:02 am)
Nice job, Robert.

Sorry, Joe. I added those asserts. :)
#13
11/06/2004 (5:32 pm)
Hey thanks Robert for the models! I dont get the eye node problem anymore but I came across another error "Could not register dust emitter for class: Butterfly".
I get that error in the console and I scroll up in the console and I find

InitNaturePack()
NaturePack: Found 1 paths.
NaturePack: Created Butterfly for path 0.

Now whats the problem?

-Stephen
#14
11/06/2004 (6:58 pm)
Just in the console? this is nothing to worry about. The butterfly, fish, etc.. are AI players, and players all need footpuffs.. if it does not have a footpuff, it complains..
#15
11/06/2004 (7:38 pm)
Hey I got it working now! Thankyou for the help guys! Just one more thing, I have added the bird and made sure that the markers are above the ground but the bird flys like a few feet off the ground. Any ideas on fixing that?

-Stephen
#16
11/06/2004 (7:57 pm)
Sure thing, just make another birdmount.dts that is at the height you need. You can just move the bones in file that comes with the pack up higher and reexport. Let me know how it works out.

Robert
#17
11/07/2004 (6:09 am)
Robert

I tried moving the bones and nothing happened the bird still flew the same height. Can you tell what to move in milkshape cause I haven't messed with it.

Thanks

-Stephen
#18
11/07/2004 (4:25 pm)
Ok, it works great! But i cant change to different animals. I have added new cs files for every animal and changed the models and changed "datablock StaticShapeData, datablock DebrisData, and the datablock PlayerData" to match the animal but when I change the "nature = "Brooktrout";" in the .mis file to nature = "Blackbullhead"; the model is still the Brooktrout model.

I cant figure out why its still loading the Brooktrout Model instead of the Blackbullhead Model.

Oh, thankyou Robert for the email!

-Stephen
#19
11/07/2004 (5:11 pm)
Stephen I think there must be a script error. Can you email your console.log file and new fish file to me please?
#20
08/19/2006 (9:20 pm)
Oops! I had a problem, but it was an ID ten T error. Sorry!