Game Development Community

Crash.

by Chris "Dark" Evans · in Torque Game Engine · 01/17/2002 (10:58 am) · 21 replies

I doubt anyone will reply to this, but I'm stumped, so I thought I'd try anyway :(

Two people I know are having a problem with our game. Every thing works up until the point where the mission loads. When they get control of the observer cam it crashes. They both have the exact same problem.

Here's one's system specs:

Win 98 se
256mb
Hercules Kyro II 4500 64mb

He's got the latest drivers. He's tried it with the directX arg, and the last few lines in console.log are:

Validation required for shape: game/data/shapes/players/human_m/human_m.dts
Validation required for shape: game/data/shapes/players/human_f/human_f.dts
*** Phase 2: Download Ghost Objects
*** Phase 3: Mission Lighting
Successfully loaded mission lighting file: 'game/data/missions/AOETESTER_f96ddcd7.ml'
Mission lighting done
*** Initial Control Object
Activating DirectInput...


I'm really stumped. It might have something to do with a direct input conflict.


My other friend has:

Win 98 se
512MB RAM
VooDoo3 3000
and I think his processor is a 400-500 mhz AMD k62

It crashes in the same spot, and console.log is the same.


Dark
Page «Previous 1 2
#1
01/17/2002 (11:25 am)
Update.

The friend with the Kyro 2 says he can look around with the mouse ONLY if he moves it "VERY VERY SLOWLY" as he put it.

This isn't something native only to our game either. I've talked to people with similar problems in other torque-based games.

Dark
#2
01/17/2002 (11:36 am)
It's obviously a video issue.

I've had strange problems when my resources are low where the game goes choppy every time I look at a new texture. It's like it has to put it into memory first, then every time I look at that texture again it runs fine.

So if I spin a 360 really fast it goes choppy for about 10 seconds while it caches all the textures. Like I said, it only happens if I have low resources.

It might be the same problem, where he's trying to cram too many textures at once and it can't handle it.


Dark
#3
01/17/2002 (11:46 am)
Another update.

If he just sits there, and doesn't move his mouse or try to spawn then nothing happens. It works fine.

I also tried tweaking the video settings down really low, but it still crashes.


Dark
#4
01/17/2002 (11:58 am)
I have 2 PC's and it does the same thing on one off them. At first I tought i was just the ATI video card, because I read on this forum befoer people have problems running torque with ATI... but now I'm no longer sure, becuase you guys don't have ATI.
It all crashes when I try to spawn, or load a gun and shoot it. Its not an error of our programmers, becuase it does the same thing with the original demo.... do is this ATI, or a bug?
#5
01/17/2002 (12:23 pm)
You know this brings back something vague to my memory. I'm sure Ive seen this issue with DirectX somewhere before.

Are you using Dx or OGL? I cant quite place what it was, but the slowdown really is ringing a bell somewhere in my head.

Phil.
#6
01/17/2002 (12:26 pm)
T2 did the slowdown thing to me when I only had 64 mb of memory, when I upgraded to 256 is stopped.

He tried it in both DX and OpenGL.
#7
01/17/2002 (12:31 pm)
Just now I had him do a manual spawn. It crashed instantly.

So, I asked him to schedule it for 5 seconds, and minimize the game.

After 5 seconds it crashed.


Dark
#8
01/17/2002 (12:43 pm)
I copied everything in LowProfile.cs from T2 and put it at the bottom of prefs.cs.

It still crashes.

This is what I pasted:

$pref::Audio::provider = "Miles Fast 2D Positional Audio";
$pref::Video::fullScreen = 1;
$pref::Video::resolution = "640 480 16";
$pref::OpenGL::mipReduction = 1;
$pref::shadows = 0.1;
$pref::Terrain::enableDetails = 1;
$pref::environmentMaps = 0;
$pref::Interior::DynamicLights = 0;
$pref::Interior::ShowEnvironmentMaps = 0;
$pref::precipitationOn = 0;
$pref::decalsOn = 0;
$pref::Terrain::screenError = 25;
$pref::TS::detailAdjust = "0.45614";
$pref::numCloudLayers = 0;
$pref::OpenGL::interiorMipReduction = 2;
$pref::OpenGL::skyMipReduction = 2;
$pref::Terrain::texDetail = "6";
$pref::Interior::VertexLighting = "1";
$pref::Player::renderMyItems = "1";
$pref::Player::renderMyPlayer = "0";
$pref::TS::screenError = "12";
$pref::Terrain::dynamicLights = "1";


Dark
#9
01/17/2002 (2:14 pm)
Chris, what version of the engine are you using? We discovered a bug recently that could be the cause of your crash. You will need to download the latest Dev_Stable code from CVS.

--Rick
#10
01/17/2002 (2:59 pm)
I'm using an old version, it's 1.1 but I merged the new editor with it.

I've changed the engine heavily. It will take a few days to merge my changes with Dev_Stable.

Should I go ahead and merge it? Or can I just replace the buggy files? I would rather replace the files.

Can you tell me which ones they are?


Dark
#11
01/17/2002 (3:13 pm)
In the long run upgrading to 1.1.x (aka Dev_Stable) would be a smart move.

In the mean time update the engine/interior/itfdump.asm file and see if that helps.

--Rick
#12
01/17/2002 (3:59 pm)
I replaced the file, and compiled, then sent the new exe to a third friend who I just recently found out had the same problem.

It works for him :) Now I have to wait until my other friends get online to see if it works for them.


Thanks Rick.
#13
01/17/2002 (9:30 pm)
My friend with the voodoo3 still crashes. I haven't talked to my friend with the Kyro2.

If he crashes too I'll give them the game straight out of the cvs and see what happens.

If it works then I'll merge our game with the Dev_Stable build. I was going to do it later when I'm at a good stopping point, but I guess I'll do it now.

*EDIT: BTW, my friend with the VooDoo3 just formatted, so everything is clean and fresh.


Dark
#14
01/17/2002 (11:22 pm)
Are they running the release version of the exe or the debug version? my level designer has a voodoo 4 (not much better than a voodoo 3) and he can run the game in D3D 16bit with the debug version of the exe....anything else crashes.

-Tim aka Spock
#15
01/18/2002 (10:45 am)
It's the release version.

My friend with the Kyro2 can run it now :). But the V3 still can't :\

He's at work now, when he gets back I'm going to have him put every video setting as low as possible.

I have a GF2, and I run the game on the highest settings. He's using my prefs file and that might be a factor. He has the same problem though, if he doesn't look around or try to spawn then it doesn't crash.


Dark
#16
01/18/2002 (11:42 am)
The voodoo cards are likely running out of memory. There is a tool called texture2bm8 that converts 24bit textures into 8bit textures specifically for voodoo cards. You will need to create a bm8 for every texture in your game. If the prefs are set for voodoo cards the engine will automatically load bm8's over png's, jpeg's etc. You will notice Tribes2 had bm8 for each texture.

--Rick
#17
01/18/2002 (2:00 pm)
Ahhh.

I totally forgot about that :)

But, wouldn't that keep him from going into a mission at all? He can load the mission, but if he tries to look around or spawn then it crashes.


Dark
#18
01/18/2002 (2:07 pm)
Textures are paged in dynamically as needed so looking around will d/l more stuff, especially the terrain.
#19
01/21/2002 (9:49 am)
Ok, here's something that might be the same issue:

Our programming lead can't run the game on his voodoo 3.

I ran a couple of tests using straight GG cvs source and I found that the head revision won't run on a voodoo, but the Dev_Stable will.

It crashes in OpenGL right at the point that it's supposed to start rendering in 3d.
#20
01/21/2002 (6:26 pm)
...I am assuming everyone has the latest (discontinued) 3dfx drivers :)
Page «Previous 1 2