Game Development Community

Gui Editor not yet functional - correct?

by Jacob · in Torque Game Engine Advanced · 07/05/2005 (3:01 pm) · 17 replies

I was loooking around to see if this was already answered somewhere...didn't find it though.

Hitting F10 freezes the game and hitting it again flashes the Gui Editor on my screen for a split second and returns to whatever I was doing before and the game is no longer frozen. I am using the CVS version from just a couple of days ago.

#1
07/05/2005 (3:18 pm)
Try hitting F10 then clicking with the mouse. I think it has problems displaying the canvas until you click on it.
#2
07/05/2005 (3:21 pm)
It does work, but there is the bug you mention. In my project, after moving all the files and directories around to a completely customized setup, the problem went away, mostly. I can't really tell you how I fixed it, since so much was done at once, but I do remember one aspect that made a great deal of difference. I simply set the editor to start with a new gui, rather than the current canvas. Once it opens as a new gui, I can then choose from the pulldown exactly which gui I want to edit. Before exiting the editor, I of course pulldown the play gui, leaving it as the canvas to re-open.
#3
07/05/2005 (3:46 pm)
I'll give it a try - Thanks!
#4
07/07/2005 (9:41 am)
Clicking the mouse did bring it up. It seems that it's just Play.gui that is causing this for me. Whenever it's up in the editor, the screen flashes continuously now. No other GUI seems to do that. Any ideas?
#5
07/07/2005 (9:46 am)
Screen flashes continuously, after you've clicked once? (I suggest right clicking to avoid inadvertantly doing something bad.)
#6
07/07/2005 (9:48 am)
Incidentally, yes, the GUI editor is fully functional barring the "click" issue, which I believe we are going to fix for MS3.
#7
07/07/2005 (11:19 am)
Ben, no matter what I do (left or right click) it flashes but again, only when the play.gui is up, others seem to do fine. I can create new controls and everything else seems functional. By the way, the same thing used to happen with another video card (ATI Radeon X600) now I have the new Geforce 7800 GTX and I also remember this from way back when MS1 just came out, I just didn't mention it thinking the editor wasn't implemented yet. Thanks!
#8
07/07/2005 (5:51 pm)
It does this for me too. but only in the water_terrain_demo.
#9
07/07/2005 (6:08 pm)
That's where I experienced it as well. I haven't ported my TGE project yet to know if it happens there too.
#10
07/08/2005 (3:32 pm)
It happened for me as well on the water_terrain_demo the first time. I think there is a gremlin somewhere. I fixed it by replacing cs files with my project and it went away. Like I said, a gremlin lurks...
#11
07/08/2005 (5:08 pm)
Personally I hit f10 then esc :)
#12
07/08/2005 (7:33 pm)
Nigel - Thanks! F10 followed by Esc works for me too. I still get the flashing screen though in Play.gui.
#13
07/08/2005 (7:45 pm)
This also seems to happen (for me anyway) with the mission editor. But oddly, it only does it once per session, and no flashing. Very weird.
#14
07/08/2005 (11:00 pm)
Just a thought here but sometimes GUI's do this to me when they are set to Canvas.PushDialog rather than Canvas.SetContent
#15
07/12/2005 (6:04 pm)
If you look up at the sky before hitting F10 it works fine, might be something to do with water or terrain hehe...

~neo
#16
07/13/2005 (4:39 pm)
Can you describe the flashing?
#17
07/13/2005 (5:03 pm)
Brian, I tried to make a clip using FRAPS but whenever it was recording, the flashing stopped :) It looks like the horizontal refresh lines that you can see on a crt monitor when viewed through a camera, except it's much slower - maybe as low as 10 Hertz at times and it varies in direction; top to bottom and vice versa. It seems like there are two overlapping images flashing back and forth when the camera is pointing at the rotating cube in the demo - one is a zoomed in version and the other is normal distance. Also, the cube is the only thing that has this distorted zooming effecct - the terrain and water look fine, except for the flashing of course. The best way would be to show you a clip if I knew what to use to record one so that it maintains this phenomena :)