1.4 Status/Problem solving Thread.
by Ben Garney · in Torque Game Engine · 09/14/2005 (10:18 am) · 148 replies
Hey guys,
I'm kicking off this thread to clear up the posts a bit on my .plan, as a lot of the stuff there is for private forums only. If you have outstanding 1.4 issues, I'd much appreciate you reposting it here (if I haven't given you a tracking number for the issue, which I usually do by saying "Ah, that's a bug. #324" or something of that nature)..
Just trying to get things a little bit better organized. :)
Thanks,
Ben
I'm kicking off this thread to clear up the posts a bit on my .plan, as a lot of the stuff there is for private forums only. If you have outstanding 1.4 issues, I'd much appreciate you reposting it here (if I haven't given you a tracking number for the issue, which I usually do by saying "Ah, that's a bug. #324" or something of that nature)..
Just trying to get things a little bit better organized. :)
Thanks,
Ben
#102
-Allen T.
11/07/2005 (4:58 pm)
I've been avoiding VC7 this long I guess 'cause I'm ultimately a cheap bastard at heart. I figured I had better grab VC7X before it disappears and I'm stuck waiting for V8. Thanks again.-Allen T.
#103
Would you mind post the procedure or settings for creating chinese unicode fonts in the ui cache?
Already define the VS UNICODE flag and TORQUE_UNICODE in torqueConfig.h and when trace into the code, I found that it do not call the GOldFont *createFont function in winFont.cc file. Is that normal?
I also set the fontType in customProfiles script to a chinese font name. After quit the game, I check the font created in the cache and its file size seems not correct for the chinese font.
FYI I already got chinese working in the 1.3 version.
11/08/2005 (11:21 am)
@Ben:Would you mind post the procedure or settings for creating chinese unicode fonts in the ui cache?
Already define the VS UNICODE flag and TORQUE_UNICODE in torqueConfig.h and when trace into the code, I found that it do not call the GOldFont *createFont function in winFont.cc file. Is that normal?
I also set the fontType in customProfiles script to a chinese font name. After quit the game, I check the font created in the cache and its file size seems not correct for the chinese font.
FYI I already got chinese working in the 1.3 version.
#104
With those defines the GOldFont *createFont will never fire.. GOldFont as in _Old_ font rendring, have a look a bit further down in the file you should see another create() call for the new font code
-Ron
11/08/2005 (11:32 am)
@StevenWith those defines the GOldFont *createFont will never fire.. GOldFont as in _Old_ font rendring, have a look a bit further down in the file you should see another create() call for the new font code
-Ron
#105
Also, only characters that are displayed are put into the file. Just creating the font will cost you almost nothing; it's only if you render characters they go in the cache. There are both script functions and a command line tool to populate the cache with either a range of characters or the contents of a file. (ie, all the characters used in that file.)
Check TDN for docs on these methods.
11/08/2005 (11:47 am)
Ron's correct. There's also a bug (now corrected in SVN) where it would create the font with a codepage set; this is incorrect for unicode fonts. I'd fixed it in TSE but not somehow in TGE, so that's taken care of now. Basically, on a unicode build codepage settings do nothing.Also, only characters that are displayed are put into the file. Just creating the font will cost you almost nothing; it's only if you render characters they go in the cache. There are both script functions and a command line tool to populate the cache with either a range of characters or the contents of a file. (ie, all the characters used in that file.)
Check TDN for docs on these methods.
#106
Also glad to hear about the UNICODE support will be fixed in TSE.
Steven
11/08/2005 (12:03 pm)
Thanks for the information! I'll check out the SVN again. Also glad to hear about the UNICODE support will be fixed in TSE.
Steven
#107
If I enable UNICODE I get this, how can I fix it?
I have devined UNICODE in my preprocessor definitions under the general tab. That block looks like :
I can't figure this out for the life of me..
11/19/2005 (11:09 am)
After fixing several vorbis and ogg related problems this is the crap the compiler is spitting out at me now. I am using the VC6 with my version of VC6. If I comment out the #define UNICODE I get these errors.--------------------Configuration: opengl2d3d - Win32 Debug-------------------- Linking... LINK : LNK6004: ../example/opengl2d3d_DEBUG.dll not found or not built by the last incremental link; performing full link LIBCMTD.lib(onexit.obj) : warning LNK4078: multiple ".CRT" sections found with different attributes (C0300040) LIBCMTD.lib(onexit.obj) : warning LNK4078: multiple ".CRT" sections found with different attributes (C0300040) Creating library ../lib/out.VC6.DEBUG/opengl2d3d_DEBUG.lib and object ../lib/out.VC6.DEBUG/opengl2d3d_DEBUG.exp OpenGL2D3D.obj : error LNK2001: unresolved external symbol __RTC_CheckEsp OpenGL2D3D.obj : error LNK2001: unresolved external symbol __RTC_Shutdown OpenGL2D3D.obj : error LNK2001: unresolved external symbol __RTC_InitBase OpenGL2D3D.obj : error LNK2001: unresolved external symbol __ftol2_sse OpenGL2D3D.obj : error LNK2001: unresolved external symbol @_RTC_CheckStackVars@8 OpenGL2D3D.obj : error LNK2001: unresolved external symbol ___security_cookie OpenGL2D3D.obj : error LNK2001: unresolved external symbol @__security_check_cookie@4 OpenGL2D3D.obj : error LNK2001: unresolved external symbol __RTC_UninitUse OpenGL2D3D.obj : error LNK2001: unresolved external symbol ___CxxFrameHandler3 ../example/opengl2d3d_DEBUG.dll : fatal error LNK1120: 9 unresolved externals Error executing link.exe. torqueDemo_DEBUG.exe - 10 error(s), 2 warning(s)
If I enable UNICODE I get this, how can I fix it?
--------------------Configuration: Torque Demo - Win32 Debug-------------------- Compiling... winCPUInfo.cc d:\engines\copy of torquecvs\engine\platformwin32\platformwin32.h(12) : fatal error C1189: #error : "ERROR: You must have UNICODE defined in your preprocessor settings (ie, /DUNICODE) if you have TORQUE_UNICODE enabled in torqueConfig.h!" winDInputDevice.cc d:\engines\copy of torquecvs\engine\platformwin32\platformwin32.h(12) : fatal error C1189: #error : "ERROR: You must have UNICODE defined in your preprocessor settings (ie, /DUNICODE) if you have TORQUE_UNICODE enabled in torqueConfig.h!" Error executing cl.exe. torqueDemo_DEBUG.exe - 2 error(s), 0 warning(s)
I have devined UNICODE in my preprocessor definitions under the general tab. That block looks like :
TORQUE_DEBUG /DUNICODE
I can't figure this out for the life of me..
#108
11/19/2005 (2:44 pm)
Remove the /D. That is if you were doing it from the command line, as far as I am aware.
#109
d:\Torque\Torque 1.4 (Head 16.11.05)\torque\vc7\..\bin\flex\flex: can't open d:\Torque\Torque 1.4 (Head 16.11.05)\torque\engine\console\scan.l
Project : error PRJ0019: A tool returned an error code from "Generating TorqueScript lexer with flex..."
I've never seen it before...
11/22/2005 (5:33 am)
I got this error when building the projectd:\Torque\Torque 1.4 (Head 16.11.05)\torque\vc7\..\bin\flex\flex: can't open d:\Torque\Torque 1.4 (Head 16.11.05)\torque\engine\console\scan.l
Project : error PRJ0019: A tool returned an error code from "Generating TorqueScript lexer with flex..."
I've never seen it before...
#110
11/22/2005 (9:51 am)
Remove scan.l from your project. (Already fixed in SVN.)
#111
When I run fullscreen and alt-tab out to another application, the window is killed but the exe continues to run in the background.
Environment:
WinXP, 2GHz, 512MB RAM, Nvidia GForce4 Ti 4600
Repro:
1) First make sure another application is running (just open internet explorer or something if nothing else is open.)
2) Double-Click on TorqueDemo.exe
3) Click on Options
4) Under video options check the fullscreen checkbox.
5) Click 'Apply'.
6) Exit out of the options dialog.
7) Hit Alt-Tab on the keyboard and switch to another application.
Result:
The application window minimizes and then is 'killed'. You can no longer find it on your taskbar. When you try to run the demo again it complains that the app is already running. If you look in your task manager you will see that it is still running and you have to kill it manually.
BTW: If at some point you could make it so that the game does not minimize when alt-tabbing out that would be helpful for us dual mon developers. (And no my dual mons are not causing this bug. I checked. =P)
-Unk
11/23/2005 (11:16 am)
Minor issue:When I run fullscreen and alt-tab out to another application, the window is killed but the exe continues to run in the background.
Environment:
WinXP, 2GHz, 512MB RAM, Nvidia GForce4 Ti 4600
Repro:
1) First make sure another application is running (just open internet explorer or something if nothing else is open.)
2) Double-Click on TorqueDemo.exe
3) Click on Options
4) Under video options check the fullscreen checkbox.
5) Click 'Apply'.
6) Exit out of the options dialog.
7) Hit Alt-Tab on the keyboard and switch to another application.
Result:
The application window minimizes and then is 'killed'. You can no longer find it on your taskbar. When you try to run the demo again it complains that the app is already running. If you look in your task manager you will see that it is still running and you have to kill it manually.
BTW: If at some point you could make it so that the game does not minimize when alt-tabbing out that would be helpful for us dual mon developers. (And no my dual mons are not causing this bug. I checked. =P)
-Unk
#112
11/23/2005 (11:30 am)
@Ben: is it recommended to check out CVS or SVN? Since the SVN seems to be more up to date - how do I access the GG SVN system? I use TortoiseCVS without a problem, but didn't get TortoiseSVN to work.
#113
Best thing for dual mon is to run in a window. Windows just isn't very good at dealing with fullscreen apps + multimon. It's possible you have a configuration issue on your end, as I've done about 95% of my Torque 1.4 development on a dual monitor setup without encountering this behavior (including testing the binary that went into the installers last night with almost those exact steps...)
Dirk,
The SVN repo is currently private, since it also contain a lot of code for projects that aren't publically distributed. We're looking into ways to make our security setup more granular; until then CVS is the way to go for code updates. Right now CVS and the installers contain the exact same code.
11/23/2005 (11:50 am)
Hi Unk,Best thing for dual mon is to run in a window. Windows just isn't very good at dealing with fullscreen apps + multimon. It's possible you have a configuration issue on your end, as I've done about 95% of my Torque 1.4 development on a dual monitor setup without encountering this behavior (including testing the binary that went into the installers last night with almost those exact steps...)
Dirk,
The SVN repo is currently private, since it also contain a lot of code for projects that aren't publically distributed. We're looking into ways to make our security setup more granular; until then CVS is the way to go for code updates. Right now CVS and the installers contain the exact same code.
#114
11/23/2005 (11:51 am)
Dirk - Just go to "My Account" and download the installer
#115
@Chris: Sure, I did that of course, but thanks all the same.
11/23/2005 (11:53 am)
@Ben: great, thanks!@Chris: Sure, I did that of course, but thanks all the same.
#116
11/23/2005 (12:03 pm)
@Ben - Hey man, just to reclarify... the alt-tab crash isn't a multimon issue. I previously tested it by disabling my secondary monitor. It could on the other hand be an issue with my video drivers... but they are up to date and I didn't have this issue under 1.3. *shrug* For now I will just run windowed but be aware that others may experience the same issue.
#117
www.garagegames.com/mg/forums/result.thread.php?qt=34348
11/23/2005 (12:28 pm)
For those of you on linux there is a patch (thanks to Gregory McLean) available here to apply against whats currently in cvs. I haven't tried GCC4 yet so it might still not compile properly but it did work for me using gcc 3.3.5.www.garagegames.com/mg/forums/result.thread.php?qt=34348
#118
Unk, Ah, so it does. We'll fix that in the next point release. Issue #835.
11/23/2005 (12:42 pm)
Benoit, I did just do a significant update to CVS, so the patch may not apply cleanly.Unk, Ah, so it does. We'll fix that in the next point release. Issue #835.
#119
11/23/2005 (1:52 pm)
And so the wheel of great mysteries turns :)
#120
11/23/2005 (3:17 pm)
@Ben - Thanks man. -Unk
Associate Ben Garney
More OpenAL issues... grr. It's definitely on the todo list to get a more robust audio layer, but not for 1.4. Meanwhile, the newer DLL does seem to work more reliably in most cases.
We will have an updated VC6 project for launch. This will be the last version of TGE that supports VC6. VC7.1 is definitely a smart move. We'll probably start supporting 8 soon, too.
Ben