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
#122
12/07/2005 (7:02 pm)
If you leave Showtoolpro in the directory its bundled in with 1.4, it becomes unuseable after running DeleteDSOs.bat (for the obvious reason that it doesn't come with .cs files)
#123
Also the particle editor appears to be non existant? I had to copy the gui file over from 1.3 for it to work in 1.4
12/07/2005 (8:54 pm)
I too have the alt tab issue and am not running a dual monitor setup. Tested this on 4 different pc's and they all do it!Also the particle editor appears to be non existant? I had to copy the gui file over from 1.3 for it to work in 1.4
#124
@Paul - yup, known issue. Will get fixed in 1.4.1.
@Tim - Yes, known issue, see above! The particle editor is yours to use at your own risk - we don't officially support it anymore.
12/07/2005 (9:09 pm)
@Ron - quite possibly. I'd welcome a patchc!@Paul - yup, known issue. Will get fixed in 1.4.1.
@Tim - Yes, known issue, see above! The particle editor is yours to use at your own risk - we don't officially support it anymore.
#125
12/07/2005 (10:36 pm)
@Ben, some of us have already started porting to 1.4. When you release 1.41 can you at least provide a list of affected files so that we can do a diff/windiff etc and locate the changes done in 1.41.
#127
In guiBitmapButtonCtrl.cc replace void GuiBitmapButtonTextCtrl::onRender(Point2I offset, const RectI& updateRect) with this:
Woohoo!! I finally got to contribute something instead of always asking for help!
12/08/2005 (1:23 am)
@Ben, Ask and you shall receive. In guiBitmapButtonCtrl.cc replace void GuiBitmapButtonTextCtrl::onRender(Point2I offset, const RectI& updateRect) with this:
void GuiBitmapButtonTextCtrl::onRender(Point2I offset, const RectI& updateRect)
{
enum {
NORMAL,
HILIGHT,
DEPRESSED,
INACTIVE
} state = NORMAL;
if (mActive)
{
if (mMouseOver) state = HILIGHT;
if (mDepressed || mStateOn) state = DEPRESSED;
}
else
state = INACTIVE;
ColorI fontColor = mProfile->mFontColor;
TextureHandle texture;
switch (state)
{
case NORMAL:
texture = mTextureNormal;
fontColor = mProfile->mFontColor;
break;
case HILIGHT:
texture = mTextureHilight;
fontColor = mProfile->mFontColorHL;
break;
case DEPRESSED:
texture = mTextureDepressed;
fontColor = mProfile->mFontColorSEL;
break;
case INACTIVE:
texture = mTextureInactive;
fontColor = mProfile->mFontColorNA;
if(!texture)
texture = mTextureNormal;
break;
}
if (texture)
{
RectI rect(offset, mBounds.extent);
dglClearBitmapModulation();
dglDrawBitmapStretch(texture, rect);
Point2I textPos = offset;
if(mDepressed)
textPos += Point2I(1,1);
// Make sure we take the profile's textOffset into account.
textPos += mProfile->mTextOffset;
dglSetBitmapModulation( fontColor );
renderJustifiedText(textPos, mBounds.extent, mButtonText);
renderChildControls( offset, updateRect);
}
else
Parent::onRender(offset, updateRect);
}Woohoo!! I finally got to contribute something instead of always asking for help!
#128
We actually updated the OpenAL binaries we're using to the latest version, which fixed a bunch of sound issues... except it doesn't work on some systems the old OpenAL _did_ work on! So we're looking even harder for someone to contract to do a sound layer. Want to volunteer?
@Ron - Ah, wonderful! Thanks. Issue #934.
12/08/2005 (9:54 am)
@Duncan - get a better diff tool. :) I routinely do merges between full copies of Torque with Beyond Compare - only takes me an hour or so. We actually updated the OpenAL binaries we're using to the latest version, which fixed a bunch of sound issues... except it doesn't work on some systems the old OpenAL _did_ work on! So we're looking even harder for someone to contract to do a sound layer. Want to volunteer?
@Ron - Ah, wonderful! Thanks. Issue #934.
#129
The audio problem in that thread is a one line change by Akio and you will find near the end just before your own post. It solves a sound mix up problem when using both wav and ogg files. I can't see that updating the Openal binaries would have fixed that particular problem since its a audio.cc bug.
Before I volunteer to write a sound layer, what about all the work put in by Marcelo Oliveira in this resource
12/08/2005 (11:20 am)
@Ben, thanks, I'll try out that diff tool and see how it goes.The audio problem in that thread is a one line change by Akio and you will find near the end just before your own post. It solves a sound mix up problem when using both wav and ogg files. I can't see that updating the Openal binaries would have fixed that particular problem since its a audio.cc bug.
Before I volunteer to write a sound layer, what about all the work put in by Marcelo Oliveira in this resource
#130
12/08/2005 (12:14 pm)
Im having problems when creating a waterblock...it doesnt show up by my player and the only way to alter it is via numbers in the editor...i cant seem to drag it on its axis
#131
12/08/2005 (12:31 pm)
Also im having problems getting blur an sniper effect to work on 1.4....console comes back with unable to locate function...ive looked for answers but found none
#132
Also, when using .getText() it removes the last three characters; and trying to resize it causes some weird behaviour.
Not sure if any of these problems happen with other GUI controls, haven't gotten around to testing them.
[UPDATE]
Okay, I did some quick fixes to get guiMLTextEditCtrl to work pretty much how it should. However, I think there are some underlying issues going on and it should be looked into more fully. I've only recently really started delving into the GUI controls code and seeing how things are put together, so you know your way around better than I do.
Heres the fixes, as follows, for anyone who needs a quick fix for immediate use(such as myself).
Changes are in bold..
- guiMLTextEditCtrl.cc
That will fix the backspace/delete issues. And...
- guiMLTextCtrl.cc
That will fix the issue with using a script call to getText().
I've also noticed one other oddity about the control, the left justified text is actually a little bit too left justified, hiding the first character.
I'm sure theres a few other things that can be found that aren't quite right.. ( <-did not mean disrespect with this statement - refering to Ben's comment later about my math :P Seriously, no disrespect was intended... besides +3 isn't hard to calculate. :P ) but for what I need it for, it works well enough.
Hope it helps.
-Jase
12/24/2005 (6:31 am)
It would seem that guiMLTextCtrl/guiMLTextEditCtrl is defunct. Backspace/delete doesn't work for removing characters, but backspace will move the cursor position back one space. You can, however, delete the text by selecting the characters you want deleted and hitting backspace or delete, but it leaves behind a single character which is a nuisance to get rid of.Also, when using .getText() it removes the last three characters; and trying to resize it causes some weird behaviour.
Not sure if any of these problems happen with other GUI controls, haven't gotten around to testing them.
[UPDATE]
Okay, I did some quick fixes to get guiMLTextEditCtrl to work pretty much how it should. However, I think there are some underlying issues going on and it should be looked into more fully. I've only recently really started delving into the GUI controls code and seeing how things are put together, so you know your way around better than I do.
Heres the fixes, as follows, for anyone who needs a quick fix for immediate use(such as myself).
Changes are in bold..
- guiMLTextEditCtrl.cc
void GuiMLTextEditCtrl::handleDeleteKeys(const GuiEvent& event)
{
if ( isSelectionActive() )
{
mSelectionActive = false;
deleteChars(mSelectionStart, mSelectionEnd + 1);
mCursorPosition = mSelectionStart;
}
else
{
switch ( event.keyCode )
{
case KEY_BACKSPACE:
if (mCursorPosition != 0)
{
// delete one character left
//deleteChars(mCursorPosition-1, mCursorPosition-1);
[b]deleteChars(mCursorPosition-1, mCursorPosition);[/b]
setUpdate();
}
break;
case KEY_DELETE:
if (mCursorPosition != mTextBuffer.length())
{
// delete one character right
//deleteChars(mCursorPosition, mCursorPosition);
[b]deleteChars(mCursorPosition, mCursorPosition+1);[/b]
setUpdate();
}
break;
default:
AssertFatal(false, "Unknown key code received!");
}
}
}That will fix the backspace/delete issues. And...
- guiMLTextCtrl.cc
//--------------------------------------------------------------------------
const char* GuiMLTextCtrl::getTextContent()
{
if ( mTextBuffer.length() > 0 )
{
char* returnString = Con::getReturnBuffer( mTextBuffer.length() + 1 );
//mTextBuffer.get(returnString, mTextBuffer.length() );
[b]mTextBuffer.get(returnString, mTextBuffer.length() +3 );[/b]
return returnString;
}
return( "" );
}That will fix the issue with using a script call to getText().
I've also noticed one other oddity about the control, the left justified text is actually a little bit too left justified, hiding the first character.
I'm sure theres a few other things that can be found that aren't quite right.. ( <-did not mean disrespect with this statement - refering to Ben's comment later about my math :P Seriously, no disrespect was intended... besides +3 isn't hard to calculate. :P ) but for what I need it for, it works well enough.
Hope it helps.
-Jase
#133
12/24/2005 (8:38 am)
Interesting, looks like you've found some hiccoughs in the conversion from ANSI to Unicode. Issue #1006. Strange, though, about the left justified issue, as it works great in Marble Blast Ultra....
#134
Merry Christmas, by the way. Now to see if Wacky Sleigh Ride is up for download :D
Happy Holidays, everyone.
-Jase
12/24/2005 (10:03 pm)
I figured out the problem with left justified text, it was simple user error. :) Merry Christmas, by the way. Now to see if Wacky Sleigh Ride is up for download :D
Happy Holidays, everyone.
-Jase
#135
12/27/2005 (3:41 am)
Ah, good to hear. One less problem to deal with. ;)
#136
having discovered today how wonderful the console is at finding errors in my game, I happened to be working on one aspect of the starter.fps that is bugging me, that of not keeping score.
I noticed in the console that it is trying to reference a function called inScore which for the life of me I cannot find anywhere, and so it seems the program is having a problem finding it.
Is this me being stupid, or was it in 1.3 and not in 1.4?
Hoping someone can put mne out of my misery:)
Regards
Graham Evans
12/27/2005 (7:51 pm)
Greetings:)having discovered today how wonderful the console is at finding errors in my game, I happened to be working on one aspect of the starter.fps that is bugging me, that of not keeping score.
I noticed in the console that it is trying to reference a function called inScore which for the life of me I cannot find anywhere, and so it seems the program is having a problem finding it.
Is this me being stupid, or was it in 1.3 and not in 1.4?
Hoping someone can put mne out of my misery:)
Regards
Graham Evans
#137
12/31/2005 (2:54 pm)
It should be in 1.4, have you tried grepping?
#138
01/31/2006 (1:58 pm)
Re issue #1006, the GuiMLTextCtrls not deleting text properly, this has been resolved. Jase's math isn't quite right, but it put me on the right track to solve the problem. Cool! :)
#139
01/31/2006 (3:35 pm)
Hey Ben, as the issues are fixed are they being checked into CVS or is there going to be a scheduled minor version release? Thanks.
#140
01/31/2006 (3:38 pm)
Minor revision.
Torque 3D Owner Ron Nelson