Lighting Pack Demo Crashes
by Scott Burns · in · 10/27/2005 (11:41 am) · 9 replies
I just downloaded the Lighting Pack Demo and it immediately crashes upon running it. Just thought you guys might like to know since a busted demo is no good.
#2
I didn't see any obvious errors in the log. It crashed before anything could be rendered.
Here's the log anyway:
I don't have the TGE demo, but the TSE demo and the Warzone demo both ran fine on my computer. My own TGE stuff runs just fine also. I'll grab the TGE demo just to be certain.
10/27/2005 (12:13 pm)
Hi John,I didn't see any obvious errors in the log. It crashed before anything could be rendered.
Here's the log anyway:
Quote:
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
--------- Loading MODS ---------
Loading compiled script starter.fps/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script starter.fps/client/defaults.cs.
Loading compiled script starter.fps/server/defaults.cs.
Loading compiled script starter.fps/client/prefs.cs.
Loading compiled script starter.fps/server/prefs.cs.
--------- Parsing Arguments ---------
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.
--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script starter.fps/client/init.cs.
Loading compiled script starter.fps/server/init.cs.
Loading compiled script starter.fps/data/init.cs.
Loading compiled script starter.fps/data/terrains/grassland/propertyMap.cs.
Missing file: starter.fps/data/terrains/scorched/propertyMap.cs!
--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script starter.fps/server/scripts/commands.cs.
Loading compiled script starter.fps/server/scripts/centerPrint.cs.
Loading compiled script starter.fps/server/scripts/game.cs.
--------- Initializing MOD: FPS Starter Kit: Client ---------
Loading compiled script starter.fps/client/ui/customProfiles.cs.
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Loading compiled script common/editor/editor.cs.
Loading compiled script common/editor/particleEditor.cs.
Loading compiled script common/client/scriptDoc.cs.
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x32 (w)...
I don't have the TGE demo, but the TSE demo and the Warzone demo both ran fine on my computer. My own TGE stuff runs just fine also. I'll grab the TGE demo just to be certain.
#3
10/27/2005 (12:17 pm)
I just ran the TGE demo and it worked correctly as well.
#4
TLK demo 1.3.5
In the TGE console.log is the engine trying to init the window to 640x480x32? That's what the TLK demo is using by default, and the problem seems to happen while creating the window. It's very odd because TLK uses the exact same init and windowing code as TGE.
10/27/2005 (12:25 pm)
Can you try this demo (the one linked to the TLK page is much older):TLK demo 1.3.5
In the TGE console.log is the engine trying to init the window to 640x480x32? That's what the TLK demo is using by default, and the problem seems to happen while creating the window. It's very odd because TLK uses the exact same init and windowing code as TGE.
#5
10/27/2005 (12:51 pm)
I just tried the 1.3.5 demo and got the same result. It looks like it is trying to set it to 640x480x32. I deleted the dso's in the one I got off the TLK page and tried changing the prefs to see if it would do anything. I tried 800x600x32 and 1024x768x32 and still got the same result.
#6
Did you try 16 bit? Just a thought, maybe the TGE demo defaults to it.
10/27/2005 (1:46 pm)
That's bizarre, what kind of video card are you using (manufacturer and model)? Did you try 16 bit? Just a thought, maybe the TGE demo defaults to it.
#7
I did try 16 bit which made it even more confusing. It still crashed in the same place but still said it was trying to run in 32.
10/27/2005 (2:10 pm)
I'm running a Radeon 9600 with up to date drivers.I did try 16 bit which made it even more confusing. It still crashed in the same place but still said it was trying to run in 32.
#8
You can run the TLK demo in full screen by setting:
$pref::Video::fullScreen = "1";
In "starter.fps/client/prefs.cs"
I'm running ATI 9600XT in both my windows and OSX boxes, so thats very strange.
10/27/2005 (2:33 pm)
TGE forces the rendering surface to your desktop bit depth when running in windowed mode. Were the other TGE demos running in windowed mode too or full screen?You can run the TLK demo in full screen by setting:
$pref::Video::fullScreen = "1";
In "starter.fps/client/prefs.cs"
I'm running ATI 9600XT in both my windows and OSX boxes, so thats very strange.
#9
I tried to get the TLK demo to run in fullscreen, it crashed just like its been doing but in the log it was trying to set the bit depth to 32 while I still had it at 16 in prefs. It also seemed to be ignoring the resolution in prefs in fullscreen, as it was trying to do 640x480 regardless of what the prefs said.
I did manage to get it to change the bit depth to 16, but I did that by changing the desktop's bit depth to 16.
10/27/2005 (3:19 pm)
The other demos were running in fullscreen, I ran them in windowed just now and they worked. I've also been running my game in windowed all day.I tried to get the TLK demo to run in fullscreen, it crashed just like its been doing but in the log it was trying to set the bit depth to 32 while I still had it at 16 in prefs. It also seemed to be ignoring the resolution in prefs in fullscreen, as it was trying to do 640x480 regardless of what the prefs said.
I did manage to get it to change the bit depth to 16, but I did that by changing the desktop's bit depth to 16.
Torque Owner John Kabus (BobTheCBuilder)
Is there anything in the console.log, and does the TGE demo run ok for you?
-John