1.4 Graphical gliches?
by Jon Jorajuria · in Torque Game Engine · 02/11/2006 (12:02 am) · 21 replies
I just ported my game to 1.4, is anybody else experiencing death animation graphical flickers? If so, is there a work around?
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#2
02/11/2006 (2:38 am)
Yep, i've noticed this too & have tried to fix it with no success :(
#3
02/17/2006 (6:02 am)
*cough cough* bump (spilt my coffee)
#4
Heck, even if you can't propose a fix at least say hello so I know someone else has at least read this thread.
The problem described didn't happen with 1.3, only 1.4 so I would assume it's an easy one to fix.
STOP, DON'T CLICK THAT BACK BUTTON ON YOUR BROWSER BEFORE POSTING!!!
02/19/2006 (8:40 am)
Sorry to keep bumping but this thread is getting kind of lonely :(Heck, even if you can't propose a fix at least say hello so I know someone else has at least read this thread.
The problem described didn't happen with 1.3, only 1.4 so I would assume it's an easy one to fix.
STOP, DON'T CLICK THAT BACK BUTTON ON YOUR BROWSER BEFORE POSTING!!!
#5
02/19/2006 (8:49 am)
I havn't noticed this problem. Then again I have the cam. switch to third person so the player can watch is death. (No point to that really until I add ragdoll physics)
#6
02/19/2006 (8:51 am)
That's where the problem happens, when you die you switch to an observer camera which allows you to watch your dead body on the ground. This is where the flickering is happening.
#7
I have the problem as well. I would love to find a fix for it as well.
Aaron E.
02/19/2006 (10:10 am)
Hi Tim,I have the problem as well. I would love to find a fix for it as well.
Aaron E.
#8
02/19/2006 (10:10 am)
Oops. Repeated post. Edited.
#9
02/19/2006 (10:22 am)
I think it has something to do with the "tilt the corpse to match the floor's angle" functionality. Whenever I deactivate that, the flicker goes away.
#10
02/19/2006 (10:26 am)
I'm not getting the problem at all. I wonder why.
#11
As I mentioned before, this didn't happen to me on v1.3.5 of the lighting kit.
@ Walter Yoon
Where is this function located, how does one go about deactivating it?
@ Matt "Mr. Pig" Razza
Do you have any custom code or scripts that would be stopping you from seeing the problem we describe? If you can be bothered launch an unmodified version of 1.4 and ctrl-k, you should see the orc die from an external view & the flickering will occur. If not, and I would think it's highly unlikely, maybe it's a hardware related issue???
02/19/2006 (10:35 am)
Im using TLK1.4, what's everyone else using? As I mentioned before, this didn't happen to me on v1.3.5 of the lighting kit.
@ Walter Yoon
Where is this function located, how does one go about deactivating it?
@ Matt "Mr. Pig" Razza
Do you have any custom code or scripts that would be stopping you from seeing the problem we describe? If you can be bothered launch an unmodified version of 1.4 and ctrl-k, you should see the orc die from an external view & the flickering will occur. If not, and I would think it's highly unlikely, maybe it's a hardware related issue???
#12
@ Tim
In player.cc, look for this bit of code:
Change the "death" in the line dp->death = !dStrnicmp(dp->name, "death", 5); to a different 5-character string that doesn't match any of your sequences (gibberish like "xyzzy" will do fine for the stock Torque install).
Recompile, and test it out by using ctrl-K to suicide. The camera shouldn't flicker, but the corpse won't tilt to match the ground surface. This isn't a problem for flat surfaces, but it looks bad on hills and mountains.
02/19/2006 (11:12 am)
Using TGE 1.4.@ Tim
In player.cc, look for this bit of code:
void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnimation *dp)
{
dp->death = !dStrnicmp(dp->name, "death", 5);
.
.Change the "death" in the line dp->death = !dStrnicmp(dp->name, "death", 5); to a different 5-character string that doesn't match any of your sequences (gibberish like "xyzzy" will do fine for the stock Torque install).
Recompile, and test it out by using ctrl-K to suicide. The camera shouldn't flicker, but the corpse won't tilt to match the ground surface. This isn't a problem for flat surfaces, but it looks bad on hills and mountains.
#13
02/19/2006 (11:41 am)
Wierd. I built my game off tut.base. That must be where the difference is. I noticed a "shuddering" effect in the demo.
#14
I found the problem.
It seems there were some changes made to engine/game/camera.cc in v1.4 of Torque
Go to line 281 where it says validateEyePoint(1.0f, &mRenderObjToWorld);
Change this line to read
Problem Solved.
02/19/2006 (8:49 pm)
@ ALLI found the problem.
It seems there were some changes made to engine/game/camera.cc in v1.4 of Torque
Go to line 281 where it says validateEyePoint(1.0f, &mRenderObjToWorld);
Change this line to read
validateEyePoint(1.0f, &mObjToWorld);
Problem Solved.
#16
Did it work ok for everyone else???
02/20/2006 (7:57 pm)
So how'd everyone go? I haven't had any problems since I changed that 1 line in camera.cc, but I haven't had much time to test it thouroghly.Did it work ok for everyone else???
#18
I've been too lazy to try it out and recompile . . . until now.
It seems to be working perfectly for me. Best of all, it was quick and painless. :)
Thank you for this cool code fix.
Aaron E.
02/21/2006 (12:42 pm)
Tim,I've been too lazy to try it out and recompile . . . until now.
It seems to be working perfectly for me. Best of all, it was quick and painless. :)
Thank you for this cool code fix.
Aaron E.
#19
02/21/2006 (12:59 pm)
Yes that fix worked! Hopefully GG can incorperate this fix into the head.
#20
02/21/2006 (1:34 pm)
Thanks Tim. A fix provided to a bug that I even noticed just today, thanks man.
Torque 3D Owner Peter Simard
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