Are bugs being slayed?
by Jeffrey P. Bakke · in Torque Game Engine · 03/30/2002 (10:52 pm) · 5 replies
I've seen this bug for the last few months of builds and decided that maybe no one has ever seen it to fix it.
Run the demo in the example directory, and on the main GUI menu, press F11: The following error box pops up and the program crashes:
Fatal: (torque\engine\gui\guicontrol.cc @ 384)
GuiControl::awaken: failed onWake
I continually question jumping into full development with Torque when simple things still cause faults. Stability leaves something to be desired. I know that I can easy crash the terrain/mission editor at will.
-Jeff Bakke
jeff@gozer.c
Run the demo in the example directory, and on the main GUI menu, press F11: The following error box pops up and the program crashes:
Fatal: (torque\engine\gui\guicontrol.cc @ 384)
GuiControl::awaken: failed onWake
I continually question jumping into full development with Torque when simple things still cause faults. Stability leaves something to be desired. I know that I can easy crash the terrain/mission editor at will.
-Jeff Bakke
jeff@gozer.c
About the author
#2
As far as general TGE stability, I don't run across faults hardly ever (except sometimes in the code I add/change). However I am 1) not using vehicles and 2) not using the head CVS revisions, so I'm not on the bleeding edge of things... take that for what it's worth.
03/31/2002 (12:23 am)
Report something here and it often gets tackled sooner or later. That particular editor bug doesn't seem to be too important -- trying to start the mission editor without an active mission is wilfully attempting to do something incorrect -- so it may be a "later" kind of bug. But someone familiar with the editor setup (which is not really me, despite the thread I just posted) might be able to fix it quickly.As far as general TGE stability, I don't run across faults hardly ever (except sometimes in the code I add/change). However I am 1) not using vehicles and 2) not using the head CVS revisions, so I'm not on the bleeding edge of things... take that for what it's worth.
#3
I'm guessing the GG team has had their hands busy with bigger issues, and someone will eventually get around to disabling it from the main menu (or, having a way to enter from the main gui by loading a 'blank' mission or something). I've known this issue for months, but I've had better things to work on and solve, and now have a full-time job to suck up my time. ;)
d
03/31/2002 (7:39 pm)
So far as I know, the editors aren't available until you are into a mission. That's most likely why it asserts.I'm guessing the GG team has had their hands busy with bigger issues, and someone will eventually get around to disabling it from the main menu (or, having a way to enter from the main gui by loading a 'blank' mission or something). I've known this issue for months, but I've had better things to work on and solve, and now have a full-time job to suck up my time. ;)
d
#4
04/01/2002 (3:08 am)
Lots of stuff needs to be disabled when it cannot be used, although it might be just as easy to remap default commands to Alt-F11 when you release your game so the public dont get whacked by the Dev teams settings.
#5
If joe public wants to mod what Ive done, then I'll supply a modable version for that purpose. But I'd rather they didnt accidentally do that.
Phil.
04/01/2002 (5:14 am)
To be honest, I'd shy away from including any sort of editing in a general release of a game anyway. Its including something that joe public dont need.If joe public wants to mod what Ive done, then I'll supply a modable version for that purpose. But I'd rather they didnt accidentally do that.
Phil.
Torque Owner Alexander Porter
hey can we get a list of all reported bugs so we dont list bugs twice?