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Hello World crash

by Justin Marano · in Torque Game Engine · 06/14/2006 (8:32 am) · 4 replies

When I try to run Hello World, everything works fine. The torque screen comes up and hello world is in the top left. But when I try to quit the screen, everything goes black and won't respond until I turn off the power and turn it back on. Any suggetions fellas?

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#1
06/15/2006 (1:18 pm)
Working fine for me.
Post your console log.

Steve.
#2
06/19/2006 (8:32 pm)
The "helloworld" program switches you out of windows mode into a video screen mode, and should switch you back when you hit the quit button. It sounds like it is failing to switch back after tge closes, and that might suggest a compatibility problem. Make sure your system meets the minimum Torque requirements (see page xxviii of 3DGPAI1), and that your video card drivers are up-to-date.

Also make sure that you are running the program exactly as specified: save the helloworld.cs file to the c:\3dgpai1\ch2 folder, then open a console window, change to the folder c:\3dgpai1 and then run with the command tge -ch2 helloworld.cs

There seem to be multiple copies of tge and related files on the disc, each specifically targeting different exercises, and if you accidently run the wrong one, oddities can occur.

If you continue having troubles, please post the console log, as Steven suggested. It may have other clues, though the console log for hello world is fairly minimal. It should be in the folder c:\3DGPAI1 with the filename console.txt.

Finally, if you get stuck at the black screen again, try -. It might take you back to windows mode.
#3
08/24/2006 (9:50 am)
I am teaching a course in game programming using the torque engine and this book. I have a student who runs HelloWorld.cs and as a simular problem. When he hits the "Close" button, it appears his screen comes back in a lower resolution than it was before he ran the TGE.

Any suggestions?
#4
08/25/2006 (5:49 pm)
TGE is not exiting nicely, check to make sure the service is terminating correctly, if not then it might not be destroying the Direct3D or openGL surfaces. It happened to me once, I just CVS'ed the current head and compiled it, seemed to fix the problem.

A word of caution though, this book is from 1.3 we are currently on or near 1.4.2 somethings may not be compatible