RC3/Mac bugs...
by Jon Frisby · in Torque Game Builder · 06/16/2006 (9:14 am) · 3 replies
Actually, these applies to both RC1 and RC3 on Mac.
1) If an oject A is mounted to an object B with "track rotation" enabled, AND object B has a rotation, then hitting "play" in Level Builder will cause object A's rotation to be incremented by an amount equal to object B's rotation. Level Builder will then silently save the changed level.
Example: www.mrjoy.com/foo.t2d
Just hit play, and you'll see a change. Hit stop, then play again, and it will change even more.
2) If MAX_AUDIOSOURCES is exceeded, AND you CHANGE the gain of a channel (calling alxUpdateTypeGain alone is not enough, the value nees to actually *change*), you risk having the sound of the channel whose gain is being manipulated be stopped and replaced by a periodically playing sound from another channel (I know it's playing on the channel whose gain is being manipulated because the gain of the "garbage" sound is manipulated by my calls to alxUpdateTypeGain). I've successfully worked around this by upping MAX_AUDIOSOURCES but that's hardly a usable workaround. I'm not sure what the probability of the problem happening is, I just know that it happened 100% of the time when I was play-testing my game (although my game calls alxUpdateTypeGain fairly often).
3) The Mac build is STILL duping framework contents. Specifically, for ALL frameworks (all four), under the Versions directory, there are directories "A" and "Current". "Current" should be a symlink to "A". This is bloating the Mac .app size by about 3.7MB.
-JF
1) If an oject A is mounted to an object B with "track rotation" enabled, AND object B has a rotation, then hitting "play" in Level Builder will cause object A's rotation to be incremented by an amount equal to object B's rotation. Level Builder will then silently save the changed level.
Example: www.mrjoy.com/foo.t2d
Just hit play, and you'll see a change. Hit stop, then play again, and it will change even more.
2) If MAX_AUDIOSOURCES is exceeded, AND you CHANGE the gain of a channel (calling alxUpdateTypeGain alone is not enough, the value nees to actually *change*), you risk having the sound of the channel whose gain is being manipulated be stopped and replaced by a periodically playing sound from another channel (I know it's playing on the channel whose gain is being manipulated because the gain of the "garbage" sound is manipulated by my calls to alxUpdateTypeGain). I've successfully worked around this by upping MAX_AUDIOSOURCES but that's hardly a usable workaround. I'm not sure what the probability of the problem happening is, I just know that it happened 100% of the time when I was play-testing my game (although my game calls alxUpdateTypeGain fairly often).
3) The Mac build is STILL duping framework contents. Specifically, for ALL frameworks (all four), under the Versions directory, there are directories "A" and "Current". "Current" should be a symlink to "A". This is bloating the Mac .app size by about 3.7MB.
-JF
About the author
Torque Owner Don Schaper
XIX Software
// Here is where we will do the video device stuff, so it overwrites the defaults
// First set the PCI device variables (yes AGP/PCI-E works too)
initDisplayDeviceInfo();
Results in a console error; since no such function exists (in common, tools, anywhere!).