Anyone else have these odd issues?
by Chris Byars · in Torque Game Engine Advanced · 07/02/2006 (10:29 am) · 41 replies
I'm having some REALLY weird behavior here in the latest TSE MS 3.5.
For reference throughout, I have a main folder here where everything is happening. If main.cs is modified so "terrain_water_demo" is the game, every problem below that I describe is nonexistant. If main.cs is modified so "fps" is the game, well, problems ensue. I did in fact copy all of the items from the "data" folder in "terrain_water_demo" over into the "data" folder in "fps" just to make sure I didn't miss anything. I brought up both folders in Codeweaver, ran multiple searches, made sure all filepaths are functional.
1. I cannot go underwater. My camera cannot get wet. Just before the camera goes underwater, just as its edges touch the depths below, TSE encounters a problem and needs to close.
2. If I fire about 5-10 projectiles so that they survive for a few seconds (ex: shoot them in the air), TSE encounters a problem and needs to close. I thought it solved itself after fixing a weapon hud issue in the source. (Fired over 120 projectiles all over the place, no problem). But then I went in again and the problem arose. Fire a few projectiles so they last for a while, crash. Solution by Brian Ramage pending.
3. I get the "NO MATERIAL" texture on the default test objects if I load the "fps" directory, or basically some of them don't even show up. Keep in mind I copied the "data" folder from the one that worked file for file over into the "fps" directory, and made sure all paths were valid. MS 3.5 Feature
4. It appears that every material now requires a materials.cs definition that says "baseTex = this" and "mapTo = this"? This is more of an inquiry than a problem. I find it annoying, though. MS 3.5 Feature
5. If I enter either the GUI editor or the World Editor, the screen is clipped peculiarly. Solution: Change visibility in world editor settings.
All of these issues are apparently script-side, as there are none of these problems in the "terrain_water_demo" game. I have absolutely no idea what I'm missing. The common, creator, editor, show, all of those directories are used by both of the games, so the problem must lie in their own directory (fps and terrain_water_demo).
For reference throughout, I have a main folder here where everything is happening. If main.cs is modified so "terrain_water_demo" is the game, every problem below that I describe is nonexistant. If main.cs is modified so "fps" is the game, well, problems ensue. I did in fact copy all of the items from the "data" folder in "terrain_water_demo" over into the "data" folder in "fps" just to make sure I didn't miss anything. I brought up both folders in Codeweaver, ran multiple searches, made sure all filepaths are functional.
1. I cannot go underwater. My camera cannot get wet. Just before the camera goes underwater, just as its edges touch the depths below, TSE encounters a problem and needs to close.
2. If I fire about 5-10 projectiles so that they survive for a few seconds (ex: shoot them in the air), TSE encounters a problem and needs to close. I thought it solved itself after fixing a weapon hud issue in the source. (Fired over 120 projectiles all over the place, no problem). But then I went in again and the problem arose. Fire a few projectiles so they last for a while, crash. Solution by Brian Ramage pending.
3. I get the "NO MATERIAL" texture on the default test objects if I load the "fps" directory, or basically some of them don't even show up. Keep in mind I copied the "data" folder from the one that worked file for file over into the "fps" directory, and made sure all paths were valid. MS 3.5 Feature
4. It appears that every material now requires a materials.cs definition that says "baseTex = this" and "mapTo = this"? This is more of an inquiry than a problem. I find it annoying, though. MS 3.5 Feature
5. If I enter either the GUI editor or the World Editor, the screen is clipped peculiarly. Solution: Change visibility in world editor settings.
All of these issues are apparently script-side, as there are none of these problems in the "terrain_water_demo" game. I have absolutely no idea what I'm missing. The common, creator, editor, show, all of those directories are used by both of the games, so the problem must lie in their own directory (fps and terrain_water_demo).
Torque Owner Chris Byars
Ion Productions
Edited: Thought I'd post that it was my fault, in the end, what caused the ugly translucency bug. Conflicting material definitions with incorrect blendOp.