Game Development Community

One little error left

by Steven Lees-Smith · in Torque Game Engine · 05/21/2002 (3:20 am) · 9 replies

Hey all,

I think I have neraly got the engine working, I have the test app working except for some weird displays on screen but all the interfaces are there.. I have one error when I run the production exe tho.


OPenGL Device: SetScreenMode
qwglCreateContext failed to create an opengl rendering context.

then it crashes, this is right after the DOS box is about to close and the menu appears.

The test app works except for the display, I can see the man in all the test missions but the scenery is just all gobbly gook, a mass of weird coloured polygons and gunk.

I have word docs where I have captured the errors and a screenshot of the test app if anyone would care to have a quick look at it and see if it is something known.

Thanks.

S.

#1
05/21/2002 (6:51 am)
machine, os, video card & ram, audio card, running latest drivers, etc.???

yes, post the relevant-looking con output.

d
#2
05/21/2002 (7:57 am)
..
these problems sound old.
is this a old version?
#3
05/21/2002 (9:13 pm)
Nah everything is brand new from all the relevant websites.

I am running a PIII600 with 512 ram, Riva TNT2 AGP 32MB Video card, Windows 2000.

I am lost with this one. I d/l the torque engine from here, OpenAL, SP5 for C++, Direct X 8.1, every step followed. Like I said the test app works just the test missions look like a bomb hit them - tho the little guy runs around fine.

And the torque SDK crashes out at the point I mentioned earlier.

Any ideas
#4
05/21/2002 (10:53 pm)
I guess Badguy refers to the "Release_1_1_1" version - this one is "old" now and had that D3D error discussed extensively in the forums here (all polys messed up, etc.) - should be fine in OpenGL, though - and this bug was resolved a couple of months ago in the HEAD ("daily-snapshot-type-of-thing" you can get via CVS) version...
So if you really want to use Direct3D, compile the HEAD version to play the test missions... Not sure why you get this OGL crash, though...
#5
05/22/2002 (4:42 am)
HEAD version?? now I am more confused. I am not a tech head and am bumbling through this program just to even get to the parts that I know I should be able to do.

Will this HEAD version help with the TorqueDebug.exe error I get with it crashing before it even opens??

I am waaaaaaaaaaaaaay lost at the moment..
#6
05/22/2002 (4:59 am)
Well, if you check out the Torque source via CVS, you should get the latest version, this is called the "HEAD" ... (you could also type in "HEAD" in the "WinCVS->Create->Checkout Module->Checkout options->By revision/tag/branch" field, but it should work without specifying any version...)
So after you've checked out the whole source and compiled it with VC++ or whatever, all the 3D3 errors should be gone... you can compile the DEBUG and the RELEASE version of Torque (VC++ -> Build -> Set active configuration), and both of them should work ...
if they don't, please post your exact system configuration (processor, graphics card, RAM, Mainboard, driver versions, etc. etc.) here...
EDIT: Oh, you did post some of this stuff...
Try the latest NVidia Detonator drivers, the latest VIA 4-in-1 drivers (if you got a VIA chipset), etc.
#7
05/23/2002 (3:59 am)
okay okay - I have it working I think. I did what was said about the HEAD version, sucked it down with CVS to a new location.. Merged the two reg files, went into c++ and rebuilt the torqueDemo_debug.exe. I run the exe and I end up in the test app with the 3 test missions???? whcih work by the way - major accomplish just that fact.

But is it right that the Torque engine itself starts with the 3 sample missions or what have I done wrong this time..

I am sooooooooo close to getting this to work.. any final little tips. I just want a blank world for me to bash away with.
#8
05/23/2002 (4:04 am)
Nope, seems you're all set now... the 3 test missions are there to play around with, you can edit (or save as) them via the editor (F11), add new objects, change the terrain, whatever...
Or make your own missions, change the engine code, add your own models, add bots, change the scripts,... it's all up to you now!
Have fun! :-))
#9
05/23/2002 (2:31 pm)
Stefan,

Thanks for the time to help with all my painful little issues. I am away, I have a new mission where I am mucking around with the settings and all the different editors.

I have managed to add objects, scenery etc. I cannot seem to get any of the environmental changes to stick tho. I tried to make a lava lake with some basic wave movements but when I hit F11 to get out of the world editor the place where I set up the lave lake just reverts back to a hole in the ground. I named it in the spot needed, apply the changes, the green box appears around the little red dot indicating where the lake will be, but it disappears. I am sure once I get the answer to this the rest will start to fall into place as I am sure the concepts for adding is all the same.

I am tearing through all the documentation that I can find to get some explanations on all the parameters that can be changed for various objects but cannot seem to find much, is it a matter of hit and miss???