Beta 3 - TGBX not working?
by Stefan Beffy Moises · in Torque X 3D · 12/03/2006 (2:03 am) · 33 replies
When I start the TGBX.exe, it just hangs there in the process list and I can't even kill it... I have to reboot to get rid of it again. The log doesn't say anything either... is there some trick to get it working? Do I have to copy some TankBuster files in there or something?
Going to reboot now since the hanging process starts the fan on my Geforce after a couple of minutes... :P
Going to reboot now since the hanging process starts the fan on my Geforce after a couple of minutes... :P
About the author
#2
12/03/2006 (10:00 am)
Stefan, As I recall, you're running the German localized Windows, right? What is the German translation for "Program Files"? Check the shortcut properties for Start -> Programs -> TorqueX Beta 3 -> TGBX Editor. (right-click and select properties instead of left click). I'm guessing that the "Target" path on top correctly points to TGBX.exe using the German word for "Program Files" while the "Start in" path uses the English equivalent. Also do you have any problems running the normal TGB? You can download the demo if you don't already have it. Also try navigating to the TGBX.exe directory in File Explorer and launching TGBX manually.
#3
But actually, I didn't use the TGBX Shortcut, I started directly from the directory where it's installed, and I've also changed the installation path to "D:\Torque\TorqueXBeta-1.0b3" when I installed, so the paths are correct for the shortcut, too...
I've tried TGB a couple of months ago, but I can download the current demo and try that...
12/03/2006 (10:13 am)
@John: the German version, right...But actually, I didn't use the TGBX Shortcut, I started directly from the directory where it's installed, and I've also changed the installation path to "D:\Torque\TorqueXBeta-1.0b3" when I installed, so the paths are correct for the shortcut, too...
I've tried TGB a couple of months ago, but I can download the current demo and try that...
#4
12/03/2006 (10:58 am)
Ok, just checked the current TGB demo, works fine for me!
#5
12/03/2006 (1:27 pm)
Stefan, can you email me your complete console.log file? I'll compare it to mine and narrow down where things seem to break down. Please send to: jkanalakis (at) msn.com
#6
That's all...
12/03/2006 (1:55 pm)
John, it's so short that I can paste it here:Quote:
//-------------------------- 12/3/2006 -- 10:58:15 -----
Processor Init:
Intel Pentium 4, ~2.75 Ghz
(timed at roughly 2.76 Ghz)
FPU detected
MMX detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/main.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/tools/main.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/torqueX/main.cs.
--------- Initializing Common ---------
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/preferences/defaultPrefs.cs.
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Using OpenGL rendering. Fullscreen: 0
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/common.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/audio.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/canvas.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/cursor.cs.
That's all...
#7
1. Open the file: /TorqueXBeta1.0b3/TGBX/common/main.cs
2. find line 24: execPrefs("commonPrefs.cs");
3. replace it with this: execPrefs("C:/Documents and Settings/John Kanalakis/Application Data/GarageGames/TorqueGameBuilderX/commonPrefs.cs");
* Change my name to your Windows login name
* Change "Documents and Settings" to the German equivalent
4. Run TGBX and cross your fingers (actually I think Germans hold thumbs)
I think this is still a problem with the installer not supporting localized versions of Windows. Anyway, Viel Glueck!!!
12/03/2006 (8:15 pm)
Stef, I think this should do it...1. Open the file: /TorqueXBeta1.0b3/TGBX/common/main.cs
2. find line 24: execPrefs("commonPrefs.cs");
3. replace it with this: execPrefs("C:/Documents and Settings/John Kanalakis/Application Data/GarageGames/TorqueGameBuilderX/commonPrefs.cs");
* Change my name to your Windows login name
* Change "Documents and Settings" to the German equivalent
4. Run TGBX and cross your fingers (actually I think Germans hold thumbs)
I think this is still a problem with the installer not supporting localized versions of Windows. Anyway, Viel Glueck!!!
#8
This is of course assuming it's using the latest changes to the path handling code. It's ended up in 3 or 4 different branches now and I don't know whether the build of TGBX you guys have has had the latest code merged.
12/04/2006 (12:15 am)
It should actually be execPrefs("commonPrefs.cs"); ... You can see whether it's getting the right path by doing echo(getPrefsPath()); in the console. execPrefs() automatically prepends whatever getPrefsPath() returns unless you give it a full path. Note that it gets the path directly from the OS so it should handle localized versions of windows.This is of course assuming it's using the latest changes to the path handling code. It's ended up in 3 or 4 different branches now and I don't know whether the build of TGBX you guys have has had the latest code merged.
#9
12/04/2006 (12:46 am)
Tom's right. I updated my earlier post with the code to try changing.
#10
So it looks like I dont have that file at all... any ideas? What's in there? could someone post it for me? Or should it contain system specific prefs?
12/04/2006 (1:26 am)
Well, strangely enough, the folder is there, but the file "commonPrefs.cs" isn't... and wth are (compiled) scripts now stored in system folders and not just in the game/editor folders?So it looks like I dont have that file at all... any ideas? What's in there? could someone post it for me? Or should it contain system specific prefs?
#11
12/04/2006 (1:32 am)
Okay, I think we're on the right path... Try downloading the files from here. My guess is that Tom is right and TGBX is looking in the right place for the files, but the installer failed to copy the files there.
#12
12/04/2006 (1:53 am)
Thx for the files, John, but it looks there's more to it... the process still hangs and nothing happens, although its executing the commonPrefs now:Quote:So I guess the installer has messed up something else... :(
//-------------------------- 12/4/2006 -- 10:41:06 -----
Processor Init:
Intel Pentium 4, ~2.75 Ghz
(timed at roughly 2.76 Ghz)
FPU detected
MMX detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Compiling D:/Torque/TorqueXBeta-1.0b3/TGBX/common/main.cs...
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/main.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/tools/main.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/torqueX/main.cs.
--------- Initializing Common ---------
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/preferences/defaultPrefs.cs.
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Using OpenGL rendering. Fullscreen: 0
Executing C:/Dokumente und Einstellungen/beffy/Anwendungsdaten/GarageGames/TorqueGameBuilderX/commonPrefs.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/common.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/audio.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/canvas.cs.
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/cursor.cs.
#13
TGBX/common/gameScripts/common.cs
If you have some time, try the following...
1. Do you have Torsion? If not, download it from here.
2. Then open the TGBX Torsion project... TGBX/Torsion/TGB 1.1.torsion
3. Open the script file: TGBX/common/gameScripts/common.cs
4. Set a Breakpoint (Debug + New Breakpoint...) at line 31: exec("./cursor.cs");
5. Set the Torsion run mode (drop list in toolbar) to Release, not Debug
6. Press F5 or Debug + Start from the menu
7. When the Breakpoint is reached, step through line by line (F10) until you cant step anymore
8. Post back where you loose control or crash (file & line number)
Just to try something, comment out the above script code (except for initializeCanvas).
12/04/2006 (9:39 am)
Stef - Looks like this might be more serious than I thought. Just by looking at your log file, it looks like something in the following script code might be causing the problem:TGBX/common/gameScripts/common.cs
// Seed the random number generator.
setRandomSeed();
// Set up networking.
setNetPort(0);
// Initialize the canvas.
initializeCanvas("TorqueX Game Builder");
// Start up the audio system.
initializeOpenAL();If you have some time, try the following...
1. Do you have Torsion? If not, download it from here.
2. Then open the TGBX Torsion project... TGBX/Torsion/TGB 1.1.torsion
3. Open the script file: TGBX/common/gameScripts/common.cs
4. Set a Breakpoint (Debug + New Breakpoint...) at line 31: exec("./cursor.cs");
5. Set the Torsion run mode (drop list in toolbar) to Release, not Debug
6. Press F5 or Debug + Start from the menu
7. When the Breakpoint is reached, step through line by line (F10) until you cant step anymore
8. Post back where you loose control or crash (file & line number)
Just to try something, comment out the above script code (except for initializeCanvas).
#14
this time I also got the IP bind:
initializeCanvas("TorqueX Game Builder");
it seems... - the process hung up again... and now I have to reboot :P
bbiab ;)
12/04/2006 (10:57 am)
Ok, tried to step through with the debugger... this time I also got the IP bind:
Quote:and I lost control at
Loading compiled script D:/Torque/TorqueXBeta-1.0b3/TGBX/common/gameScripts/cursor.cs.
Binding server port to default IP
initializeCanvas("TorqueX Game Builder");
it seems... - the process hung up again... and now I have to reboot :P
bbiab ;)
#15
12/04/2006 (11:10 am)
Great update - sorry about the reboot. Try stepping into the initializeCanvas() method with F11 and see if anything specific within that method causes the problem. Interestingly, it looks like that method is playing around with video resolutions, so I'm wondering if this could be related to video card issues.
#16
And initializeCanvas() looks pretty similar to TGB, which works like a charm...
Is any GG Employee watching this and has an idea whats different between TGB and TGBX or where the installer might have screwed up again?
12/04/2006 (11:19 am)
Hm, I don't think I can step through it since the process hangs and Torsion doesn't do much then, I can only end the debugging session (leaving the process hanging still though...).And initializeCanvas() looks pretty similar to TGB, which works like a charm...
Is any GG Employee watching this and has an idea whats different between TGB and TGBX or where the installer might have screwed up again?
#17
TGBX/common/gameScripts/canvas.cs
That method dumps the following to the console:
I also no longer believe this is related to localization. This is looking more like a video card issue. And without the TGBX source code, I can't really dig any deeper.
12/04/2006 (11:27 am)
Yeah - it looks like there's a lot of initialization going on in the createCanvas() method found on Line 30 of: TGBX/common/gameScripts/canvas.cs
That method dumps the following to the console:
Video Init: Accelerated OpenGL display device detected. Accelerated D3D device detected. Voodoo 2 display device not detected. Activating the OpenGL display device... Activating the OpenGL display device... Setting screen mode to 1680x1050x32 (w)... Creating a new window... Acquiring a new device context... Pixel format set: 32 color bits, 24 depth bits, 8 stencil bits Creating a new rendering context... Making the new rendering context current... OpenGL driver information: Vendor: NVIDIA Corporation Renderer: GeForce Go 7800 GTX/PCI/SSE2 Version: 2.0.1 OpenGL Init: Enabled Extensions ARB_multitexture (Max Texture Units: 4) EXT_blend_color EXT_blend_minmax EXT_compiled_vertex_array NV_vertex_array_range EXT_texture_env_combine EXT_packed_pixels EXT_fog_coord ARB_texture_compression EXT_texture_compression_s3tc (ARB|EXT)_texture_env_add EXT_texture_filter_anisotropic (Max anisotropy: 16) WGL_EXT_swap_control OpenGL Init: Disabled Extensions EXT_paletted_texture 3DFX_texture_compression_FXT1 Max Texture Size reported as: 4096
I also no longer believe this is related to localization. This is looking more like a video card issue. And without the TGBX source code, I can't really dig any deeper.
#18
setNetPort(0);
(and initializeOpenAL();)
and it works!
(well, after I've set the resolution from 1680 x ... to 800x600 in commonPrefs.cs since my desktop is only 1024x768)
Any guesses what might be screwed-up networking-wise?
12/04/2006 (11:28 am)
Ha! It wasnt initializeCanvas()! Looks like its the networking somehow... I just commented setNetPort(0);
(and initializeOpenAL();)
and it works!
(well, after I've set the resolution from 1680 x ... to 800x600 in commonPrefs.cs since my desktop is only 1024x768)
Any guesses what might be screwed-up networking-wise?
#19
12/04/2006 (11:31 am)
Stefan, can you run normal TGB, open it's console.log file and dump the Video Init: section (like mine above) so we can compare the output?
#20
12/04/2006 (11:35 am)
Congratulations! That's great news. Strange thing is that the setNetPort(0); is also in TGB and that seems to work for you. Also, are you sure its that line? did you uncomment initializeOpenAL(); to be sure?
Associate Stefan Beffy Moises
:(