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1.5 Save button for particle systems

by Oliver Rendelmann - DerR · in Torque Game Builder · 07/12/2007 (9:18 am) · 7 replies

The Save Button for particle systems doesn't open the save dialog for me.

I created a new project, dragged a new particle system in there, just changed the image map for the default emitter and then hit "save".. nothing happening. When I run the level I get a black screen. :-/

#1
07/13/2007 (8:39 pm)
Same with me. didn't happen in the beta. The beta also said "do you want to save particles? yes/no" when you'd exit the editor/test the game. this doesn't.
#2
07/14/2007 (2:09 pm)
Happens here too.
#3
07/17/2007 (7:34 pm)
Yeah, I just tried saving particles in 1.5 for the first time since the Beta, no save button. Anybody able to save particles (besides working with an earlier version of TGB)?
#4
07/19/2007 (1:26 pm)
Allright guys, I found the source of the problem, and a quick fix.

Note that this is NOT the final solution.

I will post the final 'perfect' fix whenever I get around to it.
Feel free to post it if you find it before me, it really doesn't look that complicated; I just have limited time. :)

In the meantime, at least we can all get cracking on the always-awesome TGB particle effect editors.

I will explain the path I followed to get to my conclusion, this way, maybe some of the readers will actually get a better grasp of how to track down simple problems like this.

If you wanna skip the process and just care about the end result, skip to the end of the post.

Basically, the Save button itself is not broken, even though the command field on the Gui object is blank.
The Gui Object has a classname, ParticleSaveEffectButton.

If we look in \tgb\tools\levelEditor\scripts\forms\quickEditClasses\t2dParticleEffect.ed.cs, a nifty little ParticleSaveEffectButton::OnClick function awaits us.

This function verifies that the object we're currently trying to save actually exists, and then calls

ParticleEditor::saveEffect

located in tgb\tools\particleEditor\main.cs.

The above function has no problem in itself, as it works properly in most cases.

However, there is an if statement right in the middle of this function, which seems to mess everything up with the filenames.

So for those of you curious enough to try to figure out where the problem occurs, I'm pretty convinced it lies between the braces of this IF statement.

Now for the quick fix!!!.

Simply LOAD a new effect, any effect OTHER than the default neweffect.eff.

(I took some effects from the behaviorplayground project that come with the builder.)

And voila, the save button works.

I strongly suggest creating a new 'template' effect, which you can use to create your particle effects from.

Just remember that if you ever start a new project or drag the neweffect.eff from the sidedbar into the level editor, you will have to load another particle effect.

From what I can tell, it seems to be a really simple default filename that's causing the problem.
As soon as we use another file than neweffect.eff, everything works fine.

Enjoy!!!

Simon "Captain Love" Lamoureux
#5
07/19/2007 (1:27 pm)
Hey Guys,
This problem has been fixed and will be in the 1.5.1 release which should be available very soon.

-Justin
#6
07/19/2007 (2:09 pm)
Way to steal my thunder there, Justin!!! :)

As long as I contributed something relatively useful (before 1.5.1 anyways :)), I will permit myself a small comment.

Lately the 'official releases' of Tge products have been hmmm....annoying, shall I say.

TGE 1.5, closely followed by 1.5.1 and 1.5.2.

TGEA 1.0, closely followed by 1.0.1, and in a few weeks 1.0.2, even though TGE went from 1.5.1 to 1.5.2 in a week or something.

Constructor, versions 'I forget' through 'this part of my brain really can't be forced to care anymore'.

and TGB 1.5 beta 1 2 3, which actually ends up with the official 1.5 release being (for me, anyways) less useable than the beta 3.

I have always defended your company's stance in several other posts, mainly 'when will Constructor be released?', but this is getting a little out of hand, in my opinion.

If you are to release so many little patches left and right for every one of your major products, or worse, if customers have to wait for an official patched version after an official release, I say get back to the CVS method of yore!!!

As mentionned above, I am aware of the problems inherent in releasing game engines that are as 'flexible' as possible, but I literally got tgb 1.5, tried out everything real quick, saw that the particle editor SAVE button didn't work, tried to fix it, and boom, 1.5.1 is going to be released 'very soon'.

So do I keep on going with my hack/fix or do I wait for 1.5.1 to come out? If I start making progress in 1.5.0, will it be entirely compatible with 1.5.1?

Rhetorical questions, obviously, but it IS getting a tad bit frustrating at times, guys.
Don't mistake this as anger, it's just annoyances in your service that I think you should know and/or think about.

Still a GG fan,

Simon Love
#7
07/27/2007 (11:54 pm)
Thanks.. Problem solved (in TGB1.51)

I would very much like a advance bug tracking system where we can upload our bug fixes for GG to varify. Wiki and forum are not very good at bug tracking.

Maybe I overlooked, would someone point me to the right direction?