Game Development Community

Crash with the Xbox 360.

by MrTroy · in Torque X 2D · 04/28/2008 (5:08 pm) · 18 replies

I've downloaded the demo for Torque X Saturday, and I've been trying to figure out why it's crashing on a black screen. When trying to use any of the 3D demos, it crashes before the 3D shows. This includes if I create a new 3D starter game and publish that.

If I go in the debug more I think I'm getting a rendering error or something. It gets to this line

SceneLoader.Load(@"data\levels\levelData.txscene");

And then crashes out. In my debug window this is the what I get

An unhandled exception of type 'System.InvalidOperationException' occurred in Microsoft.Xna.Framework.dll

Additional information: The active render target and depth stencil surface must have the same pixel size and multisampling type.


I'm running Visual C# Express 2005, if that makes a difference.

If I'm missing something I am sorry, I'm just at the end of my rope. I really wanna get something working and I've combed the forums and can't find the answer.

#1
05/04/2008 (10:55 am)
I'm right there with you, friend. I've tried everything I can think of, looked everywhere for a solution...not seeing anything.

This is a pretty big problem for my overall plans, a post with at least some kind of acknowledgment would be nice. Just something to get the ball rolling...not being able to deploy to the 360 is a pretty big hurdle for testing/developing on the 360. :]
#2
05/04/2008 (12:01 pm)
Okay, let's get that ball rolling. Given that most people are able to deploy and run on Xbox 360 and that all consoles are exactly the same, the difference has to be either in the game itself or in the configuration of the environment.

So, correct me if I'm wrong... it sounds like you only create a new 3D game from the Starter Game 3D (2.0) template. Then you build and deploy. This is not your own modified game, right? The game runs normally as a Windows game, right?

You also converted the project to the Xbox 360 format? Select your game project in the Solution Explorer and right-click on it, then select Create Copy of Project for Xbox 360.

Then go into the build configuration manager (menu command Build > Configuration Manager...). make sure that the Xbox version(s) of the project are marked as Xbox 360 as the target platform... it may have defaulted incorrectly to x86 (which is right for the Windows version of the game).

Lastly, you have updated your console to XNA Game Studio Connect? When XNA 2.0 came out, a new launcher for the Xbox 360 was released too. XNA 2.0 games can't launch from the older XNA launcher.

We'll hopefully this gets the ball rolling. Hopefully one of these thoughts will point you in the right direction.

John K.
#3
05/04/2008 (12:44 pm)
John, thanks a lot for your response.

As to your questions;

I've created games (2d and 3d) from all of the starter templates, as well as modified versions of them with no success.

Everything else you asked I have done as well, with no results so far. The best I've gotten (once, seemingly randomly) is a deployment without any errors, though the end product is still a game that only shows the black screen.

If there's anything else I can tell you that might help then don't hesitate to ask. I really appreciate your time on this.
#4
05/04/2008 (2:03 pm)
I also have similar deployment problams and it looks like I'm not the only one.
www.garagegames.com/mg/forums/result.thread.php?qt=74632

Black Screen!!!

I have also done everything suggested above still unable to deploy to the 360.
FYI, I've tryed on Vista and XP.

John- I have read through as many threads as I could find on this and I'm wondering what we could be missing here.

Sorry for the trouble, but I would realy like to get the ball ball rolling as well!

Thanks
#5
05/04/2008 (3:43 pm)
James/Wayne, let's get this one solved. Can either of you send me your project exactly as it is? Just .zip it up and email me (see my profile for address, I can also handle big email attachments greater than the normal 4mb limit). I want to find out if your current project settings will work with my deployment process. If we can rule out the build configuration/process, we'll probably have to focus on networking. I'll also create a project right now, test deploy it to my Xbox 360, and then post a download link - I need about 30 mins.

John K.
#6
05/05/2008 (7:07 am)
I think I figured it out.

I went to uninstall/reinstall Torque X again, but I also decided to get rid of all XNA files and Visual Studio files on my hard drive, all at once this time instead of one at a time like I did before. Then, I installed them in order again (C# 2005 Express and update, XNA 2.0, Torque X), but I made sure this time to only use the Torque links provided with the Creator's Club subscription (not any of the "free download" links shown on the Torque X site).

Worked first attempt, no errors. I was happy, obviously, but I'm still a bit concerned that I don't know (really, anyway) what's so different about this time. To clarify, I had these files on my computer before and they didn't work, the difference being that before there were other versions of Torque X and XNA on my machine as well.

Anyway...John, thanks for your help (I feel bad now for wasting your time).

Wayne, would you mind trying this (if you haven't already)?
#7
05/05/2008 (7:10 am)
Also, I forgot to mention that there was also an older trial version of TGB on my machine that I uninstalled. Don't know what kind of conflicts (if any) could come from that, but in the interest of completeness I thought I should share. :]
#8
05/05/2008 (9:18 am)
James- That did it, Thanks!
Looks like I would recommend to anyone experiencing similar issues to uninstall everything and reinstall in the order listed above.

John- I to am sorry to have waisted your time, but I do apperichate the help.
I honestly do not fully understand what caused the problem, perhaps order of installation or older XNA files that could have easily been missed or got buried in the system?

Thanks!
#9
05/05/2008 (9:41 am)
Wayne, that's great, glad it worked for you too!

Happy game developing. :]
#10
05/06/2008 (9:59 am)
I'm glad this is working for everyone. I wish there was a smoking gun that could be fixed. I might spend a little more time on this to see if there's a specific reason for the failure... maybe mismatching assemblies or something. Anyway, great find James!

John K.
#11
05/06/2008 (10:50 am)
1. Set PreferMultiSampling to false in the config or you'll get the render target/depth stencil message. No idea why you can't use anti-aliasing.

2. The xbox debug resource file in the engine, if you're using TorqueX Pro, has invalid paths specified for the resources. View it in code mode and add ..\bin\Xbox 360\ right in front of Debug\ and that will fix it.

3. Attempting to load a shape will fail due to an access violation; the T3DTSRenderComponent's ShapeName property needs to specify FileAccess.Read in the File.Open call.

4. The ClipMapBlenderImageCache throws an exception in the _UpdateRenderQuad method (cannot modify a resource after it has been used message). You can work around it by hacking up the source code a bit but then the terrain looks like crap (#ifdef'ing out the Recenter call in the UpdateAnimation method of the clipmap, or by clearing the vertex buffers at the end of a draw [produces odd artifacts in display]. Looking at this class it looks like the existing xbox vs pc #ifdefs might not be right based on what the comments are saying.) No known fix.



These are the issues I ran into trying to run the stock FPS demo on the Xbox, and selecting the FPS level. Not to get into other people's business too much, but could someone from GarageGames just load up the demos and run through them on the Xbox prior to release? I'm sure that would catch most of these small issues before we would even see them.
#12
05/06/2008 (1:17 pm)
John, it was nothing, just a happy accident. Glad it works though! :] Speaking of assemblies though, I believe I was getting those errors for awhile...Not sure exactly what they were anymore (I'm new to a lot of this language), but you're probably on to something there.

Thanks Russell, good to know.

I also think that's a good suggestion for GG, though (if I had to guess) I'd say somebody already does that...I'm sure there's just a lot to consider. Then again, maybe GG are the devil and this whole "make your own game" thing is a cruel, cruel joke. :]
#13
05/07/2008 (6:31 pm)
Well I'm still here installing, uninstalling and reinstalling. It's been nothing but a headache for me, but I'm anxious to port everything over to the 360. I'm glad that there's finally some real feedback so, I'm hoping it's something I am doing wrong that can be easily remedied. *Crosses fingers*
#14
05/07/2008 (9:17 pm)
MrTroy- I understand it's frustrating when something doesn't work the way you expect it should. Hopefully someone here will be able to help you...In the meantime, I've got to assume that GG is aware of the problem/problems at this point, so hopefully a dev will be able to step in with a suggestion or two soon.

Either way, I'll cross my fingers for you as well. :]
#15
05/08/2008 (7:03 pm)
OK Update 2.

I just realized the error I was getting changed. It's crashing at the same point but the error is different. I think uninstalling and reinstalling solved the first issue> I must have installed Torque X before installing XNA. But now the error is

An unhandled exception of type 'System.Reflection.TargetInvocationException' occurred in mscorlib.dll

Update 3
WOW!
I just erased the mscorlib.dll that was linking to the XNA dll. And sent it to the one in my windows folder. It didn't crash! It worked! Well at least the Terrain demo did till I pressed a button then it crashed. None of the other demos did anything besides error.

I'm still going to look into this further before I give up.
#16
05/09/2008 (8:24 am)
Yeah, don't give up man. There IS a solution! Seems like you're getting closer, too. I wish I could do more to help you personally, but I think I've long since hit a wall of technical understanding; I've mostly been guessing at stuff here. :]
#17
05/09/2008 (12:25 pm)
Look at the TargetInvocationException closer - the inner exception should contain the "real" error that resulted when TorqueX tried to setup an object from the info in the config.

It may be the ShapeName error I posted about above.
#18
05/15/2008 (6:49 am)
I'm just going to roll the dice and buy the Pro version. Hopefully with that one anything that goes wrong I can fix it in the source. And I could probably be more help to the community as a whole.

Yeah the error started happening whenever it loaded the blue player. And being a beginner like I am, means that I had no real clue what I was looking for in order to change it to get it to work. It'd work out better if I learn a little more about the inner workings of Visual Studio 2005 as well.