TGEA 1.7.1 Invisible water bug
by metalliandy · in Torque Game Engine Advanced · 06/14/2008 (4:17 am) · 15 replies
Hey all,
When i add a water block after creating a project with SetupNewProject.exe, the water is invisible.
You can watch a video of it here:-
http://www.metalliandy.com/TGEA/bugs/TGEA_1.7.1/tgea_1.71_waterbug.html
My DXDiag is here:-
http://www.metalliandy.com/DxDiag.txt
The console log is here:-
http://www.metalliandy.com/TGEA/bugs/TGEA_1.7.1/console.log
My machine specs. are:-
Windows XP Home SP3 (with all current updates applied)
AMD Athlon 64 X2 5600+ @ 2800 MHz (Liquid cooled)
2GB DDR2 PC2-6400 (2 x 1024 @ 400 MHz with 4-4-4-12 timings)
NVIDIA GeForce 8800 GTX
Asus M2N32-SLI Deluxe ( nVidia nForce 590 SLI)
Maxtor Sata 2 HDD C:\ (250GB OS and Install)
Samsung Sata 2 HDD D:\ (400GB Data)
DirectX Version 9.0c (June 2008)
ViewSonic VX912 - 19 inches 1280x1024@60Hz
Any ideas?
Thanks for looking :)
*Edit*
It seems that i cannot create visible water on any of the missions...they all show the same symptoms as shown in the video.
I have checked the textures and they all seem to be there :S
Does anyone else have a problem with this?
When i add a water block after creating a project with SetupNewProject.exe, the water is invisible.
You can watch a video of it here:-
http://www.metalliandy.com/TGEA/bugs/TGEA_1.7.1/tgea_1.71_waterbug.html
My DXDiag is here:-
http://www.metalliandy.com/DxDiag.txt
The console log is here:-
http://www.metalliandy.com/TGEA/bugs/TGEA_1.7.1/console.log
My machine specs. are:-
Windows XP Home SP3 (with all current updates applied)
AMD Athlon 64 X2 5600+ @ 2800 MHz (Liquid cooled)
2GB DDR2 PC2-6400 (2 x 1024 @ 400 MHz with 4-4-4-12 timings)
NVIDIA GeForce 8800 GTX
Asus M2N32-SLI Deluxe ( nVidia nForce 590 SLI)
Maxtor Sata 2 HDD C:\ (250GB OS and Install)
Samsung Sata 2 HDD D:\ (400GB Data)
DirectX Version 9.0c (June 2008)
ViewSonic VX912 - 19 inches 1280x1024@60Hz
Any ideas?
Thanks for looking :)
*Edit*
It seems that i cannot create visible water on any of the missions...they all show the same symptoms as shown in the video.
I have checked the textures and they all seem to be there :S
Does anyone else have a problem with this?
#2
06/21/2008 (10:15 am)
We're now seeing this issue in 1.7.1, but its only when connecting to a Server, not when hosting locally
#3
waterBlock.cpp -
I just commented out:
NetConnection::smGhostAlwaysDone.notify( this, &WaterBlock::onGhostAlwaysDone );
and
NetConnection::smGhostAlwaysDone.remove( this, &WaterBlock::onGhostAlwaysDone );
which basic purpose is to setup the vertex and index buffers, but seem to not be firing and put the call back in the original place in unpackUpdate
That fixed our issue with water not being rendered clientside, which obviously is tied to the notify not getting fired. So the real fix would be to see whats happening there, but this works for now
06/21/2008 (10:34 am)
I have fixed this in our build -waterBlock.cpp -
I just commented out:
NetConnection::smGhostAlwaysDone.notify( this, &WaterBlock::onGhostAlwaysDone );
and
NetConnection::smGhostAlwaysDone.remove( this, &WaterBlock::onGhostAlwaysDone );
which basic purpose is to setup the vertex and index buffers, but seem to not be firing and put the call back in the original place in unpackUpdate
for( U32 i=0; i<MAX_WAVES; i++ )
{
stream->read( &mWaveSpeed[i] );
mathRead( *stream, &mWaveDir[i] );
mathRead( *stream, &mWaveTexScale[i] );
}
setupVBIB(); // JWF
}That fixed our issue with water not being rendered clientside, which obviously is tied to the notify not getting fired. So the real fix would be to see whats happening there, but this works for now
#4
When you are not running a server your water is normal right?
How Strange.
Which file did you modify?
06/21/2008 (11:22 am)
Thanks for the reply :)When you are not running a server your water is normal right?
How Strange.
Which file did you modify?
#5
Oh, sorry, thats waterblock.cpp
06/21/2008 (12:00 pm)
Yeh, hosting locally (listen server)/Singleplayer and water is fine.Oh, sorry, thats waterblock.cpp
#7
I made the changes you suggested and did a successful recompile...Alas im still having the same problem.
Thanks for posting though! it was worth a try :)
06/22/2008 (12:34 pm)
Hey Jeremiah,I made the changes you suggested and did a successful recompile...Alas im still having the same problem.
Thanks for posting though! it was worth a try :)
#8
06/23/2008 (10:04 pm)
I too am having this problem. Doesn't matter what computer I try it on.
#9
Thanks for the reply :)
Out of interest what are the system spec. of the computers you tried it on?.
Are there any similarities with our hardware or software?.
Im currently using the June 08 DirectX SDK + drivers and the 175.16 for my GPU.
Thanks again.
06/24/2008 (6:09 am)
Hey Weston,Thanks for the reply :)
Out of interest what are the system spec. of the computers you tried it on?.
Are there any similarities with our hardware or software?.
Im currently using the June 08 DirectX SDK + drivers and the 175.16 for my GPU.
Thanks again.
#10
- Computer 1
> 3.20 Ghz Intel Pentium 4 with Hyper Threading technology
> 1 Gb DDR2 RAM
> PCI Express ATI RADEON X600 SE - 128 MB - latest drivers
> Direct X SDK - June 2008
> Windows XP Professional Edition - Service Pack 2
- Computer 2
> 1.80 Ghz Intel Core 2 Duo
> 3 Gb DDR2 RAM
> PCI Express Nvidia GeForce 8500 GT - 512 MB - latest drivers
> Direct X SDK - June 2008
> Windows Vista Home Premium
- Computer 3
> 1.90 Ghz AMD Turion 64 X2 Mobile Technology TL-58
> 2 Gb DDR2 RAM
> Intigrated Nvidia GeForce 7100 - latest drivers
> Direct X SDK - March 2008
> Windows Vista Home Premium
06/24/2008 (10:45 am)
Sure, here are the specs...- Computer 1
> 3.20 Ghz Intel Pentium 4 with Hyper Threading technology
> 1 Gb DDR2 RAM
> PCI Express ATI RADEON X600 SE - 128 MB - latest drivers
> Direct X SDK - June 2008
> Windows XP Professional Edition - Service Pack 2
- Computer 2
> 1.80 Ghz Intel Core 2 Duo
> 3 Gb DDR2 RAM
> PCI Express Nvidia GeForce 8500 GT - 512 MB - latest drivers
> Direct X SDK - June 2008
> Windows Vista Home Premium
- Computer 3
> 1.90 Ghz AMD Turion 64 X2 Mobile Technology TL-58
> 2 Gb DDR2 RAM
> Intigrated Nvidia GeForce 7100 - latest drivers
> Direct X SDK - March 2008
> Windows Vista Home Premium
#11
Thanks for the reply :)
Ok, i see a few things that we have that are the same on some of the machines.
We are both using the same driver version and the DirectX June 08 SDK.
Maybe its something to do with the SDK or Drivers.
I just noticed that Nvidia have released a new driver yesterday..i will install that and see if it helps.
06/24/2008 (10:54 am)
Hey Weston,Thanks for the reply :)
Ok, i see a few things that we have that are the same on some of the machines.
We are both using the same driver version and the DirectX June 08 SDK.
Maybe its something to do with the SDK or Drivers.
I just noticed that Nvidia have released a new driver yesterday..i will install that and see if it helps.
#12
06/24/2008 (11:41 am)
Well, computer number three is using a different version of the Direct X SDK but still has the problems. Also, computer number one is using ATI and still has the same problem.
#13
06/24/2008 (11:46 am)
Yeah i noticed that, but at this point i grasping for straws..lol
#14
We changed the reference to surfMaterial in initpersistfields inthe waterblock to individual fields
You'd obviously have to modify the mission and rename surfMaterial[0] to waterMaterial, etc... but it might be related.. hard to say
06/24/2008 (8:07 pm)
The only other issue we ran into at some point was it seemed the TorqueScript arrays weren't always working, so surfMaterial[0], [1], etc weren't being always properly registered/replicated.We changed the reference to surfMaterial in initpersistfields inthe waterblock to individual fields
// jwf: fixes torqueScript array problems by moving everything to individual values
//addField( "surfMaterial", TypeString, Offset( mSurfMatName, WaterBlock ), NUM_MAT_TYPES );
addGroup("Texture");
addField( "waterMaterial", TypeString, Offset( mSurfMatName[0], WaterBlock ) );
addField( "underwaterMaterial", TypeString, Offset( mSurfMatName[1], WaterBlock ) );
addField( "fogpassMaterial", TypeString, Offset( mSurfMatName[2], WaterBlock ) );
addField( "blendMaterial", TypeString, Offset( mSurfMatName[3], WaterBlock ) );
addField( "fallbackMaterial", TypeString, Offset( mSurfMatName[4], WaterBlock) );
endGroup("Texture");You'd obviously have to modify the mission and rename surfMaterial[0] to waterMaterial, etc... but it might be related.. hard to say
Torque Owner metalliandy
Is anyone else having this problem?
I have tried re-installing TGEA but to no avail :(
Im starting to go crazy here...lol