Game Development Community

Yack Pack for TGEA 1.8.1

by Ilidrake · in Torque Game Engine Advanced · 05/18/2009 (8:09 pm) · 41 replies

I followed the merge guide that came with the resource and the new resource and everything compiled great! The only problem is when I try to run the exe I get a debug error and the engine crashes to the desktop. Anyone else having this problem or get the pack to run with 1.8.1???
#21
05/20/2009 (8:27 pm)
Ilidrake - It doesn't look like you are running in debug mode. Without that, you won't get a valid callstack.
#22
05/20/2009 (8:27 pm)
how do i implement debug info into my project for debugging

scratch that...just figured it out. Gimme a sec...soon as I'm done I'll rerun and see what pops up. Thanks for the patience dude. :)
#23
05/20/2009 (8:34 pm)
> Castlevania_DEBUG.exe!FixedVector<TSShape::Node>::size() Line 55 + 0xf bytes C++
Castlevania_DEBUG.exe!TSShapeInstance::buildInstanceData(TSShape * _shape=0x00000000, bool loadMaterials=false) Line 136 + 0xe bytes C++
Castlevania_DEBUG.exe!TSShapeInstance::TSShapeInstance(const Resource<TSShape> & shape={...}, bool loadMaterials=false) Line 60 C++
Castlevania_DEBUG.exe!PlayerData::preload(bool server=true, String & errorStr={...}) Line 299 + 0x39 bytes C++
Castlevania_DEBUG.exe!CodeBlock::exec(unsigned int ip=0x00000047, const char * functionName=0x05ecb790, Namespace * thisNamespace=0x00000000, unsigned int argc=0x00000000, const char * * argv=0x00000000, bool noCalls=false, const char * packageName=0x00000000, int setFrame=0x00000000) Line 617 + 0x26 bytes C++
Castlevania_DEBUG.exe!CodeBlock::compileExec(const char * fileName=0x05ecb790, const char * inString=0x07063048, bool noCalls=false, int setFrame=0x00000000) Line 648 C++
Castlevania_DEBUG.exe!cexec(SimObject * __formal=0x00000000, int argc=0x00000002, const char * * argv=0x011cb2f0) Line 1150 C++
Castlevania_DEBUG.exe!CodeBlock::exec(unsigned int ip=0x000000db, const char * functionName=0x03235814, Namespace * thisNamespace=0x01869f80, unsigned int argc=0x00000000, const char * * argv=0x011cb2f0, bool noCalls=false, const char * packageName=0x00000000, int setFrame=0xffffffff) Line 1358 + 0x20 bytes C++
Castlevania_DEBUG.exe!CodeBlock::exec(unsigned int ip=0x00000157, const char * functionName=0x032356f8, Namespace * thisNamespace=0x01869f80, unsigned int argc=0x00000002, const char * * argv=0x011cb2f0, bool noCalls=false, const char * packageName=0x00000000, int setFrame=0xffffffff) Line 1267 + 0x41 bytes C++
Castlevania_DEBUG.exe!CodeBlock::exec(unsigned int ip=0x00000298, const char * functionName=0x05e69be8, Namespace * thisNamespace=0x01869f80, unsigned int argc=0x00000000, const char * * argv=0x011cb2f0, bool noCalls=false, const char * packageName=0x00000000, int setFrame=0xffffffff) Line 1267 + 0x41 bytes C++
Castlevania_DEBUG.exe!CodeBlock::exec(unsigned int ip=0x0000000e, const char * functionName=0x03234228, Namespace * thisNamespace=0x01869f80, unsigned int argc=0x00000000, const char * * argv=0x0012f010, bool noCalls=false, const char * packageName=0x00000000, int setFrame=0xffffffff) Line 1267 + 0x41 bytes C++
Castlevania_DEBUG.exe!Namespace::Entry::execute(int argc=0x00000001, const char * * argv=0x0012f010, ExprEvalState * state=0x011d1b08) Line 1022 + 0x31 bytes C++
Castlevania_DEBUG.exe!Con::execute(int argc=0x00000001, const char * * argv=0x0012f010) Line 963 + 0x15 bytes C++
Castlevania_DEBUG.exe!Con::_executef(int checkArgc=0x00000001, int argc=0x00000001, const char * a=0x03234228, const char * b=0x00000000, const char * c=0x00000000, const char * d=0x00000000, const char * e=0x00000000, const char * f=0x00000000, const char * g=0x00000000, const char * h=0x00000000, const char * i=0x00000000, const char * j=0x00000000) Line 1084 + 0xd bytes C++
Castlevania_DEBUG.exe!Con::executef(const char * a=0x03234228) Line 1088 + 0x28 bytes C++
Castlevania_DEBUG.exe!GuiGameListMenuCtrl::activateRow() Line 322 + 0x1d bytes C++
Castlevania_DEBUG.exe!GuiGameListMenuCtrl::onMouseUp(const GuiEvent & event={...}) Line 312 C++
Castlevania_DEBUG.exe!GuiCanvas::rootMouseUp(const GuiEvent & event={...}) Line 894 C++
#24
05/20/2009 (8:35 pm)
Castlevania_DEBUG.exe!GuiCanvas::processMouseEvent(InputEventInfo & inputEvent={...}) Line 599 C++
Castlevania_DEBUG.exe!GuiCanvas::processInputEvent(InputEventInfo & inputEvent={...}) Line 387 + 0x1e bytes C++
Castlevania_DEBUG.exe!WindowInputGenerator::generateInputEvent(InputEventInfo & inputEvent={...}) Line 72 + 0x16 bytes C++
Castlevania_DEBUG.exe!WindowInputGenerator::handleMouseButton(unsigned int did=0x00000000, unsigned int modifiers=0x00000000, unsigned int action=0x00000002, unsigned short button=0x0000) Line 195 C++
Castlevania_DEBUG.exe!fastdelegate::FastDelegate4<unsigned int,unsigned int,unsigned int,unsigned short,void>::operator()(unsigned int p1=0x00000000, unsigned int p2=0x00000000, unsigned int p3=0x00000002, unsigned short p4=0x0000) Line 1248 + 0x27 bytes C++
Castlevania_DEBUG.exe!Signal<void __cdecl(unsigned int,unsigned int,unsigned int,unsigned short)>::trigger(unsigned int a=0x00000000, unsigned int b=0x00000000, unsigned int c=0x00000002, unsigned short d=0x0000) Line 402 C++
Castlevania_DEBUG.exe!Journal::Call<Signal<void __cdecl(unsigned int,unsigned int,unsigned int,unsigned short)>,unsigned int,unsigned int,unsigned int,unsigned short>(Signal<void __cdecl(unsigned int,unsigned int,unsigned int,unsigned short)> * obj=0x0320dc88, void (unsigned int, unsigned int, unsigned int, unsigned short)* method=0x007ba46a, unsigned int a=0x00000000, unsigned int b=0x00000000, unsigned int c=0x00000002, unsigned short d=0x0000) Line 534 + 0xc1 bytes C++
Castlevania_DEBUG.exe!JournaledSignal<void __cdecl(unsigned int,unsigned int,unsigned int,unsigned short)>::trigger(unsigned int a=0x00000000, unsigned int b=0x00000000, unsigned int c=0x00000002, unsigned short d=0x0000) Line 115 + 0x1f bytes C++
Castlevania_DEBUG.exe!_dispatch(HWND__ * hWnd=0x002c038c, unsigned int message=0x00000202, unsigned int wParam=0x00000000, unsigned int lParam=0x00a8012a) Line 286 C++
Castlevania_DEBUG.exe!DispatchNext() Line 539 + 0x15 bytes C++
Castlevania_DEBUG.exe!Win32WindowManager::_process() Line 277 + 0x5 bytes C++
Castlevania_DEBUG.exe!fastdelegate::FastDelegate0<void>::operator()() Line 908 + 0x16 bytes C++
Castlevania_DEBUG.exe!Signal<void __cdecl(void)>::trigger() Line 338 C++
Castlevania_DEBUG.exe!Process::processEvents() Line 53 C++
Castlevania_DEBUG.exe!StandardMainLoop::doMainLoop() Line 468 + 0x5 bytes C++
Castlevania_DEBUG.exe!TorqueMain(int argc=0x00000001, const char * * argv=0x018120e0) Line 35 + 0x5 bytes C++
Castlevania_DEBUG.exe!run(int argc=0x00000001, const char * * argv=0x018120e0) Line 279 + 0xd bytes C++
Castlevania_DEBUG.exe!WinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * __formal=0x00000000, char * lpszCmdLine=0x00151f27, HINSTANCE__ * __formal=0x00000000) Line 343 + 0x17 bytes C++
Castlevania_DEBUG.exe!__tmainCRTStartup() Line 263 + 0x2c bytes C
Castlevania_DEBUG.exe!WinMainCRTStartup() Line 182 C
kernel32.dll!7c816ff7()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
#25
05/20/2009 (8:37 pm)
Is that the correct data? It looks correct although it's all greek to me.
#26
05/20/2009 (8:45 pm)
It's the top code that causes the error.
#27
05/20/2009 (8:46 pm)
Yes, that's the correct data. Unfortunately, this doesn't have anything to do with the Yack pack. It looks like you are missing the art assets for your player. Have you looked in the console.log file to see if there are any warning messages?
#28
05/20/2009 (8:57 pm)
Yep. That's the problem. it gives me the following error from Torsion

scriptsAndAssets/server/scripts/aiPlayer.cs (40): Unable to find parent object PlayerBody for PlayerData.

the datablock reads as:

datablock PlayerData(DemoPlayer : PlayerBody)
{
shootingDelay = 2000;
//START YACK
canTalk = true;
dialogScriptName = "Stanley_Sunshine_Dialogue";
dialogScriptFile = "./dialogue/Stanley_Sunshine.dls";
dialogImg = "scriptsAndAssets/data/shapes/player/Kork_Portrait.png";
name = "Kork";
//END YACK
};

what is the deal with playerbody anyway?
#29
05/20/2009 (9:17 pm)
What is happening is that a "playerdata" datablock is being created. It's being named "DemoPlayer", and it is inheriting all the properties from a previous datablock named "PlayerBody" (which doesn't exist, which is why the error). Change "PlayerBody" to "SpacesuitData" instead, and your player will be the spacesuit man.
#30
05/20/2009 (9:21 pm)
of course I implemented this into my own project. I simply copied the aiplayer.cs over from stronghold. Can someone tell me how they implemented it?
#31
05/20/2009 (9:22 pm)
HOLY SHNIKEYS!!!!! It works! Unreal. Thanks for the help dude!!!! It actually works.
#32
05/20/2009 (9:44 pm)
Okay, now that the initial shock is over how do I get the NPC in the engine to talk to them?
#33
05/20/2009 (10:33 pm)
okay. It took a bit of looking and reading but it works completely. Thanks guys.
#34
05/21/2009 (5:47 am)
@Ilidrake - glad you got it working.

@Novak - Yep, I have the same camera twitch problem. Its so fraking annoying! I've noticed it on various versions of TGEA and even on TGE 1.5.2 (I think). I'm glad you brought it up b/c I thought it was just me. Unfortunately, I haven't been able to fix it.
#35
05/21/2009 (8:58 pm)
@Kerry, ok, good to not be alone =)

I'll be debugin it soon, and posting back; fixed, or asking for a hand if not.
#36
05/23/2009 (8:55 am)
Okay. Now that I have it working in TGEA I'm gonna start seeing if I can port it to T3D. Keep your fingers crossed.
#37
05/23/2009 (9:28 am)
I'm interested in the outcome, please post your results!
#38
05/24/2009 (2:43 pm)
Me too. Let us know how the T3D port goes. That would mean I could get the Yack pack too.
#39
06/22/2009 (9:45 am)
BUMP : any more news on this?
#40
06/22/2009 (10:04 pm)
Nope. I cant get it to work