Game Development Community

CVS update

by Brian Ramage · in Torque Game Engine Advanced · 01/19/2006 (11:35 am) · 46 replies

CVS has been updated to our current internal repo state. Here's a list of some of the changes:


Some bounties - fxFoliageReplicator, fxSunlight, interiorDebugRender
map2dif plus
options dialog fixes
GFX render target stack changes
WaterBlocks can now be created from the editor
GFX render state lookups changed to better support other APIs
Minor unicode changes


As always, post if you have problems compiling and running with the update. VC6 users - the project files
have not been updated and probably will not be in the future. We'll have VC8 project files up in the near future for those of you using it.

About the author

I have over 16 years of professional game development experience at both AAA studios like Dynamix, to indie studios like GarageGames and my own Black Jacket Games. I worked for 5 years at GarageGames as the lead developer on TGEA (precursor to T3D).

#21
01/22/2006 (2:22 pm)
I get the same font problem
#22
01/22/2006 (2:47 pm)
Could those that are getting the problem give a brief summary of their computer, specifically OS, and any localization thereof? (Thai Windows XP, Danish Windows XP, etc.)

Might help to isolate the issue if we can see a trend.
#23
01/22/2006 (3:09 pm)
I'm running on Windows XP Professional (German Edition) and compiled with a german Visual C++ 2005 Express Edition. I tried to change the Windows Region Settings to English but that didnt help.

TGE 1.4 with Unicode works perfectly btw.
#24
01/22/2006 (3:33 pm)
Win XP Pro (UK Edition) Using VS 2005 Pro.

It all worked fine for me before the CVS update...
#25
01/22/2006 (4:15 pm)
Win XP Pro (German)
VS 2003

Same Problem
#26
01/22/2006 (8:14 pm)
Found something curious when merging from CVS. In \example\common\ui\defaultProfiles.cs i found the following change:

// font
   fontType = "Arial";
   fontSize = 14;
   fontCharset = ARABIC;

Should the default character set be Arabic? I don't know how this effects stuff, but it may be related to the troubles people are having. I'm about to find out for myself if i'm one of them.
#27
01/22/2006 (9:14 pm)
XP Professional, in Thailand (windows is in english though), american copy of visual studio 7.
#28
01/22/2006 (9:49 pm)
English, XP Pro, GF 6600 GT, and VS 2003.

In release builds the text is garbled just like you see in the other screenshots here, but in debug builds it is just fine. Changing the "fontCharset = ARABIC" to ANSI (the thing i found above) doesn't fix it. I also tried compiling without the UNICODE preprocessor statement... that doesn't fix it either.

Looking thru the debug defines nothing obvious seems to be wrong.
#29
01/22/2006 (10:56 pm)
I'll make sure Matt and Ben see this asap to check if it's root from 1.4, or part of the merge. Thanks for the info!
#30
01/23/2006 (4:58 am)
I have this rare "effect" in Fullscreen mode, windowed it works fine.
and the terrain_water_demo works fine to, in the last release i didnt noticed this problem.
i have a GeForce 6600 GT

www.homepage.hispeed.ch/rude/ggForums/fseffect.gif
#31
01/23/2006 (5:59 am)
That looks pretty cool though :P ... I've noticed that i have those screwed up fonts to in Fullscreen. I never try fullscreen because i switch to much. I got windows xp pro NL (compiled with visual c++ .net 2003)
#32
01/23/2006 (8:58 am)
The problem your having Miguel is an old problem, you have an Nvidia card? On my card I never had this bug until I got the most recent drivers and then it happened to me every time. It's caused by the glow buffer and I think is driver related.
#33
01/23/2006 (10:43 am)
Yes, its an old problem with 6600 cards. GG guys should run a test or two with those cards top see whats wrong.
#34
01/23/2006 (5:40 pm)
We'll revisit the font problems (if they still exist) after the MBU and 1.4 merge. It's definitely a unicode issue.
#35
01/23/2006 (5:41 pm)
Yeah, we'll fix the glow problem on the 6000 cards. We do have a 6600 and have never seen this issue, but obviously it's there and I have a pretty good idea how to fix it...
#36
01/24/2006 (11:43 am)
I've just downloaded the latest CVS but TSE won't link because of LNK external errors in
several of the "gui" cpp files.

It seems that the problem lies with the gNewFont.h/cpp file as it is very similar to
gFont.h/cpp which seem to be the only ones included in the project.
They both share the same function calls but gNewFont.h's "getStrWidth" function is a bit different
as it uses const'*UTF8 instead of const *char.

I fixed this by adding and including both of the files in the project but now I have other external
link problems as such:

//------------------------------------------------------------------------------------------------------------
------ Build started: Project: Torque Shader Engine, Configuration: Debug Win32 ------

Linking...
LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
gNewFont.obj : error LNK2019: unresolved external symbol "unsigned char const * __cdecl getNextUTF8Char(unsigned char const *)" (?getNextUTF8Char@@YAPBEPBE@Z) referenced in function "public: unsigned int __thiscall GFont::getStrNWidth(unsigned char const *,unsigned int)" (?getStrNWidth@GFont@@QAEIPBEI@Z)
winStrings.obj : error LNK2001: unresolved external symbol "unsigned char const * __cdecl getNextUTF8Char(unsigned char const *)" (?getNextUTF8Char@@YAPBEPBE@Z)
gNewFont.obj : error LNK2019: unresolved external symbol "unsigned short __cdecl getFirstUTF8Char(unsigned char const *)" (?getFirstUTF8Char@@YAGPBE@Z) referenced in function "public: unsigned int __thiscall GFont::getStrNWidth(unsigned char const *,unsigned int)" (?getStrNWidth@GFont@@QAEIPBEI@Z)
winFont.obj : error LNK2001: unresolved external symbol "unsigned short __cdecl getFirstUTF8Char(unsigned char const *)" (?getFirstUTF8Char@@YAGPBE@Z)
winFileio.obj : error LNK2019: unresolved external symbol "public: static bool __cdecl Platform::isExcludedDirectory(char const *)" (?isExcludedDirectory@Platform@@SA_NPBD@Z) referenced in function "bool __cdecl recurseDumpPath(char const *,char const *,class Vector &,unsigned int)" (?recurseDumpPath@@YA_NPBD0AAV?$Vector@UFileInfo@Platform@@@@I@Z)
../example/TSE_DEBUG.exe : fatal error LNK1120: 3 unresolved externals
//----------------------------------------------------------------------------------------------

Can someone fix this?
Thank You.
#37
01/26/2006 (3:35 am)
I ran into the same linker errors that Sorin did. It appears that certain files need to be added to the workspace tree in VC++. I've included a list of what I had to add to get TSE to compile. Also, note, that I am using vc6, but if the mentioned files are not in your project workspace tree for vc7 then you will need to add them anyways for TSE to link properly.

1. Add gNewFont.cpp & gNewFont.h to the gfx directory(as sorin mentioned above).

2. Create a new directory under 'Source Files' called i18n in the workspace. Then add all the files in the engine/i18n directory to the newly created directory in the workspace.

3. Add platformString.cpp and platformFileIO.cpp to the platform directory in the workspace. It can be found in, you guessed it, engine/platform.

And, hopefully, you will have a build of TSE in your example directory.

I do, however, have some of the same problems as mentioned above. The fonts being all weird, as Florian mentioned. And the same problem as Miguel with the glow buffer.

I am running WindowsXP Pro(english), GeForce 6600, and my driver version is ForceWare 81.94.

-Jase
#38
01/28/2006 (5:55 pm)
If it can help anyone, I'm having the fonts problem described above with Windows Server 2003 (Spanish) and Radeon X800 card. But problem only happends when I activate "Force full screen antialiasing" option on my video card.

Also, I'm having problems with materials that are using planar reflections. I can place interior DIFs that are using them, but I cannot reload missions that load this interiors. The engine crashes if I do...
#39
01/28/2006 (10:15 pm)
I think I should also add that I don't have problems with the glow buffer in the TSE Demo, or the Car demo. I can also use sky glow and see the glow on the spinning cube without any problems in the terrain_water_demo.

-Jase
#40
02/08/2006 (5:36 am)
For the record, I get the same prob with dual NVidia 7800 GTX cards, WinXP. I'm in Ireland so using the "English(Irish)" setting in windows.