Menu open switch out of edit mode crash
by Prairie Games · in Torque Game Engine · 04/22/2002 (1:32 am) · 11 replies
Annoying little bug... leave a menu up and hit f11 ... then click on item in menu... BOOM
Pretty sure people know about this... a fix would be really nice though.. like close the menu... things seem quite stable outside of this...
-J
Pretty sure people know about this... a fix would be really nice though.. like close the menu... things seem quite stable outside of this...
-J
#2
F10, F11, F11, F10 will return you to the game :)
But besides that I dont really see any problems in this, just close the menu before opening the editor.
As long as the editor is just used as a tool for the dev team then its not a big problem. If you want to ship a final game with teh editor included it would be nice to make sure these things dont happen, although I have yet to see a shipped editor without bugs.
// Clocks out
04/22/2002 (4:34 am)
Just close the editors in the order you open them in to return to the game.F10, F11, F11, F10 will return you to the game :)
But besides that I dont really see any problems in this, just close the menu before opening the editor.
As long as the editor is just used as a tool for the dev team then its not a big problem. If you want to ship a final game with teh editor included it would be nice to make sure these things dont happen, although I have yet to see a shipped editor without bugs.
// Clocks out
#3
Work with a tool day in and day out over the course of a production... getting burned by this kind of stuff is maddening... it _will_ cause wasted effort and frustration... in this case, all you have to do is miskey... the faster you are working the more likely you are to have troubles... some people like to work fast...
How about people new to Torque? What kind of first impression does bombing out/getting stuck in menus give? This kind of stuff hurts evaluation, though, the rest of the package (the complicated stuff!), is working very well...
Simple fixes can go a long way... I would guess these bugs are already on somebody's todo list
-J
04/22/2002 (10:17 am)
Those kind of solutions only work for programmers... not artists... *smiley face*Work with a tool day in and day out over the course of a production... getting burned by this kind of stuff is maddening... it _will_ cause wasted effort and frustration... in this case, all you have to do is miskey... the faster you are working the more likely you are to have troubles... some people like to work fast...
How about people new to Torque? What kind of first impression does bombing out/getting stuck in menus give? This kind of stuff hurts evaluation, though, the rest of the package (the complicated stuff!), is working very well...
Simple fixes can go a long way... I would guess these bugs are already on somebody's todo list
-J
#4
The Editor in Torque is leaps and bounds better than the one that shipped with T2.... And that was used to make T2.
04/22/2002 (11:05 am)
Let me put it this way...The Editor in Torque is leaps and bounds better than the one that shipped with T2.... And that was used to make T2.
#5
Seriously folks, in bug reports it isn't necessary to defend the engine... it just adds noise... I am just waiting for someone to holler out.. "What do you expect for $100.00?".. Which many posts degenerate into...
It's a bug report not a condemnation... in fact these are MEANT TO MAKE THE ENGINE STRONGER... Sheesh...
-J
04/22/2002 (11:37 am)
The point? It shouldn't become even better by getting rid of a couple easily reproducable bugs? Use the tool... accidentally hit the wrong key... Whack...Seriously folks, in bug reports it isn't necessary to defend the engine... it just adds noise... I am just waiting for someone to holler out.. "What do you expect for $100.00?".. Which many posts degenerate into...
It's a bug report not a condemnation... in fact these are MEANT TO MAKE THE ENGINE STRONGER... Sheesh...
-J
#6
For that matter nearly all the game editors used to make commercial games are of about the same buggy quality, some worse... some better.
The reason is that these are development tools not only in the sense that they are used for development but also because the ARE in development.
Now as to the bugs.
1. I have not dealt with the menuBar control so I do not know what could be done to remove the dropdowns when exiting the F11 editor, although It should be fairly easy to check.
2. In regards to getting trapped in the editor windows. The only real way to fix this would be to disable the ability to enter the other editor mode while one is being used.
Regardless of that I'd recommend the "Save Often" rule of development. Also I'd thought the F10/F11 key combo's were nicely out of the way so as to NOT be hit accidently while working (even in a hurry) Would moving them to some other location be better? Perhapse setting them to require a modifier key to work?
04/22/2002 (1:15 pm)
My reply was a response to your rant about the editor not being capable of being used for day to day work. It was also a reminder that an Editor that was in much worse shape WAS used day in and day out by ARTISTS to make a commercial program.For that matter nearly all the game editors used to make commercial games are of about the same buggy quality, some worse... some better.
The reason is that these are development tools not only in the sense that they are used for development but also because the ARE in development.
Now as to the bugs.
1. I have not dealt with the menuBar control so I do not know what could be done to remove the dropdowns when exiting the F11 editor, although It should be fairly easy to check.
2. In regards to getting trapped in the editor windows. The only real way to fix this would be to disable the ability to enter the other editor mode while one is being used.
Regardless of that I'd recommend the "Save Often" rule of development. Also I'd thought the F10/F11 key combo's were nicely out of the way so as to NOT be hit accidently while working (even in a hurry) Would moving them to some other location be better? Perhapse setting them to require a modifier key to work?
#7
I don't remember saying the editor was useless... in fact, it is cool as hell... I just got done demoing it to some amazed coworkers... and yes... I got bit by BOTH bugs during the demo... which was a hiccup in the show...
If you don't like bug reports it may be best to ignore the bug report forum...
-J
04/22/2002 (2:33 pm)
Last I checked F10 and F11 were right next to each other... I don't remember saying the editor was useless... in fact, it is cool as hell... I just got done demoing it to some amazed coworkers... and yes... I got bit by BOTH bugs during the demo... which was a hiccup in the show...
If you don't like bug reports it may be best to ignore the bug report forum...
-J
#8
That was not a bug report... and that is what I replied to.
If you do not wish people to comment on your NON Bug Report posts then don't make them. I can play that game just as easily as you can.
As to the menuBar problem I have tracked down one possible solution that requires code changed in both the C++ and the script.
04/22/2002 (2:48 pm)
Quote:
Those kind of solutions only work for programmers... not artists... *smiley face*
Work with a tool day in and day out over the course of a production... getting burned by this kind of stuff is maddening... it _will_ cause wasted effort and frustration... in this case, all you have to do is miskey... the faster you are working the more likely you are to have troubles... some people like to work fast...
How about people new to Torque? What kind of first impression does bombing out/getting stuck in menus give? This kind of stuff hurts evaluation, though, the rest of the package (the complicated stuff!), is working very well...
That was not a bug report... and that is what I replied to.
If you do not wish people to comment on your NON Bug Report posts then don't make them. I can play that game just as easily as you can.
As to the menuBar problem I have tracked down one possible solution that requires code changed in both the C++ and the script.
#10
-----------------------------------------------------
in gui\guiMenuBar.cc before
Add the following:
in editor.cs change the toggleEditor function to look like the following:
04/24/2002 (2:19 am)
Fix for crash when exiting from Mission Editor with a Menu dropdown open:-----------------------------------------------------
in gui\guiMenuBar.cc before
//------------------------------------------------------------------------------ // menu management methods //------------------------------------------------------------------------------
Add the following:
//------------------------------------------------------------------------------
// code added to close menu at any time - LabRat
//------------------------------------------------------------------------------
ConsoleMethod(GuiMenuBar, close, void, 2, 2, "() - close any currently open menulist.")
{
((GuiMenuBar *)object)->closeMenu();
}in editor.cs change the toggleEditor function to look like the following:
function toggleEditor(%make)
{
if (%make)
{
if (!isObject(Editor))
Editor::create();
if (Canvas.getContent() == EditorGui.getId())
{
EditorMenuBar.close();
Editor.close();
}
else
Editor.open();
}
}
#11
I have worked with Lua and Python in some depth... this minimal scripting, so tightly integrated with the core system, may do what I need outside of those... we'll see...
*EDIT*
The fix works like a charm... cool
It may be possible to use the current scripting engine to seamlessly hook up Python and/or Lua... don't know if I need this... frankly, I am giddy over what I am finding in Torque...
*END EDIT*
-J
04/24/2002 (2:39 am)
Thanks! I am just now starting to get the hang of how the scripting is laid out... nifty stuff... I'll type your fix in right now and try it out... I have worked with Lua and Python in some depth... this minimal scripting, so tightly integrated with the core system, may do what I need outside of those... we'll see...
*EDIT*
The fix works like a charm... cool
It may be possible to use the current scripting engine to seamlessly hook up Python and/or Lua... don't know if I need this... frankly, I am giddy over what I am finding in Torque...
*END EDIT*
-J
Torque Owner Prairie Games
Prairie Games, Inc.
Hitting combinations of F10 and F11 will lock you into the editor windows (GUI and world) with no way of leaving...
F10, F11, F10, F10 for instance... does not return you to the game... when editing gui's this can burn you pretty fast
-J