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1.5 Content Demo1 - fxShapeReplicator lockup

by Paul Jan · in Torque Game Engine · 10/26/2006 (10:37 pm) · 44 replies

I start the 1.5 fps demo, load the Content Demo 1, then enter the editor and select a fxShapeReplicator object. Torque then locks up "not responding".
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#1
10/26/2006 (11:27 pm)
This is a known issue right now. It's been a bear of a problem to track down and replicate consistantly, but rest assured Matt knows about it.
#2
10/27/2006 (2:32 am)
Thats good !! When you ll fix it we all recieve a patch or something ??
Thank you ! (I hope not via cvs I hate it)
#3
10/27/2006 (6:13 pm)
I can replicate this problem consistantly on my machine. :)

A side note: the trees change models as I get closer to them. They will look like one type of tree from far away, and as I move closer to them they switch models and become a different tree. It does this for most the trees, which is how I found this bug that locks up torque when you click on the fxShapeReplicator.


Pictures: you probably have to copy/paste the urls into your browser

http://arcadian.host.sk/tree1.JPG - further away
http://arcadian.host.sk/tree2.JPG - just a little closer


edit:

graphics card: ATI 9600
1 gig memory
2 ghz athlon
#4
10/27/2006 (6:58 pm)
Quote:
A side note: the trees change models as I get closer to them. They will look like one type of tree from far away, and as I move closer to them they switch models and become a different tree. It does this for most the trees, which is how I found this bug that locks up torque when you click on the fxShapeReplicator.

That's just the tree switching to a different LOD -- that's so it has less polygons to draw when the tree is farther away.
#5
10/27/2006 (8:38 pm)
It doesnt look right, it looks like a bug... you shouldnt notice a lod change.
#6
10/28/2006 (8:35 am)
You can modify it with the tree source. Don't think it's provided since the trees are from a seperate product tree pack.

BTW It would probably be very helpful to Matt if you could tell him the steps you go through to consistently replicate the problem.
#7
10/29/2006 (12:24 am)
Steps:
I load the mission up, hit F11, click the plus sign, then click on the fxShapeReplicator. Right there it locks up.
#8
10/29/2006 (1:00 pm)
Yeah, that locks up about once every 100 times I try it and never in Debug or Optimized mode.
#9
10/30/2006 (7:09 am)
I'll have to try again, I just got a new vid card (not new, but newer than my old one) ati x800. I'll try it tonite and see if it still locks up.
#10
11/02/2006 (11:46 am)
I don't know if this will help any but after you first put an fxShapeReplicator down you can select it and edit it fine for a little while... but drop a few more in and come back to the first one & it will lock up... also selecting one that was allready in the mission when you load it locks it up 100% of the time for me... (note this is in the forest area demo as the starter.fps doesnt have any shapereplicators that im aware of) but even adding one to starter.fps, you can work with it fine until you go select something else then come back and reselect the shape replicator... then you get a 100% lockup.... at least I do....
#11
11/02/2006 (1:15 pm)
I don't suppose it has anything to do with the leak in fxShapeReplicator::DestroyShapes? See this thread.
#12
11/10/2006 (6:54 am)
MY findings on the issue.


Its has to do with the new SquareSize changes...i think.
#13
11/10/2006 (7:09 am)
Huh. open CPDemo1 mission, change the terrain squareSize to 16... and try to select fxShapeReplicator - it hangs. So, it's not squareSize.
#14
11/10/2006 (8:08 am)
Yes, but it does this on all other sizes BUT 8 (the old standard)
#15
11/12/2006 (9:50 am)
Any news on this?
#16
11/22/2006 (10:00 am)
Hoping for an update, as this makes me unable to use the Replicator.
#17
11/22/2006 (6:37 pm)
Working on it.
#18
11/30/2006 (9:04 am)
Good to hear, becouse this is a large world building problem.
#19
01/15/2007 (1:59 am)
Greetings,

Just wanted to post my observations and findings on this issue...

Oddly enough, in my case, I found that, on my XP box, replacing the pre-packaged "torqueDemo.exe" and other from-source DLL files with ones freshly-compiled on my machine made this issue disappear.

Since it is possibly relevant, I'll note that this box has a P4 3.06 CPU with Hyperthreading enabled ... and I compiled the "Torque Demo" using "Rebuild" directly after unpacking a fresh copy of the SDK, using Visual C++ Express (SP1) with PSDK R2 and default settings ... which meant that it used two compiling processes at once on my machine.

Hope this may shed some light for the Torque developers, and possibly some of the affected community members. Also, feel free to let me know if I can be of any further assistance in tracking this issue down.

Thanks kindly!
--David Quinn Ebert
--Co-Owner/CTO, Beyond-Technical Innovations

Edit:
I forgot to mention I compiled my "fresh" binaries using "Release" mode. Whoops! :-D
#20
03/06/2007 (6:42 am)
So, I've been hacking away at this issue for a few days now, and honestly, once I compiled fresh binaries I can no longer replicate the problem. I've tried running from the compiler, clicking the binaries, debug, release, optimized....I can no longer get the app to hang no matter what I click, how I click, or what I do.

I've tried on 3 different machines, with varying specs. Not complaining, but as far as I can tell recompiling will fix your worries. If this does not work for anyone else, please post what you are doing so I can continue working on this, otherwise I'm gonna write this off my TO-FIX list.
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