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Search found 364 matches Page 24 of 37
by Jason Campbell
Tue Mar 21, 2017 4:24 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
Thank you for the primer Azaezel,

edit: Thought I had it, I was wrong.

Just a note: Any Linux user who needs to merge code, Meld is a Godsend. I can't believe the ease of it and what ever formula they use to figure where code goes, is amazing.
by Jason Campbell
Sun Mar 19, 2017 5:17 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
Well, you are right about the lines making the problem. It was this line, and it was a 7bit not the 6bit I talked about: https://github.com/GarageGames/Torque3D/blob/7185d9664d7ee8c0469014acce9caad6d1380ea2/Engine/source/T3D/player.cpp#L6225 I don't understand really how to fix it. I wrote this stup...
by Jason Campbell
Sat Mar 18, 2017 3:40 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
I've figured out the gdb debugger a little more and have been able to examine the backtrace frame by frame,, so I can find the exact line that caused the errors. Unfortunately, examining the local variables doesn't help much and every time I stop one, another pops up. Another thing, that -1/64 6 bit...
by Jason Campbell
Wed Mar 15, 2017 7:13 pm
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
Okay, thanks. I will continue to attempt finding them.
by Jason Campbell
Wed Mar 15, 2017 7:04 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
Hey guys, the animation was screwed up for takedowns, Case sensitivity of Linux has made it tough to squash all the bugs. Anyway, I really thought that had done the trick but then the 7bit Fatal started again that I thought I had fixed. So I disabled the Fatal breakpoint in bitstream.cpp and played ...
by Jason Campbell
Tue Mar 14, 2017 12:52 pm
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
I can't figure out gdb debugger very well but I got a backtrace to show me shapebase.cpp or player.cpp is where the writeInt occurs. For a while I thought it was this. stream->writeInt(image.imageMountNode,6); It mounts attachments to weapons but a made it zero right before the writeInt so it always...
by Jason Campbell
Tue Mar 14, 2017 7:17 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
Dude, you probably have enough on your plate. Heh. I decided to try and eliminate all other errors in the console first and don't why I didn't notice this. Since it seemed to always occur during "fight3" I bypassed it for a bit and it became the next AI Melee TakeDown, in this case attack2. All soun...
by Jason Campbell
Mon Mar 13, 2017 4:48 pm
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
It appears to happen when an AI melee's another AI from the front. It's attack3 and it may stem from an animation call that returns a negarive.
by Jason Campbell
Mon Mar 13, 2017 1:21 pm
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
I'm wrong about where that error is stemming from. Is there a way to remove the Fatal crash interupt if I was just doing singleplayer?

edit: there isn't a memory leak or anything, just that -1 Bitstream
by Jason Campbell
Sun Mar 12, 2017 8:40 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 32
Views: 16490
I can't believe but it appears I have everything working correctly. I didn't think I would get this far really. I seemed to have squashed the other "value out range" problems but have a new one and I'm going mad. I haven't slept well in days. Okay. This is the new one Engine/source/core/stream/bitSt...
Search found 364 matches Page 24 of 37